SRB2/src/p_user.c
sphere 1b060d2b34 Merge branch 'fruits-clipper' into 'next'
NiGHTS text improvements

Closes #1121

See merge request STJr/SRB2!2165
2024-03-13 13:03:33 +00:00

13253 lines
393 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2023 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_user.c
/// \brief New stuff?
/// Player related stuff.
/// Bobbing POV/weapon, movement.
/// Pending weapon.
#include "doomdef.h"
#include "i_system.h"
#include "d_event.h"
#include "netcode/d_net.h"
#include "netcode/net_command.h"
#include "g_demo.h" // demoplayback, demoversion
#include "g_game.h"
#include "p_local.h"
#include "r_fps.h"
#include "r_main.h"
#include "s_sound.h"
#include "r_skins.h"
#include "d_think.h"
#include "r_sky.h"
#include "p_setup.h"
#include "m_random.h"
#include "m_misc.h"
#include "i_video.h"
#include "p_slopes.h"
#include "p_spec.h"
#include "r_splats.h"
#include "z_zone.h"
#include "w_wad.h"
#include "hu_stuff.h"
// We need to affect the NiGHTS hud
#include "st_stuff.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "b_bot.h"
// Objectplace
#include "m_cheat.h"
// Thok camera snap (ctrl-f "chalupa")
#include "g_input.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
#ifdef HWRENDER
#include "hardware/hw_light.h"
#include "hardware/hw_main.h"
#endif
#if 0
static void P_NukeAllPlayers(player_t *player);
#endif
//
// Jingle stuff.
//
jingle_t jingleinfo[NUMJINGLES] = {
// {musname, looping, reset, nest}
{"" , false}, // JT_NONE
{"" , false}, // JT_OTHER
{"" , false}, // JT_MASTER
{"_1up" , false},
{"_shoes" , true},
{"_inv" , false},
{"_minv" , false},
{"_drown" , false},
{"_super" , true},
{"_gover" , false},
{"_ntime" , false}, // JT_NIGHTSTIMEOUT
{"_drown" , false} // JT_SSTIMEOUT
// {"_clear" , false},
// {"_inter" , true},
// {"_conti" , true}
};
//
// Movement.
//
// 16 pixels of bob
#define MAXBOB (0x10 << FRACBITS)
static boolean onground;
//
// P_Thrust
// Moves the given origin along a given angle.
//
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, FINECOSINE(angle));
if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
mo->momy += FixedMul(move, FINESINE(angle));
}
void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, FINECOSINE(angle));
mo->momy += FixedMul(move, FINESINE(angle));
}
void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo)
{
fixed_t a1, b1, c1, a2, b2, c2, i, j, k;
a1 = xb - xa;
b1 = yb - ya;
c1 = zb - za;
a2 = xb - xc;
b2 = yb - yc;
c2 = zb - zc;
/*
// Convert to unit vectors...
a1 = FixedDiv(a1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
b1 = FixedDiv(b1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
c1 = FixedDiv(c1,FixedSqrt(FixedMul(c1,c1) + FixedMul(c1,c1) + FixedMul(c1,c1)));
a2 = FixedDiv(a2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
b2 = FixedDiv(b2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
c2 = FixedDiv(c2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
*/
// Calculate the momx, momy, and momz
i = FixedMul(momentum, FixedMul(b1, c2) - FixedMul(c1, b2));
j = FixedMul(momentum, FixedMul(c1, a2) - FixedMul(a1, c2));
k = FixedMul(momentum, FixedMul(a1, b2) - FixedMul(a1, c2));
mo->momx = i;
mo->momy = j;
mo->momz = k;
}
//
// P_InstaThrust
// Moves the given origin along a given angle instantly.
//
// FIXTHIS: belongs in another file, not here
//
void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul(move, FINECOSINE(angle));
if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
mo->momy = FixedMul(move,FINESINE(angle));
}
void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul(move, FINECOSINE(angle));
mo->momy = FixedMul(move, FINESINE(angle));
}
// Returns a location (hard to explain - go see how it is used)
fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINECOSINE(angle));
}
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINESINE(angle));
}
//
// P_AutoPause
// Returns true when gameplay should be halted even if the game isn't necessarily paused.
//
boolean P_AutoPause(void)
{
// Don't pause even on menu-up or focus-lost in netgames or record attack
if (netgame || modeattacking || gamestate == GS_TITLESCREEN || (marathonmode && gamestate == GS_INTERMISSION))
return false;
return (menuactive || ( window_notinfocus && cv_pauseifunfocused.value ));
}
//
// P_CalcHeight
// Calculate the walking / running height adjustment
//
void P_CalcHeight(player_t *player)
{
INT32 angle;
fixed_t bob;
fixed_t pviewheight;
mobj_t *mo = player->mo;
// Regular movement bobbing.
// Should not be calculated when not on ground (FIXTHIS?)
// OPTIMIZE: tablify angle
// Note: a LUT allows for effects
// like a ramp with low health.
player->bob = FixedMul(cv_movebob.value,
(FixedMul(player->rmomx,player->rmomx)
+ FixedMul(player->rmomy,player->rmomy))>>2);
if (player->bob > FixedMul(cv_movebob.value, FixedMul(MAXBOB, mo->scale)))
player->bob = FixedMul(cv_movebob.value, FixedMul(MAXBOB, mo->scale));
if (!P_IsObjectOnGround(mo))
{
if (mo->eflags & MFE_VERTICALFLIP)
{
player->viewz = mo->z + mo->height - player->viewheight;
if (player->viewz < mo->floorz + FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->floorz + FixedMul(FRACUNIT, mo->scale);
}
else
{
player->viewz = mo->z + player->viewheight;
if (player->viewz > mo->ceilingz - FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->ceilingz - FixedMul(FRACUNIT, mo->scale);
}
return;
}
angle = (FINEANGLES/20*localgametic)&FINEMASK;
bob = FixedMul(player->bob/2, FINESINE(angle));
// move viewheight
pviewheight = FixedMul(41*player->height/48, mo->scale); // default eye view height
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > pviewheight)
{
player->viewheight = pviewheight;
player->deltaviewheight = 0;
}
if (player->viewheight < pviewheight/2)
{
player->viewheight = pviewheight/2;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FixedMul(FRACUNIT/4, mo->scale);
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = mo->z + mo->height - player->viewheight - bob;
else
player->viewz = mo->z + player->viewheight + bob;
if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale);
if (player->viewz < mo->floorz+FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->floorz+FixedMul(4*FRACUNIT, mo->scale);
}
/** Decides if a player is moving.
* \param pnum The player number to test.
* \return True if the player is considered to be moving.
* \author Graue <graue@oceanbase.org>
*/
boolean P_PlayerMoving(INT32 pnum)
{
player_t *p = &players[pnum];
if (!Playing())
return false;
if (p->jointime < 5*TICRATE || p->playerstate == PST_DEAD || p->playerstate == PST_REBORN || p->spectator)
return false;
return gamestate == GS_LEVEL && p->mo && p->mo->health > 0
&& (abs(p->rmomx) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->rmomy) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->mo->momz) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| p->climbing || p->powers[pw_tailsfly]
|| (p->pflags & PF_JUMPED) || (p->pflags & PF_SPINNING));
}
// P_GetNextEmerald
//
// Gets the number (0 based) of the next emerald to obtain
//
UINT8 P_GetNextEmerald(void)
{
if (gamemap >= sstage_start && gamemap <= sstage_end)
return (UINT8)(gamemap - sstage_start);
if (gamemap >= smpstage_start || gamemap <= smpstage_end)
return (UINT8)(gamemap - smpstage_start);
return 0;
}
//
// P_GiveEmerald
//
// Award an emerald upon completion
// of a special stage.
//
void P_GiveEmerald(boolean spawnObj)
{
UINT8 em = P_GetNextEmerald();
S_StartSound(NULL, sfx_cgot); // Got the emerald!
emeralds |= (1 << em);
stagefailed = false;
if (spawnObj)
{
// The Chaos Emerald begins to orbit us!
// Only visibly give it to ONE person!
UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255;
for (i = 0; i < MAXPLAYERS; i++)
{
mobj_t *emmo;
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD);
if (!emmo)
continue;
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
// Make sure we're not being carried before our tracer is changed
if (players[i].powers[pw_carry] != CR_NIGHTSMODE)
players[i].powers[pw_carry] = CR_NONE;
P_SetTarget(&players[i].mo->tracer, emmo);
if (pnum == 255)
{
pnum = i;
continue;
}
if (i == pnum)
continue;
emmo->flags2 |= MF2_DONTDRAW;
}
}
}
//
// P_GiveFinishFlags
//
// Give the player visual indicators
// that they've finished the map.
//
void P_GiveFinishFlags(player_t *player)
{
angle_t angle = FixedAngle(player->mo->angle << FRACBITS);
UINT8 i;
if (!player->mo)
return;
if (!(netgame||multiplayer))
return;
for (i = 0; i < 3; i++)
{
angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG);
if (P_MobjWasRemoved(flag))
continue;
flag->angle = angle;
angle += FixedAngle(120*FRACUNIT);
P_SetTarget(&flag->target, player->mo);
P_SetTarget(&flag->dontdrawforviewmobj, player->mo); // Hide the flag in first-person
}
}
#if 0
//
// P_ResetScore
//
// This is called when your chain is reset.
void P_ResetScore(player_t *player)
{
// Formally a host for Chaos mode behavior
player->scoreadd = 0;
}
#endif
//
// P_FindLowestMare
//
// Returns the lowest open mare available
//
UINT8 P_FindLowestMare(void)
{
thinker_t *th;
mobj_t *mo2;
UINT8 mare = UINT8_MAX;
if (gametyperules & GTR_RACE)
return 0;
// scan the thinkers
// to find the egg capsule with the lowest mare
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_EGGCAPSULE)
continue;
if (mo2->health <= 0)
continue;
{
const UINT8 threshold = (UINT8)mo2->threshold;
if (mare == 255)
mare = threshold;
else if (threshold < mare)
mare = threshold;
}
}
CONS_Debug(DBG_NIGHTS, "Lowest mare found: %d\n", mare);
return mare;
}
//
// P_TransferToNextMare
//
// Transfers the player to the next Mare.
// (Finds the lowest mare # for capsules that have not been destroyed).
// Returns true if successful, false if there is no other mare.
//
boolean P_TransferToNextMare(player_t *player)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis = NULL;
INT32 lowestaxisnum = -1;
UINT8 mare = P_FindLowestMare();
fixed_t dist1, dist2 = 0;
if (mare == 255)
return false;
CONS_Debug(DBG_NIGHTS, "Mare is %d\n", mare);
player->mare = mare;
player->marelap = 0;
player->marebonuslap = 0;
// scan the thinkers
// to find the closest axis point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_AXIS)
continue;
if (mo2->threshold != mare)
continue;
if (closestaxis == NULL)
{
closestaxis = mo2;
lowestaxisnum = mo2->health;
dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius;
}
else if (mo2->health < lowestaxisnum)
{
dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
lowestaxisnum = mo2->health;
dist2 = dist1;
}
}
}
if (closestaxis == NULL)
return false;
P_SetTarget(&player->mo->target, closestaxis);
return true;
}
//
// P_FindAxis
//
// Given a mare and axis number, returns
// the mobj for that axis point.
static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum)
{
thinker_t *th;
mobj_t *mo2;
// scan the thinkers
// to find the closest axis point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
return NULL;
if (mo2->type != MT_AXIS)
continue;
if (mo2->health != axisnum)
continue;
if (mo2->threshold != mare)
continue;
return mo2;
}
return NULL;
}
//
// P_FindAxisTransfer
//
// Given a mare and axis number, returns
// the mobj for that axis transfer point.
static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type)
{
thinker_t *th;
mobj_t *mo2;
// scan the thinkers
// to find the closest axis point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
return NULL;
if (mo2->type != type)
continue;
if (mo2->health != axisnum)
continue;
if (mo2->threshold != mare)
continue;
return mo2;
}
return NULL;
}
//
// P_TransferToAxis
//
// Finds the CLOSEST axis with the number specified.
void P_TransferToAxis(player_t *player, INT32 axisnum)
{
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis;
INT32 mare = player->mare;
fixed_t dist1, dist2 = 0;
CONS_Debug(DBG_NIGHTS, "Transferring to axis %d\nLeveltime: %u...\n", axisnum, leveltime);
closestaxis = NULL;
// scan the thinkers
// to find the closest axis point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_AXIS)
continue;
if (mo2->health != axisnum)
continue;
if (mo2->threshold != mare)
continue;
if (closestaxis == NULL)
{
closestaxis = mo2;
dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius;
}
else
{
dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y) - mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
dist2 = dist1;
}
}
}
if (!closestaxis)
{
CONS_Debug(DBG_NIGHTS, "ERROR: Specified axis point to transfer to not found!\n%d\n", axisnum);
}
else
{
CONS_Debug(DBG_NIGHTS, "Transferred to axis %d, mare %d\n", closestaxis->health, closestaxis->threshold);
}
P_SetTarget(&player->mo->target, closestaxis);
}
//
// P_DeNightserizePlayer
//
// Whoops! Ran out of NiGHTS time!
//
static void P_DeNightserizePlayer(player_t *player)
{
thinker_t *th;
mobj_t *mo2;
player->powers[pw_carry] = CR_NIGHTSFALL;
player->powers[pw_underwater] = 0;
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
player->secondjump = 0;
player->homing = 0;
player->climbing = 0;
player->mo->fuse = 0;
player->speed = 0;
player->marelap = 0;
player->marebonuslap = 0;
player->flyangle = 0;
player->anotherflyangle = 0;
player->mo->spriteroll = 0;
P_SetTarget(&player->mo->target, NULL);
P_SetTarget(&player->axis1, P_SetTarget(&player->axis2, NULL));
player->mo->flags &= ~MF_NOGRAVITY;
player->mo->skin = skins[player->skin];
player->followitem = skins[player->skin]->followitem;
player->mo->color = P_GetPlayerColor(player);
G_GhostAddColor(GHC_RETURNSKIN);
// Restore aiming angle
if (player == &players[consoleplayer])
localaiming = 0;
else if (player == &players[secondarydisplayplayer])
localaiming2 = 0;
P_SetMobjState(player->mo, S_PLAY_FALL);
// If in a special stage, add some preliminary exit time.
if (G_IsSpecialStage(gamemap))
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
players[i].nightstime = 1; // force everyone else to fall too.
player->exiting = 3*TICRATE;
// If you screwed up, kiss your score and ring bonus goodbye.
// But only do this in special stage (and instakill!) In regular stages, wait til we hit the ground.
player->marescore = player->spheres = player->rings = 0;
}
// Check to see if the player should be killed.
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_NIGHTSDRONE)
continue;
if (mo2->flags2 & MF2_AMBUSH)
{
player->marescore = player->spheres = player->rings = 0;
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
// Reset music to beginning if MIXNIGHTSCOUNTDOWN
if ((mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
#ifdef _WIN32
&& S_MusicType() != MU_MID
#endif
)
S_SetMusicPosition(0);
}
break;
}
if (player->mo->scale != player->oldscale)
player->mo->destscale = player->oldscale;
player->oldscale = 0;
// Restore from drowning music
if ((mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
#ifdef _WIN32
&& S_MusicType() != MU_MID
#endif
)
{
S_StopSoundByNum(sfx_timeup);
S_StopFadingMusic();
S_SetInternalMusicVolume(100);
// Reset the music if you did not destroy all the capsules, because you failed.
// Why make the all-capsules exception: because it's your reward for nearly finishing the level!
// (unless the player auto-loses upon denightserizing; for death case, see above.)
if (P_FindLowestMare() != UINT8_MAX || G_IsSpecialStage(gamemap))
S_SetMusicPosition(0);
}
else
{
music_stack_fadein = 0; // HACK: Change fade-in for restore music
P_RestoreMusic(player);
}
P_RunDeNightserizeExecutors(player->mo);
}
//
// P_NightserizePlayer
//
// NiGHTS Time!
void P_NightserizePlayer(player_t *player, INT32 nighttime)
{
UINT8 oldmare, oldmarelap, oldmarebonuslap, newmare;
// Bots can't be NiGHTSerized, silly!1 :P
if (player->bot)
return;
if (player->powers[pw_carry] != CR_NIGHTSMODE)
{
player->mo->height = P_GetPlayerHeight(player); // Just to make sure jumping into the drone doesn't result in a squashed hitbox.
player->oldscale = player->mo->scale;
if (skins[player->skin]->sprites[SPR2_NFLY].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
{
player->mo->skin = skins[DEFAULTNIGHTSSKIN];
if (!(cv_debug || devparm) && !(netgame || multiplayer || demoplayback))
player->mo->color = skins[DEFAULTNIGHTSSKIN]->prefcolor;
player->followitem = skins[DEFAULTNIGHTSSKIN]->followitem;
G_GhostAddColor(GHC_NIGHTSSKIN);
}
}
// Use mare-specific time limit if specified
newmare = P_FindLowestMare();
if (mapheaderinfo[gamemap-1]->nightstimer[newmare] > 0)
nighttime = mapheaderinfo[gamemap-1]->nightstimer[newmare];
player->pflags &= ~(PF_SPINDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_SHIELDDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY|PF_SPINNING|PF_DRILLING);
player->homing = 0;
player->mo->fuse = 0;
player->speed = 0;
player->climbing = 0;
player->secondjump = 0;
player->flyangle = 0;
player->anotherflyangle = 0;
player->mo->spriteroll = 0;
player->powers[pw_shield] = SH_NONE;
player->powers[pw_super] = 0;
player->mo->flags |= MF_NOGRAVITY;
player->nightstime = player->startedtime = player->lapstartedtime = nighttime*TICRATE;
player->bonustime = false;
// Restore from drowning music
if (mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
{
S_StopSoundByNum(sfx_timeup);
S_StopFadingMusic();
S_SetInternalMusicVolume(100);
}
else
{
music_stack_fadein = 0; // HACK: Change fade-in for restore music
P_RestoreMusic(player);
}
if (gametyperules & GTR_RACE)
{
if (player->drillmeter < 48*20)
player->drillmeter = 48*20;
}
else
{
if (player->drillmeter < 40*20)
player->drillmeter = 40*20;
}
oldmare = player->mare;
oldmarelap = player->marelap;
oldmarebonuslap = player->marebonuslap;
if (!P_TransferToNextMare(player))
{
INT32 i;
INT32 total_spheres = 0;
INT32 total_rings = 0;
P_SetTarget(&player->mo->target, NULL);
if (G_IsSpecialStage(gamemap))
{
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i]/* && players[i].powers[pw_carry] == CR_NIGHTSMODE*/)
{
total_spheres += players[i].spheres;
total_rings += players[i].rings;
}
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || !players[i].mo || players[i].spectator)
continue;
players[i].texttimer = (3 * TICRATE) - 10;
players[i].textvar = NTV_BONUSTIMEEND; // Score and grades
players[i].lastmare = players[i].mare;
players[i].lastmarelap = players[i].marelap;
players[i].lastmarebonuslap = players[i].marebonuslap;
if (G_IsSpecialStage(gamemap))
{
players[i].finishedspheres = (INT16)total_spheres;
players[i].finishedrings = (INT16)total_rings;
P_AddPlayerScore(player, total_spheres * 50);
}
else
{
players[i].finishedspheres = (INT16)(players[i].spheres);
players[i].finishedrings = (INT16)(players[i].rings);
P_AddPlayerScore(&players[i], (players[i].spheres) * 50);
}
// Add score to leaderboards now
player->lastmaretime = leveltime - player->marebegunat;
G_AddTempNightsRecords(player, players[i].marescore, player->lastmaretime, players[i].mare + 1);
// transfer scores anyway
players[i].totalmarescore += players[i].marescore;
players[i].lastmarescore = players[i].marescore;
players[i].marescore = 0;
players[i].spheres = players[i].rings = 0;
P_DoPlayerExit(&players[i], true);
}
}
else if (oldmare != player->mare)
{
/// \todo Handle multi-mare special stages.
// Spheres bonus
P_AddPlayerScore(player, (player->spheres) * 50);
player->lastmare = oldmare;
player->lastmarelap = oldmarelap;
player->lastmarebonuslap = oldmarebonuslap;
player->texttimer = 4*TICRATE;
player->textvar = NTV_BONUSTIMEEND; // Score and grades
player->finishedspheres = (INT16)(player->spheres);
player->finishedrings = (INT16)(player->rings);
// Add score to temp leaderboards
player->lastmaretime = leveltime - player->marebegunat;
G_AddTempNightsRecords(player, player->marescore, player->lastmaretime, (UINT8)(oldmare + 1));
// Starting a new mare, transfer scores
player->totalmarescore += player->marescore;
player->lastmarescore = player->marescore;
player->marescore = 0;
player->marebegunat = leveltime;
player->lapbegunat = leveltime;
player->spheres = player->rings = 0;
}
else
{
player->textvar = NTV_NONE; // Nothing, just tells it to go to the GET n RINGS/SPHERES text in a bit
player->texttimer = 40;
// Don't show before title card
// Not consistency safe, but this only affects drawing
if (timeinmap + 40 < (110 - 70))
player->texttimer = (UINT8)((110 - 70) - timeinmap);
}
if (player->drone && player->drone->scale != player->mo->scale)
player->mo->destscale = player->drone->scale;
// force NiGHTS to face forward or backward
if (player->mo->target)
{
player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
player->drawangle = player->angle_pos
+ ((player->mo->target->flags2 & MF2_AMBUSH) ? // if axis is invert, take the opposite right angle
-ANGLE_90 : ANGLE_90); // flyangle is always 0 here, below is kept for posterity
/*(player->flyangle > 90 && player->flyangle < 270 ? ANGLE_90 : -ANGLE_90)
: (player->flyangle > 90 && player->flyangle < 270 ? -ANGLE_90 : ANGLE_90));*/
}
// Do this before setting CR_NIGHTSMODE so we can tell if player was non-NiGHTS
P_RunNightserizeExecutors(player->mo);
player->powers[pw_carry] = CR_NIGHTSMODE;
P_SetMobjState(player->mo, S_PLAY_NIGHTS_TRANS1);
}
pflags_t P_GetJumpFlags(player_t *player)
{
if (player->charflags & SF_NOJUMPDAMAGE)
return (PF_JUMPED|PF_NOJUMPDAMAGE);
return PF_JUMPED;
}
//
// P_PlayerInPain
//
// Is player in pain??
// Checks for painstate and pw_flashing, if both found return true
//
boolean P_PlayerInPain(player_t *player)
{
// no silly, sliding isn't pain
if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing])
return true;
if (player->mo->state == &states[S_PLAY_STUN])
return true;
return false;
}
//
// P_DoPlayerPain
//
// Player was hit,
// put them in pain.
//
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
{
if (player->powers[pw_carry] == CR_ROPEHANG)
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_strong] = STR_NONE;
{
angle_t ang;
fixed_t fallbackspeed;
P_ResetPlayer(player);
P_SetMobjState(player->mo, player->mo->info->painstate);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->z--;
else
player->mo->z++;
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
if (inflictor)
{
if (inflictor->type == MT_WALLSPIKE)
ang = inflictor->angle;
else
ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy);
// explosion and rail rings send you farther back, making it more difficult
// to recover
if ((inflictor->flags2 & MF2_SCATTER) && source)
{
fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z);
dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4;
if (dist < FixedMul(4*FRACUNIT, inflictor->scale))
dist = FixedMul(4*FRACUNIT, inflictor->scale);
fallbackspeed = dist;
}
else if (inflictor->flags2 & MF2_EXPLOSION)
{
if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(38*FRACUNIT, inflictor->scale); // 7x
else
fallbackspeed = FixedMul(30*FRACUNIT, inflictor->scale); // 5x
}
else if (inflictor->flags2 & MF2_RAILRING)
fallbackspeed = FixedMul(45*FRACUNIT, inflictor->scale); // 4x
else
fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
}
else
{
ang = ((player->mo->momx || player->mo->momy) ? R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0) : player->drawangle);
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
}
if (player->pflags & PF_DIRECTIONCHAR)
player->drawangle = ang + ANGLE_180;
P_InstaThrust(player->mo, ang, fallbackspeed);
}
// Point penalty for hitting a hazard during tag.
// Discourages players from intentionally hurting themselves to avoid being tagged.
if (((gametyperules & (GTR_TAG|GTR_HIDEFROZEN)) == GTR_TAG)
&& (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT)))
{
if (player->score >= 50)
player->score -= 50;
else
player->score = 0;
}
player->powers[pw_flashing] = flashingtics;
if (player->timeshit != UINT8_MAX)
++player->timeshit;
}
//
// P_ResetPlayer
//
// Useful when you want to kill everything the player is doing.
void P_ResetPlayer(player_t *player)
{
player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING);
if (player->powers[pw_carry] == CR_ROLLOUT)
{
if (player->mo->tracer && !P_MobjWasRemoved(player->mo->tracer))
{
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->tracer, NULL);
}
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
}
if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP || player->powers[pw_carry] == CR_MINECART))
player->powers[pw_carry] = CR_NONE;
player->secondjump = 0;
player->glidetime = 0;
player->homing = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
player->onconveyor = 0;
player->skidtime = 0;
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog[1], true);
}
// P_PlayerCanDamage
//
// Can player do damage?
//
boolean P_PlayerCanDamage(player_t *player, mobj_t *thing)
{
fixed_t bottomheight, topheight;
boolean allatk = ((player->powers[pw_strong] & STR_PUNCH) && (player->powers[pw_strong] & STR_TAIL) && (player->powers[pw_strong] & STR_STOMP) && (player->powers[pw_strong] & STR_UPPER));
if (!player->mo || player->spectator || !thing || P_MobjWasRemoved(thing))
return false;
{
UINT8 shouldCollide = LUA_HookPlayerCanDamage(player, thing);
if (P_MobjWasRemoved(thing))
return false; // removed???
if (shouldCollide == 1)
return true; // force yes
else if (shouldCollide == 2)
return false; // force no
}
// Invinc/super. Not for Monitors.
if (!(thing->flags & MF_MONITOR) && (player->powers[pw_invulnerability] || player->powers[pw_super]))
return true;
// NiGHTS drill. Wasn't originally for monitors, but that's more an oversight being corrected than anything else.
if ((player->powers[pw_carry] == CR_NIGHTSMODE) && (player->pflags & PF_DRILLING))
return true;
// Jumping.
if ((player->pflags & PF_JUMPED)
&& (!(player->pflags & PF_NOJUMPDAMAGE)))
return true;
// Spinning.
if (player->pflags & PF_SPINNING)
return true;
// Shield stomp.
if (((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL || (player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) && (player->pflags & PF_SHIELDABILITY))
return true;
// pw_strong checks below here
// Omnidirectional attacks.
if (allatk || (player->powers[pw_strong] & STR_DASH))
return true;
// From the front.
if ((player->powers[pw_strong] & STR_PUNCH)
&& (player->drawangle - R_PointToAngle2(player->mo->x - player->mo->momx, player->mo->y - player->mo->momy, thing->x, thing->y) + + ANGLE_90) < ANGLE_180)
return true;
// From the back.
if ((player->powers[pw_strong] & STR_TAIL)
&& (player->drawangle - R_PointToAngle2(player->mo->x - player->mo->momx, player->mo->y - player->mo->momy, thing->x, thing->y) + + ANGLE_90) >= ANGLE_180)
return true;
// From the top/bottom.
bottomheight = player->mo->z;
topheight = player->mo->z + player->mo->height;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
fixed_t swap = bottomheight;
bottomheight = topheight;
topheight = swap;
}
if (P_MobjFlip(player->mo)*(bottomheight - (thing->z + thing->height/2)) > 0)
{
if ((player->charflags & SF_STOMPDAMAGE || player->powers[pw_strong] & STR_STOMP) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) < 0))
return true;
}
else if (P_MobjFlip(player->mo)*(topheight - (thing->z + thing->height/2)) < 0)
{
if ((player->powers[pw_strong] & STR_UPPER) && (player->mo->sprite2 != SPR2_SWIM) && (P_MobjFlip(player->mo)*(player->mo->momz - thing->momz) > 0))
return true;
}
return false;
}
//
// P_GivePlayerRings
//
// Gives rings to the player, and does any special things required.
// Call this function when you want to increment the player's health.
//
void P_GivePlayerRings(player_t *player, INT32 num_rings)
{
if (!player)
return;
if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader)
player = player->botleader;
if (!player->mo)
return;
player->rings += num_rings;
player->totalring += num_rings;
// Can only get up to 9999 rings, sorry!
if (player->rings > 9999)
player->rings = 9999;
else if (player->rings < 0)
player->rings = 0;
// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives() && player->lives != INFLIVES)
{
INT32 gainlives = 0;
while (player->xtralife < maxXtraLife && player->rings >= 100 * (player->xtralife+1))
{
++gainlives;
++player->xtralife;
}
if (gainlives)
{
player->lives += gainlives;
if (player->lives > 99)
player->lives = 99;
else if (player->lives < 1)
player->lives = 1;
P_PlayLivesJingle(player);
}
}
}
void P_GivePlayerSpheres(player_t *player, INT32 num_spheres)
{
if (!player)
return;
if (player->bot)
player = &players[consoleplayer];
if (!player->mo)
return;
player->spheres += num_spheres;
// Can only get up to 9999 spheres, sorry!
if (player->spheres > 9999)
player->spheres = 9999;
else if (player->spheres < 0)
player->spheres = 0;
}
//
// P_GivePlayerLives
//
// Gives the player an extra life.
// Call this function when you want to add lives to the player.
//
void P_GivePlayerLives(player_t *player, INT32 numlives)
{
UINT8 prevlives = player->lives;
if (!player)
return;
if (player->bot)
player = &players[consoleplayer];
if (gamestate == GS_LEVEL)
{
if (player->lives == INFLIVES || !(gametyperules & GTR_LIVES))
{
P_GivePlayerRings(player, 100*numlives);
return;
}
if ((netgame || multiplayer) && G_GametypeUsesCoopLives() && cv_cooplives.value == 0)
{
P_GivePlayerRings(player, 100*numlives);
if (player->lives - prevlives >= numlives)
goto docooprespawn;
numlives = (numlives + prevlives - player->lives);
}
}
else if (player->lives == INFLIVES)
return;
player->lives += numlives;
if (player->lives > 99)
player->lives = 99;
else if (player->lives < 1)
player->lives = 1;
docooprespawn:
if (cv_coopstarposts.value)
return;
if (prevlives > 0)
return;
if (!player->spectator)
return;
P_SpectatorJoinGame(player);
}
void P_GiveCoopLives(player_t *player, INT32 numlives, boolean sound)
{
if (!((netgame || multiplayer) && G_GametypeUsesCoopLives()))
{
P_GivePlayerLives(player, numlives);
if (sound)
P_PlayLivesJingle(player);
}
else
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_GivePlayerLives(&players[i], numlives);
if (sound)
P_PlayLivesJingle(&players[i]);
}
}
}
//
// P_DoSuperTransformation
//
// Transform into Super Sonic!
void P_DoSuperTransformation(player_t *player, boolean giverings)
{
player->powers[pw_super] = 1;
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC) && P_IsLocalPlayer(player))
P_PlayJingle(player, JT_SUPER);
player->mo->momx = player->mo->momy = player->mo->momz = player->cmomx = player->cmomy = player->rmomx = player->rmomy = 0;
// Transformation animation
P_SetMobjState(player->mo, S_PLAY_SUPER_TRANS1);
if (giverings && player->rings < 50)
player->rings = 50;
// Just in case.
if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
{
player->powers[pw_extralife] = 0;
player->powers[pw_invulnerability] = 0;
player->powers[pw_sneakers] = 0;
}
if (G_CoopGametype())
S_StartSound(player->mo, sfx_supert); //only hear it near yourself in co-op
else
{
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players]));
}
P_PlayerFlagBurst(player, false);
}
//
// P_DoSuperDetransformation
//
// Detransform into regular Sonic!
void P_DoSuperDetransformation(player_t *player)
{
player->powers[pw_emeralds] = 0; // lost the power stones
P_SpawnGhostMobj(player->mo);
player->powers[pw_super] = 0;
// Restore color
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = P_GetPlayerColor(player);
G_GhostAddColor(GHC_NORMAL);
}
if (!G_CoopGametype())
player->powers[pw_flashing] = flashingtics-1;
if (player->mo->sprite2 & SPR2F_SUPER)
P_SetMobjState(player->mo, player->mo->state-states);
// Inform the netgame that the champion has fallen in the heat of battle.
if (!G_CoopGametype())
{
S_StartSound(NULL, sfx_s3k66); //let all players hear it.
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
}
// Resume normal music if you're the console player
if (P_IsLocalPlayer(player))
{
music_stack_noposition = true; // HACK: Do not reposition next music
music_stack_fadeout = MUSICRATE/2; // HACK: Fade out current music
}
P_RestoreMusic(player);
// If you had a shield, restore its visual significance.
P_SpawnShieldOrb(player);
}
// Adds to the player's score
void P_AddPlayerScore(player_t *player, UINT32 amount)
{
UINT32 oldscore;
if ((player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) && player->botleader)
player = player->botleader;
// NiGHTS does it different!
if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->typeoflevel & TOL_NIGHTS)
{
if ((netgame || multiplayer) && G_IsSpecialStage(gamemap))
{ // Pseudo-shared score for multiplayer special stages.
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
{
oldscore = players[i].marescore;
// Don't go above MAXSCORE.
if (players[i].marescore + amount < MAXSCORE)
players[i].marescore += amount;
else
players[i].marescore = MAXSCORE;
// Continues are worthless in netgames.
// If that stops being the case uncomment this.
/* if (!ultimatemode && continuesInSession && players[i].marescore > 50000
&& oldscore < 50000)
{
players[i].continues += 1;
players[i].gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_s3kac);
} */
}
}
else
{
oldscore = player->marescore;
// Don't go above MAXSCORE.
if (player->marescore + amount < MAXSCORE)
player->marescore += amount;
else
player->marescore = MAXSCORE;
if (!ultimatemode && continuesInSession && G_IsSpecialStage(gamemap)
&& player->marescore >= 50000 && oldscore < 50000)
{
player->continues += 1;
player->gotcontinue = true;
if (P_IsLocalPlayer(player))
S_StartSound(NULL, sfx_s3kac);
}
}
if (G_CoopGametype())
return;
}
oldscore = player->score;
// Don't go above MAXSCORE.
player->score += amount;
if (player->score > MAXSCORE)
player->score = MAXSCORE;
player->recordscore += amount;
if (player->recordscore > MAXSCORE)
player->recordscore = MAXSCORE;
// check for extra lives every 50000 pts
if (!ultimatemode && !modeattacking && player->score > oldscore && player->score % 50000 < amount && (gametyperules & GTR_LIVES))
{
P_GivePlayerLives(player, (player->score/50000) - (oldscore/50000));
P_PlayLivesJingle(player);
}
// In team match, all awarded points are incremented to the team's running score.
if ((gametyperules & (GTR_TEAMS|GTR_TEAMFLAGS)) == GTR_TEAMS)
{
if (player->ctfteam == 1)
redscore += amount;
else if (player->ctfteam == 2)
bluescore += amount;
}
}
// Steals from every enemy's score.
void P_StealPlayerScore(player_t *player, UINT32 amount)
{
boolean teams = G_GametypeHasTeams();
UINT32 stolen = 0;
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (&players[i] == player
|| (teams && players[i].ctfteam == player->ctfteam))
continue;
if (players[i].score >= amount)
{
stolen += amount;
players[i].score -= amount;
}
else
{
stolen += players[i].score;
players[i].score = 0;
}
}
if (stolen > 0)
{
// In team match, all stolen points are removed from the enemy team's running score.
if ((gametyperules & (GTR_TEAMS|GTR_TEAMFLAGS)) == GTR_TEAMS)
{
if (player->ctfteam == 1)
bluescore -= amount;
else if (player->ctfteam == 2)
redscore -= amount;
}
P_AddPlayerScore(player, stolen);
}
}
//
// P_PlayLivesJingle
//
void P_PlayLivesJingle(player_t *player)
{
if (player && !P_IsLocalPlayer(player))
return;
if (mariomode)
S_StartSound(NULL, sfx_marioa);
else if (use1upSound || cv_1upsound.value)
S_StartSound(NULL, sfx_oneup);
else
{
P_PlayJingle(player, JT_1UP);
if (player)
player->powers[pw_extralife] = extralifetics + 1;
strlcpy(S_sfx[sfx_None].caption, "One-up", 7);
S_StartCaption(sfx_None, -1, extralifetics+1);
}
}
void P_PlayJingle(player_t *player, jingletype_t jingletype)
{
const char *musname = jingleinfo[jingletype].musname;
UINT16 musflags = 0;
boolean looping = jingleinfo[jingletype].looping;
char newmusic[7];
strncpy(newmusic, musname, 7);
#ifdef HAVE_LUA_MUSICPLUS
if(LUAh_MusicJingle(jingletype, newmusic, &musflags, &looping))
return;
#endif
newmusic[6] = 0;
P_PlayJingleMusic(player, newmusic, musflags, looping, jingletype);
}
//
// P_PlayJingleMusic
//
void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, boolean looping, UINT16 status)
{
// If gamestate != GS_LEVEL, always play the jingle (1-up intermission)
if (gamestate == GS_LEVEL && player && !P_IsLocalPlayer(player))
return;
S_RetainMusic(musname, musflags, looping, 0, status);
S_StopMusic();
S_ChangeMusicInternal(musname, looping);
}
boolean P_EvaluateMusicStatus(UINT16 status, const char *musname)
{
// \todo lua hook
int i;
boolean result = false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!P_IsLocalPlayer(&players[i]))
continue;
switch(status)
{
case JT_1UP: // Extra life
result = (players[i].powers[pw_extralife] > 1);
break;
case JT_SHOES: // Speed shoes
if (players[i].powers[pw_sneakers] > 1 && !players[i].powers[pw_super])
{
//strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12);
//S_StartCaption(sfx_None, -1, players[i].powers[pw_sneakers]);
result = true;
}
else
result = false;
break;
case JT_INV: // Invincibility
case JT_MINV: // Mario Invincibility
if (players[i].powers[pw_invulnerability] > 1)
{
//strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
//S_StartCaption(sfx_None, -1, players[i].powers[pw_invulnerability]);
result = true;
}
else
result = false;
break;
case JT_DROWN: // Drowning
result = (players[i].powers[pw_underwater] && players[i].powers[pw_underwater] <= 11*TICRATE + 1);
break;
case JT_SUPER: // Super Sonic
result = (players[i].powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC));
break;
case JT_GOVER: // Game Over
result = (players[i].lives <= 0);
break;
case JT_NIGHTSTIMEOUT: // NiGHTS Time Out (10 seconds)
case JT_SSTIMEOUT:
result = (players[i].nightstime && players[i].nightstime <= 10*TICRATE);
break;
case JT_OTHER: // Other state
result = LUA_HookShouldJingleContinue(&players[i], musname);
break;
case JT_NONE: // Null state
case JT_MASTER: // Main level music
default:
result = true;
}
if (result)
break;
}
return result;
}
//
// P_RestoreMusic
//
// Restores music after some special music change
//
void P_RestoreMusic(player_t *player)
{
if (!P_IsLocalPlayer(player)) // Only applies to a local player
return;
S_SpeedMusic(1.0f);
// Jingles have a priority in this order, so follow it
// and as a default case, go down the music stack.
// Extra life
if (player->powers[pw_extralife] > 1)
return;
// Super
else if (player->powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC)
&& !S_RecallMusic(JT_SUPER, false))
P_PlayJingle(player, JT_SUPER);
// Invulnerability
else if (player->powers[pw_invulnerability] > 1 && !player->powers[pw_super])
{
strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
S_StartCaption(sfx_None, -1, player->powers[pw_invulnerability]);
if (!S_RecallMusic(JT_INV, false) && !S_RecallMusic(JT_MINV, false))
P_PlayJingle(player, (mariomode) ? JT_MINV : JT_INV);
}
// Shoes
else if (player->powers[pw_sneakers] > 1 && !player->powers[pw_super])
{
strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12);
S_StartCaption(sfx_None, -1, player->powers[pw_sneakers]);
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
{
S_SpeedMusic(1.4f);
if (!S_RecallMusic(JT_MASTER, true))
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}
else if (!S_RecallMusic(JT_SHOES, false))
P_PlayJingle(player, JT_SHOES);
}
// Default
else if (!S_RecallMusic(JT_NONE, false)) // go down the stack
{
CONS_Debug(DBG_BASIC, "Cannot find any music in resume stack!\n");
S_ChangeMusicEx(mapmusname, mapmusflags, true, mapmusposition, 0, 0);
}
}
//
// P_IsObjectInGoop
//
// Returns true if the object is inside goop water.
// (Spectators and objects otherwise without gravity cannot have goop gravity!)
//
boolean P_IsObjectInGoop(mobj_t *mo)
{
if (mo->player && mo->player->spectator)
return false;
if (mo->flags & MF_NOGRAVITY)
return false;
return ((mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) == (MFE_UNDERWATER|MFE_GOOWATER));
}
//
// P_IsObjectOnGround
//
// Returns true if the player is
// on the ground. Takes reverse
// gravity and FOFs into account.
//
boolean P_IsObjectOnGround(mobj_t *mo)
{
if (P_IsObjectInGoop(mo) && !(mo->player && mo->player->pflags & PF_BOUNCING))
{
/*
// It's a crazy hack that checking if you're on the ground
// would actually CHANGE your position and momentum,
if (mo->z < mo->floorz)
{
mo->z = mo->floorz;
mo->momz = 0;
}
else if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
mo->momz = 0;
}
*/
// but I don't want you to ever 'stand' while submerged in goo.
// You're in constant vertical momentum, even if you get stuck on something.
// No exceptions.
return false;
}
if (mo->eflags & MFE_VERTICALFLIP)
{
if (mo->z+mo->height >= mo->ceilingz)
return true;
}
else
{
if (mo->z <= mo->floorz)
return true;
}
return false;
}
//
// P_SetObjectMomZ
//
// Sets the player momz appropriately.
// Takes reverse gravity into account.
//
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative)
{
if (mo->eflags & MFE_VERTICALFLIP)
value = -value;
if (mo->scale != FRACUNIT)
value = FixedMul(value, mo->scale);
if (relative)
mo->momz += value;
else
mo->momz = value;
}
//
// P_IsLocalPlayer
//
// Returns true if player is
// on the local machine.
//
boolean P_IsLocalPlayer(player_t *player)
{
return ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[consoleplayer]);
}
//
// P_SpawnShieldOrb
//
// Spawns the shield orb on the player
// depending on which shield they are
// supposed to have.
//
void P_SpawnShieldOrb(player_t *player)
{
mobjtype_t orbtype;
thinker_t *th;
mobj_t *shieldobj, *ov;
#ifdef PARANOIA
if (!player->mo)
I_Error("P_SpawnShieldOrb: player->mo is NULL!\n");
#endif
if (LUA_HookPlayer(player, HOOK(ShieldSpawn)))
return;
if (player->powers[pw_shield] & SH_FORCE)
orbtype = MT_FORCE_ORB;
else switch (player->powers[pw_shield] & SH_NOSTACK)
{
case SH_WHIRLWIND:
orbtype = MT_WHIRLWIND_ORB;
break;
case SH_ATTRACT:
orbtype = MT_ATTRACT_ORB;
break;
case SH_ELEMENTAL:
orbtype = MT_ELEMENTAL_ORB;
break;
case SH_ARMAGEDDON:
orbtype = MT_ARMAGEDDON_ORB;
break;
case SH_PITY:
case SH_PINK: // PITY IN PINK
orbtype = MT_PITY_ORB;
break;
case SH_FLAMEAURA:
orbtype = MT_FLAMEAURA_ORB;
break;
case SH_BUBBLEWRAP:
orbtype = MT_BUBBLEWRAP_ORB;
break;
case SH_THUNDERCOIN:
orbtype = MT_THUNDERCOIN_ORB;
break;
default:
return;
}
// blaze through the thinkers to see if an orb already exists!
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
shieldobj = (mobj_t *)th;
if (shieldobj->type == orbtype && shieldobj->target == player->mo)
P_RemoveMobj(shieldobj); //kill the old one(s)
}
shieldobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, orbtype);
if (P_MobjWasRemoved(shieldobj))
return;
shieldobj->flags2 |= MF2_SHIELD;
P_SetTarget(&shieldobj->target, player->mo);
P_SetTarget(&shieldobj->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_PINK)
{
shieldobj->color = SKINCOLOR_PINK;
shieldobj->colorized = true;
}
else
shieldobj->color = (UINT16)shieldobj->info->painchance;
shieldobj->threshold = (player->powers[pw_shield] & SH_FORCE) ? SH_FORCE : (player->powers[pw_shield] & SH_NOSTACK);
if (shieldobj->info->seestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
if (!P_MobjWasRemoved(ov))
{
P_SetTarget(&ov->target, shieldobj);
P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
P_SetMobjState(ov, shieldobj->info->seestate);
P_SetTarget(&shieldobj->tracer, ov);
}
}
if (shieldobj->info->meleestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
if (!P_MobjWasRemoved(ov))
{
P_SetTarget(&ov->target, shieldobj);
P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
P_SetMobjState(ov, shieldobj->info->meleestate);
}
}
if (shieldobj->info->missilestate)
{
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
if (!P_MobjWasRemoved(ov))
{
P_SetTarget(&ov->target, shieldobj);
P_SetTarget(&ov->dontdrawforviewmobj, player->mo); // Hide the shield in first-person
P_SetMobjState(ov, shieldobj->info->missilestate);
}
}
if (player->powers[pw_shield] & SH_FORCE)
{
//Copy and pasted from P_ShieldLook in p_mobj.c
shieldobj->movecount = (player->powers[pw_shield] & SH_FORCEHP);
if (shieldobj->movecount < 1)
{
if (shieldobj->info->painstate)
P_SetMobjState(shieldobj,shieldobj->info->painstate);
else
shieldobj->flags2 |= MF2_SHADOW;
}
}
}
//
// P_SwitchShield
//
// Handles the possibility of switching between
// the non-stack layer of shields thoroughly,
// then adds the desired one.
//
void P_SwitchShield(player_t *player, UINT16 shieldtype)
{
boolean donthavealready;
// If you already have a bomb shield, use it!
if ((shieldtype == SH_ARMAGEDDON) && (player->powers[pw_shield] & SH_NOSTACK) == SH_ARMAGEDDON)
P_BlackOw(player);
donthavealready = (shieldtype & SH_FORCE)
? (!(player->powers[pw_shield] & SH_FORCE) || (player->powers[pw_shield] & SH_FORCEHP) < (shieldtype & ~SH_FORCE))
: ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype);
if (donthavealready)
{
boolean stopshieldability = (shieldtype & SH_FORCE)
? (!(player->powers[pw_shield] & SH_FORCE))
: true;
// Just in case.
if (stopshieldability && player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~(PF_SPINNING|PF_SHIELDABILITY); // They'll still have PF_THOKKED...
player->homing = 0;
}
player->powers[pw_shield] = shieldtype|(player->powers[pw_shield] & SH_STACK);
P_SpawnShieldOrb(player);
if (shieldtype & SH_PROTECTWATER)
{
if (player->powers[pw_underwater] && player->powers[pw_underwater] <= 12*TICRATE + 1)
{
player->powers[pw_underwater] = 0;
P_RestoreMusic(player);
}
else
player->powers[pw_underwater] = 0;
if (player->powers[pw_spacetime] > 1)
{
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
}
}
}
}
//
// P_SetPower
//
// Sets a power and spawns a shield orb if required.
//
void P_SetPower(player_t *player, powertype_t power, UINT16 value)
{
boolean spawnshield = false;
if (power == pw_shield && player->powers[pw_shield] != value)
spawnshield = true;
player->powers[power] = value;
if (spawnshield) //workaround for a bug
P_SpawnShieldOrb(player);
}
//
// P_SpawnGhostMobj
//
// Spawns a ghost object on the player
//
mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
{
mobj_t *ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST);
if (P_MobjWasRemoved(ghost))
return NULL;
P_SetTarget(&ghost->target, mobj);
P_SetTarget(&ghost->dontdrawforviewmobj, mobj); // Hide the ghost in first-person
P_SetScale(ghost, mobj->scale, true);
if (mobj->eflags & MFE_VERTICALFLIP)
{
ghost->eflags |= MFE_VERTICALFLIP;
ghost->z += mobj->height - ghost->height;
}
ghost->color = mobj->color;
ghost->translation = mobj->translation;
ghost->colorized = mobj->colorized; // alternatively, "true" for sonic advance style colourisation
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
ghost->roll = mobj->roll;
ghost->pitch = mobj->pitch;
ghost->spriteroll = mobj->spriteroll;
ghost->sprite = mobj->sprite;
ghost->sprite2 = mobj->sprite2;
ghost->frame = mobj->frame;
ghost->tics = -1;
ghost->frame &= ~FF_TRANSMASK;
ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
ghost->renderflags = mobj->renderflags;
ghost->blendmode = mobj->blendmode;
ghost->spritexscale = mobj->spritexscale;
ghost->spriteyscale = mobj->spriteyscale;
ghost->spritexoffset = mobj->spritexoffset;
ghost->spriteyoffset = mobj->spriteyoffset;
ghost->fuse = ghost->info->damage;
ghost->skin = mobj->skin;
ghost->standingslope = mobj->standingslope;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags2 |= MF2_OBJECTFLIP;
if (mobj->player && mobj->player->followmobj)
{
mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
if (!P_MobjWasRemoved(ghost2))
{
P_SetTarget(&ghost2->tracer, ghost);
P_SetTarget(&ghost->tracer, ghost2);
P_SetTarget(&ghost2->dontdrawforviewmobj, mobj); // Hide the follow-ghost for the non-follow target
ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW);
}
}
// Copy interpolation data :)
ghost->old_x = mobj->old_x2;
ghost->old_y = mobj->old_y2;
ghost->old_z = mobj->old_z2;
ghost->old_angle = (mobj->player ? mobj->player->old_drawangle2 : mobj->old_angle2);
ghost->old_pitch = mobj->old_pitch2;
ghost->old_roll = mobj->old_roll2;
ghost->old_spriteroll = mobj->old_spriteroll2;
ghost->old_spritexscale = mobj->old_spritexscale2;
ghost->old_spriteyscale = mobj->old_spriteyscale2;
ghost->old_spritexoffset = mobj->old_spritexoffset2;
ghost->old_spriteyoffset = mobj->old_spriteyoffset2;
ghost->old_scale = mobj->old_scale2;
return ghost;
}
//
// P_SpawnThokMobj
//
// Spawns the appropriate thok object on the player
//
void P_SpawnThokMobj(player_t *player)
{
mobj_t *mobj;
mobjtype_t type = player->thokitem;
fixed_t zheight;
if (player->skincolor == 0)
return;
if (player->spectator)
return;
if (!type)
return;
if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
else
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->floorz;
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
if (P_MobjWasRemoved(mobj))
return;
// set to player's angle, just in case
mobj->angle = player->drawangle;
// color and skin
mobj->color = player->mo->color;
mobj->skin = player->mo->skin;
// vertical flip
if (player->mo->eflags & MFE_VERTICALFLIP)
mobj->flags2 |= MF2_OBJECTFLIP;
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
// scale
P_SetScale(mobj, player->mo->scale, true);
if (type == MT_THOK) // spintrail-specific modification for MT_THOK
{
mobj->frame = FF_TRANS70;
mobj->fuse = mobj->tics;
}
}
if (!P_MobjWasRemoved(mobj))
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
G_GhostAddThok();
}
//
// P_SpawnSpinMobj
//
// Spawns the appropriate spin object on the player
//
void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
{
mobj_t *mobj;
fixed_t zheight;
if (player->skincolor == 0)
return;
if (player->spectator)
return;
if (!type)
return;
if (type == MT_GHOST)
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
else
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->floorz;
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
if (P_MobjWasRemoved(mobj))
return;
// set to player's angle, just in case
mobj->angle = player->drawangle;
// color and skin
mobj->color = player->mo->color;
mobj->skin = player->mo->skin;
// vertical flip
if (player->mo->eflags & MFE_VERTICALFLIP)
mobj->flags2 |= MF2_OBJECTFLIP;
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
// scale
P_SetScale(mobj, player->mo->scale, true);
if (type == MT_THOK) // spintrail-specific modification for MT_THOK
{
mobj->frame = FF_TRANS70;
mobj->fuse = mobj->tics;
}
}
if (!P_MobjWasRemoved(mobj))
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
}
/** Called when \p player finishes the level.
*
* Only use for cases where the player should be able to move
* while waiting for others to finish. Otherwise, use P_DoPlayerExit().
*
* In single player or if ::cv_exitmove is disabled, this will also cause
* P_PlayerThink() to call P_DoPlayerExit(), so you do not need to
* make a special cases for those.
*
* \param player The player who finished the level.
* \sa P_DoPlayerExit
*
*/
void P_DoPlayerFinish(player_t *player)
{
if (player->pflags & PF_FINISHED)
return;
player->pflags |= PF_FINISHED;
P_GiveFinishFlags(player);
if (netgame)
CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]);
player->powers[pw_underwater] = 0;
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
}
//
// P_DoPlayerExit
//
// Player exits the map via sector trigger
void P_DoPlayerExit(player_t *player, boolean finishedflag)
{
if (player->exiting)
return;
if (cv_allowexitlevel.value == 0 && !G_PlatformGametype())
return;
else if (gametyperules & GTR_RACE) // If in Race Mode, allow
{
if (!countdown) // a 60-second wait ala Sonic 2.
countdown = (cv_countdowntime.value - 1)*TICRATE + 1; // Use cv_countdowntime
player->exiting = 3*TICRATE;
if (!countdown2)
countdown2 = (8 + cv_countdowntime.value)*TICRATE + 1; // 8 sec more than countdowntime -- 11 is too much
if (P_CheckRacers())
player->exiting = (14*TICRATE)/5 + 1;
}
else
{
player->exiting = (14*TICRATE)/5 + 2; // Accidental death safeguard???
if (finishedflag)
player->pflags |= PF_FINISHED; // Give PF_FINISHED as proof of a true finish
}
//player->pflags &= ~PF_GLIDING;
if (player->climbing)
{
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
else if (player->pflags & PF_STARTDASH)
{
player->pflags &= ~PF_STARTDASH;
P_SetMobjState(player->mo, S_PLAY_STND);
}
player->powers[pw_underwater] = 0;
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
}
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
if (sector->specialflags & SSF_OUTERSPACE)
return true;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->master->frontsector->specialflags & SSF_OUTERSPACE))
continue;
topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
if (mo->z + (mo->height/2) > topheight)
continue;
if (mo->z + (mo->height/2) < bottomheight)
continue;
return true;
}
}
return false; // No vacuum here, Captain!
}
//
// P_PlayerHitFloor
//
// Handles player hitting floor surface.
// Returns whether to clip momz.
boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
boolean clipmomz;
I_Assert(player->mo != NULL);
if (player->powers[pw_carry] == CR_NIGHTSMODE)
return true;
if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator)
{
if (dorollstuff)
{
if ((player->charability2 == CA2_SPINDASH) && !((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_THOKKED) && !(player->charability == CA_THOK && player->secondjump)
&& (player->cmd.buttons & BT_SPIN) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale)))
player->pflags = (player->pflags|PF_SPINNING) & ~PF_THOKKED;
else if (!(player->pflags & PF_STARTDASH))
player->pflags &= ~PF_SPINNING;
}
if (player->pflags & PF_BOUNCING)
{
if (dorollstuff && player->mo->state-states != S_PLAY_BOUNCE_LANDING)
{
P_MobjCheckWater(player->mo);
player->mo->momz *= -1;
P_DoAbilityBounce(player, true);
if (player->scoreadd)
player->scoreadd--;
}
else
player->mo->z += P_MobjFlip(player->mo);
clipmomz = false;
}
else
{
P_MobjCheckWater(player->mo);
if (player->pflags & PF_SPINNING)
{
if (!(player->pflags & PF_STARTDASH) && player->panim != PA_ROLL && player->panim != PA_ETC
&& player->panim != PA_ABILITY && player->panim != PA_ABILITY2)
{
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
}
}
else if (player->pflags & PF_GLIDING) // ground gliding
{
if (dorollstuff)
{
player->skidtime = TICRATE;
P_SetMobjState(player->mo, S_PLAY_GLIDE);
P_SpawnSkidDust(player, player->mo->radius, true); // make sure the player knows they landed
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability == CA_GLIDEANDCLIMB && player->pflags & PF_THOKKED && !(player->pflags & (PF_JUMPED|PF_SHIELDABILITY))
&& (player->mo->floorz != player->mo->watertop) && player->mo->state-states == S_PLAY_FALL)
{
if (player->mo->state-states != S_PLAY_GLIDE_LANDING)
{
P_ResetPlayer(player);
P_SetMobjState(player->mo, S_PLAY_GLIDE_LANDING);
player->pflags |= PF_STASIS;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy;
if (player->powers[pw_super])
{
P_Earthquake(player->mo, player->mo, 256*FRACUNIT);
S_StartSound(player->mo, sfx_s3k49);
}
else
S_StartSound(player->mo, sfx_s3k4c);
}
}
else if (player->charability2 == CA2_MELEE
&& ((player->panim == PA_ABILITY2) || (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY && player->cmd.buttons & (BT_JUMP|BT_SPIN))))
{
if (player->mo->state-states != S_PLAY_MELEE_LANDING)
{
mobjtype_t type = player->revitem;
P_SetMobjState(player->mo, S_PLAY_MELEE_LANDING);
player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_s3k8b);
player->pflags |= PF_FULLSTASIS;
player->powers[pw_strong] = STR_MELEE;
// hearticles
if (type)
{
UINT8 i = 0;
angle_t throwang = -(2*ANG30);
fixed_t xo = P_ReturnThrustX(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t yo = P_ReturnThrustY(player->mo, player->drawangle, 16*player->mo->scale);
fixed_t zo = 6*player->mo->scale;
fixed_t mu = FixedMul(player->maxdash, player->mo->scale);
fixed_t mu2 = FixedHypot(player->mo->momx, player->mo->momy);
fixed_t ev;
mobj_t *missile = NULL;
if (mu2 < mu)
mu2 = mu;
ev = (50*FRACUNIT - (mu/25))/50;
while (i < 5)
{
missile = P_SpawnMobjFromMobj(player->mo, xo, yo, zo, type);
if (!P_MobjWasRemoved(missile))
{
P_SetTarget(&missile->target, player->mo);
missile->angle = throwang + player->drawangle;
P_Thrust(missile, player->drawangle + ANGLE_90,
P_ReturnThrustY(missile, throwang, mu)); // side to side component
P_Thrust(missile, player->drawangle, mu2); // forward component
P_SetObjectMomZ(missile, (4 + ((i&1)<<1))*FRACUNIT, true);
missile->momz += player->mo->pmomz;
missile->fuse = TICRATE/2;
missile->extravalue2 = ev;
}
i++;
throwang += ANG30;
}
if (mobjinfo[type].seesound && missile)
S_StartSound(missile, missile->info->seesound);
}
}
}
else if (player->charability == CA_GLIDEANDCLIMB && (player->mo->state-states == S_PLAY_GLIDE_LANDING))
;
else if (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
;
else if (dorollstuff && player->panim != PA_IDLE && player->panim != PA_WALK && player->panim != PA_RUN && player->panim != PA_DASH)
{
fixed_t runspd = FixedMul(player->runspeed, player->mo->scale);
// See comments in P_MovePlayer for explanation of changes.
if (player->powers[pw_super])
runspd = FixedMul(runspd, 5*FRACUNIT/3);
runspd = FixedMul(runspd, player->mo->movefactor);
if (maptol & TOL_2D)
runspd = FixedMul(runspd, 2*FRACUNIT/3);
if (player->cmomx || player->cmomy)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= runspd
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetMobjState(player->mo, S_PLAY_RUN);
else if ((player->rmomx || player->rmomy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetMobjState(player->mo, S_PLAY_WALK);
else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE)
P_SetMobjState(player->mo, S_PLAY_STND);
}
else
{
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim != PA_DASH)
P_SetMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= runspd
&& (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN))
P_SetMobjState(player->mo, S_PLAY_RUN);
else if ((player->mo->momx || player->mo->momy)
&& (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT))
P_SetMobjState(player->mo, S_PLAY_WALK);
else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE)
P_SetMobjState(player->mo, S_PLAY_STND);
}
}
if (!(player->pflags & PF_GLIDING))
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/);
player->secondjump = 0;
player->glidetime = 0;
player->climbing = 0;
player->powers[pw_tailsfly] = 0;
if (player->pflags & PF_SHIELDABILITY)
{
player->pflags &= ~PF_SHIELDABILITY;
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack.
{
if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound
S_StartSound(player->mo, sfx_s3k4c);
else // create a fire pattern on the ground
{
S_StartSound(player->mo, sfx_s3k47);
P_ElementalFire(player, true);
}
P_SetObjectMomZ(player->mo,
(player->mo->eflags & MFE_UNDERWATER)
? 6*FRACUNIT/5
: 5*FRACUNIT/2,
false);
P_SetMobjState(player->mo, S_PLAY_FALL);
player->mo->momx = player->mo->momy = 0;
clipmomz = false;
}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack.
{
P_DoBubbleBounce(player);
clipmomz = false;
}
}
}
}
return clipmomz;
}
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_QUICKSAND))
continue;
topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
if (mo->z + flipoffset > topheight)
continue;
if (mo->z + (mo->height/2) + flipoffset < bottomheight)
continue;
return true;
}
}
return false; // No sand here, Captain!
}
boolean P_InJumpFlipSector(mobj_t *mo) // Returns true if you are in a jumpflip sector
{
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
if (sector->specialflags & SSF_JUMPFLIP)
return true;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->master->frontsector->specialflags & SSF_JUMPFLIP))
continue;
topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
if (mo->z + (mo->height/2) > topheight)
continue;
if (mo->z + (mo->height/2) < bottomheight)
continue;
return true;
}
}
return false; // No gravity jumping here, Captain Viridian!
}
static boolean P_PlayerCanBust(player_t *player, ffloor_t *rover)
{
if (!(rover->fofflags & FOF_EXISTS))
return false;
if (!(rover->fofflags & FOF_BUSTUP))
return false;
/*if (rover->master->frontsector->crumblestate != CRUMBLE_NONE)
return false;*/
switch (rover->busttype)
{
case BT_TOUCH: // Shatters on contact
return true;
case BT_SPINBUST: // Can be busted by spinning (either from jumping or spindashing)
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH))
return true;
if ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
return true;
/* FALLTHRU */
case BT_REGULAR:
// Spinning (and not jumping)
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
return true;
// Passive wall breaking
if (player->charflags & SF_CANBUSTWALLS || player->powers[pw_strong] & (STR_WALL|STR_FLOOR|STR_CEILING|STR_DASH))
return true;
// Super
if (player->powers[pw_super])
return true;
// NiGHTS drill
if (player->pflags & PF_DRILLING)
return true;
// Recording for Metal Sonic
if (metalrecording)
return true;
/* FALLTHRU */
case BT_STRONG: // Requires a "strong ability"
if (player->charflags & SF_CANBUSTWALLS || player->powers[pw_strong] & (STR_WALL|STR_FLOOR|STR_CEILING))
return true;
break;
}
return false;
}
static void P_CheckBustableBlocks(player_t *player)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
if ((netgame || multiplayer) && player->spectator)
return;
oldx = player->mo->x;
oldy = player->mo->y;
if (!((player->powers[pw_strong] & (STR_FLOOR|STR_CEILING)) && (!(player->powers[pw_strong] & STR_WALL)) && (!(player->charflags & SF_CANBUSTWALLS)))) // Don't break sideways without wall powers
{
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
}
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
if (!node->m_sector)
break;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!P_PlayerCanBust(player, rover))
continue;
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
// Height checks
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if ((player->powers[pw_strong] & STR_FLOOR) && (!(player->powers[pw_strong] & STR_CEILING)) && player->mo->z > topheight)
continue;
if ((player->powers[pw_strong] & STR_CEILING) && (!(player->powers[pw_strong] & STR_FLOOR)) && player->mo->z + player->mo->height < bottomheight)
continue;
}
else
{
if ((player->powers[pw_strong] & STR_FLOOR) && (!(player->powers[pw_strong] & STR_CEILING)) && player->mo->z < bottomheight)
continue;
if ((player->powers[pw_strong] & STR_CEILING) && (!(player->powers[pw_strong] & STR_FLOOR)) && player->mo->z + player->mo->height > topheight)
continue;
}
if (player->powers[pw_strong] & (STR_FLOOR|STR_CEILING))
{
topheight -= player->mo->momz;
bottomheight -= player->mo->momz;
}
// Height checks
if (rover->bustflags & FB_ONLYBOTTOM)
{
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
continue;
if (player->mo->z + player->mo->height > bottomheight)
continue;
}
else
{
switch (rover->busttype)
{
case BT_TOUCH:
if (player->mo->z + player->mo->momz > topheight)
continue;
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
continue;
break;
case BT_SPINBUST:
if (player->mo->z + player->mo->momz > topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
break;
default:
if (player->mo->z >= topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
break;
}
}
// Impede the player's fall a bit
if (((rover->busttype == BT_TOUCH) || (rover->busttype == BT_SPINBUST)) && player->mo->z >= topheight)
player->mo->momz >>= 1;
else if (rover->busttype == BT_TOUCH)
{
player->mo->momx >>= 1;
player->mo->momy >>= 1;
}
//if (metalrecording)
// G_RecordBustup(rover);
EV_CrumbleChain(NULL, rover); // node->m_sector
// Run a linedef executor??
if (rover->bustflags & FB_EXECUTOR)
P_LinedefExecute(rover->busttag, player->mo, node->m_sector);
goto bustupdone;
}
}
bustupdone:
if (!((player->powers[pw_strong] & (STR_FLOOR|STR_CEILING)) && (!(player->powers[pw_strong] & STR_WALL)) && (!(player->charflags & SF_CANBUSTWALLS))))
{
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
P_SetThingPosition(player->mo);
}
}
static void P_CheckBouncySectors(player_t *player)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
vector3_t momentum;
oldx = player->mo->x;
oldy = player->mo->y;
oldz = player->mo->z;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
player->mo->z += player->mo->momz;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
if (!node->m_sector)
break;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_EXISTS))
continue; // FOFs should not be bouncy if they don't even "exist"
// TODO: 2.3: Delete
// Handle deprecated bouncy FOF sector type
if (!udmf && GETSECSPECIAL(rover->master->frontsector->special, 1) == 15)
{
rover->fofflags |= FOF_BOUNCY;
rover->bouncestrength = P_AproxDistance(rover->master->dx, rover->master->dy)/100;
}
if (!(rover->fofflags & FOF_BOUNCY))
continue;
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
if (player->mo->z > topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
{
player->mo->momx = -FixedMul(player->mo->momx,rover->bouncestrength);
player->mo->momy = -FixedMul(player->mo->momy,rover->bouncestrength);
}
else
{
pslope_t *slope = (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) ? *rover->t_slope : *rover->b_slope;
momentum.x = player->mo->momx;
momentum.y = player->mo->momy;
momentum.z = player->mo->momz*2;
if (slope)
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
momentum.z = -FixedMul(momentum.z,rover->bouncestrength)/2;
if (abs(momentum.z) < (rover->bouncestrength*2))
goto bouncydone;
if (momentum.z > FixedMul(24*FRACUNIT, player->mo->scale)) //half of the default player height
momentum.z = FixedMul(24*FRACUNIT, player->mo->scale);
else if (momentum.z < -FixedMul(24*FRACUNIT, player->mo->scale))
momentum.z = -FixedMul(24*FRACUNIT, player->mo->scale);
if (slope)
P_QuantizeMomentumToSlope(&momentum, slope);
player->mo->momx = momentum.x;
player->mo->momy = momentum.y;
player->mo->momz = momentum.z;
if (player->pflags & PF_SPINNING)
{
player->pflags |= PF_THOKKED;
}
}
goto bouncydone;
}
}
bouncydone:
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
player->mo->z = oldz;
P_SetThingPosition(player->mo);
}
static void P_CheckQuicksand(player_t *player)
{
ffloor_t *rover;
fixed_t sinkspeed;
fixed_t topheight, bottomheight;
if (!(player->mo->subsector->sector->ffloors && P_MobjFlip(player->mo)*player->mo->momz <= 0))
return;
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_QUICKSAND))
continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
{
sinkspeed = FixedDiv(rover->sinkspeed,TICRATE*FRACUNIT);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z += sinkspeed;
if (player->mo->z + player->mo->height >= ceilingheight)
player->mo->z = ceilingheight - player->mo->height;
if (player->mo->momz <= 0)
P_PlayerHitFloor(player, false);
}
else
{
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z -= sinkspeed;
if (player->mo->z <= floorheight)
player->mo->z = floorheight;
if (player->mo->momz >= 0)
P_PlayerHitFloor(player, false);
}
player->mo->momx = FixedMul(player->mo->momx, rover->friction);
player->mo->momy = FixedMul(player->mo->momy, rover->friction);
}
}
}
//
// P_CheckSneakerAndLivesTimer
//
// Restores music from sneaker and life fanfares
//
static void P_CheckSneakerAndLivesTimer(player_t *player)
{
if (player->powers[pw_extralife] == 1) // Extra Life!
P_RestoreMusic(player);
if (player->powers[pw_sneakers] == 1)
P_RestoreMusic(player);
}
//
// P_CheckUnderwaterAndSpaceTimer
//
// Restores music from underwater and space warnings, and handles number generation
//
static void P_CheckUnderwaterAndSpaceTimer(player_t *player)
{
tic_t timeleft = (player->powers[pw_spacetime]) ? player->powers[pw_spacetime] : player->powers[pw_underwater];
if (player->exiting || (player->pflags & PF_FINISHED))
player->powers[pw_underwater] = player->powers[pw_spacetime] = 0;
timeleft--; // The original code was all n*TICRATE + 1, so let's remove 1 tic for simplicity
if ((timeleft == 11*TICRATE) // 5
|| (timeleft == 9*TICRATE) // 4
|| (timeleft == 7*TICRATE) // 3
|| (timeleft == 5*TICRATE) // 2
|| (timeleft == 3*TICRATE) // 1
|| (timeleft == 1*TICRATE) // 0
) {
fixed_t height = (player->mo->eflags & MFE_VERTICALFLIP)
? player->mo->z - FixedMul(8*FRACUNIT + mobjinfo[MT_DROWNNUMBERS].height, FixedMul(player->mo->scale, player->shieldscale))
: player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, FixedMul(player->mo->scale, player->shieldscale));
mobj_t *numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
if (!P_MobjWasRemoved(numbermobj))
{
timeleft /= (2*TICRATE); // To be strictly accurate it'd need to be ((timeleft/TICRATE) - 1)/2, but integer division rounds down for us
if (player->charflags & SF_MACHINE)
{
S_StartSound(player->mo, sfx_buzz1);
timeleft += 6;
}
else
S_StartSound(player->mo, sfx_dwnind);
if (!P_MobjWasRemoved(numbermobj))
{
if (timeleft) // Don't waste time setting the state if the time is 0.
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+timeleft);
P_SetTarget(&numbermobj->target, player->mo);
P_SetScale(numbermobj, player->mo->scale, true);
numbermobj->threshold = 40;
}
}
}
// Underwater timer runs out
else if (timeleft == 1)
{
if ((netgame || multiplayer) && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
if (player->powers[pw_spacetime] == 1)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN);
else
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED);
}
if (!(player->mo->eflags & MFE_UNDERWATER) && player->powers[pw_underwater])
{
if (player->powers[pw_underwater] <= 12*TICRATE + 1)
{
player->powers[pw_underwater] = 0;
P_RestoreMusic(player);
}
else
player->powers[pw_underwater] = 0;
}
if (player->powers[pw_spacetime] > 1 && !P_InSpaceSector(player->mo))
player->powers[pw_spacetime] = 0;
// Underwater audio cues
if (P_IsLocalPlayer(player) && !player->bot)
{
if ((player->powers[pw_underwater] == 25*TICRATE + 1)
|| (player->powers[pw_underwater] == 20*TICRATE + 1)
|| (player->powers[pw_underwater] == 15*TICRATE + 1))
S_StartSound(NULL, sfx_wtrdng);
if (player->powers[pw_underwater] == 11*TICRATE + 1
&& player == &players[consoleplayer])
{
P_PlayJingle(player, JT_DROWN);
}
}
}
//
// P_CheckInvincibilityTimer
//
// Restores music from invincibility, and handles invincibility sparkles
//
static void P_CheckInvincibilityTimer(player_t *player)
{
if (!player->powers[pw_invulnerability])
return;
if (mariomode && !player->powers[pw_super])
player->mo->color = (UINT16)(SKINCOLOR_RUBY + (leveltime % (FIRSTSUPERCOLOR - SKINCOLOR_RUBY))); // Passes through all saturated colours
else if (leveltime % (TICRATE/7) == 0)
{
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
if (!P_MobjWasRemoved(sparkle))
P_SetScale(sparkle, player->mo->scale, true);
}
// Resume normal music stuff.
if (player->powers[pw_invulnerability] == 1)
{
if (!player->powers[pw_super])
{
if (mariomode)
{
if ((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER)
{
player->mo->color = SKINCOLOR_WHITE;
G_GhostAddColor(GHC_FIREFLOWER);
}
else
{
player->mo->color = P_GetPlayerColor(player);
G_GhostAddColor(GHC_NORMAL);
}
}
// If you had a shield, restore its visual significance
P_SpawnShieldOrb(player);
}
if (!player->powers[pw_super] || (mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
P_RestoreMusic(player);
}
}
//
// P_DoBubbleBreath
//
// Handles bubbles spawned by the player
//
static void P_DoBubbleBreath(player_t *player)
{
fixed_t x = player->mo->x;
fixed_t y = player->mo->y;
fixed_t z = player->mo->z;
mobj_t *bubble = NULL;
if (!(player->mo->eflags & MFE_UNDERWATER) || ((player->powers[pw_shield] & SH_PROTECTWATER) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) || player->spectator)
return;
if (player->charflags & SF_MACHINE)
{
if (player->powers[pw_underwater] && P_RandomChance((128-(player->powers[pw_underwater]/4))*FRACUNIT/256))
{
fixed_t r = player->mo->radius>>FRACBITS;
x += (P_RandomRange(r, -r)<<FRACBITS);
y += (P_RandomRange(r, -r)<<FRACBITS);
z += (P_RandomKey(player->mo->height>>FRACBITS)<<FRACBITS);
bubble = P_SpawnMobj(x, y, z, MT_WATERZAP);
if (!P_MobjWasRemoved(bubble))
S_StartSound(bubble, sfx_beelec);
}
}
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4));
else
z += FixedDiv(player->mo->height,5*(FRACUNIT/4));
if (P_RandomChance(FRACUNIT/16))
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
else if (P_RandomChance(3*FRACUNIT/256))
bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE);
}
if (bubble)
{
bubble->threshold = 42;
P_SetScale(bubble, player->mo->scale, true);
}
// Tails stirs up the water while flying in it
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
{
fixed_t radius = player->mo->radius;
angle_t fa = ((leveltime%45)*FINEANGLES/8) & FINEMASK;
fixed_t stirwaterx = FixedMul(FINECOSINE(fa),radius);
fixed_t stirwatery = FixedMul(FINESINE(fa),radius);
fixed_t stirwaterz;
if (player->mo->eflags & MFE_VERTICALFLIP)
stirwaterz = player->mo->z + player->mo->height - (4<<FRACBITS);
else
stirwaterz = player->mo->z + (4<<FRACBITS);
bubble = P_SpawnMobj(
player->mo->x + stirwaterx,
player->mo->y + stirwatery,
stirwaterz, MT_SMALLBUBBLE);
if (!P_MobjWasRemoved(bubble))
P_SetScale(bubble, player->mo->scale, true);
bubble = P_SpawnMobj(
player->mo->x - stirwaterx,
player->mo->y - stirwatery,
stirwaterz, MT_SMALLBUBBLE);
if (!P_MobjWasRemoved(bubble))
P_SetScale(bubble, player->mo->scale, true);
}
}
//
// P_DoPlayerHeadSigns
//
// Spawns "IT" and "GOT FLAG" signs for Tag and CTF respectively
//
static void P_DoPlayerHeadSigns(player_t *player)
{
mobj_t *sign = NULL;
if (G_TagGametype())
{
// If you're "IT", show a big "IT" over your head for others to see, including spectators
// (and even yourself if you spectate someone else).
if (player->pflags & PF_TAGIT && (!P_IsLocalPlayer(player) || consoleplayer != displayplayer || splitscreen))
{
sign = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_TAG);
if (!P_MobjWasRemoved(sign))
{
sign->x = player->mo->x;
sign->y = player->mo->y;
sign->z = player->mo->z;
sign->old_x = player->mo->old_x;
sign->old_y = player->mo->old_y;
sign->old_z = player->mo->old_z;
if (!(player->mo->eflags & MFE_VERTICALFLIP))
{
sign->z += player->mo->height;
sign->old_z += player->mo->height;
}
else
{
sign->z -= mobjinfo[MT_TAG].height;
sign->old_z -= mobjinfo[MT_TAG].height;
}
}
}
}
else if ((gametyperules & GTR_TEAMFLAGS) && (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))) // If you have the flag (duh).
{
// Spawn a got-flag message over the head of the player that has it
// (but not on your own screen if you have the flag, unless you're spectating).
if (!P_IsLocalPlayer(player) || consoleplayer != displayplayer || splitscreen)
{
fixed_t zofs;
boolean player_is_flipped = (player->mo->eflags & MFE_VERTICALFLIP) > 0;
zofs = player->mo->momz;
if (player_is_flipped)
{
zofs += player->mo->height - P_GetPlayerHeight(player) - mobjinfo[MT_GOTFLAG].height - FixedMul(16 * FRACUNIT, player->mo->scale);
}
else
{
zofs += P_GetPlayerHeight(player) + FixedMul(16 * FRACUNIT, player->mo->scale);
}
sign = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_GOTFLAG);
if (!P_MobjWasRemoved(sign))
{
sign->x = player->mo->x;
sign->y = player->mo->y;
sign->z = player->mo->z + zofs;
sign->old_x = player->mo->old_x;
sign->old_y = player->mo->old_y;
sign->old_z = player->mo->old_z + zofs;
if (player_is_flipped)
{
sign->eflags |= MFE_VERTICALFLIP;
}
if (player->gotflag & GF_REDFLAG)
sign->frame = 1|FF_FULLBRIGHT;
else //if (player->gotflag & GF_BLUEFLAG)
sign->frame = 2|FF_FULLBRIGHT;
}
}
if (!P_MobjWasRemoved(sign) && splitscreen) // Hide the sign from yourself in splitscreen - In single-screen, it wouldn't get spawned if it shouldn't be visible
{
if (player == &players[displayplayer])
sign->drawonlyforplayer = &players[secondarydisplayplayer];
else
sign->drawonlyforplayer = &players[displayplayer];
#ifdef QUADS
if (splitscreen > 1) // Can be seen by at least two local views, so we need an extra copy of the sign
{
UINT32 signframe = sign->frame; // Copy the flag frame
sign = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_TAG);
if (P_MobjWasRemoved(sign))
return;
sign->frame = signframe;
if (player == &players[displayplayer] || player == &players[secondarydisplayplayer])
sign->drawonlyforplayer = &players[thirddisplayplayer];
else
sign->drawonlyforplayer = &players[secondarydisplayplayer];
if (splitscreen > 2) // Can be seen by three local views
{
sign = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_TAG);
if (P_MobjWasRemoved(sign))
return;
sign->frame = signframe;
if (player != &players[fourthdisplayplayer])
sign->drawonlyforplayer = &players[fourthdisplayplayer];
else
sign->drawonlyforplayer = &players[thirddisplayplayer];
}
}
#endif
}
}
}
//
// P_DoClimbing
//
// Handles player climbing
//
static void P_DoClimbing(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
fixed_t platx;
fixed_t platy;
subsector_t *glidesector;
boolean climb = true;
platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
glidesector = R_PointInSubsectorOrNull(player->mo->x + platx, player->mo->y + platy);
{
boolean floorclimb = false;
boolean thrust = false;
boolean boostup = false;
boolean skyclimber = false;
fixed_t floorheight, ceilingheight;
if (!glidesector)
floorclimb = true;
else
{
floorheight = P_GetSectorFloorZAt (glidesector->sector, player->mo->x, player->mo->y);
ceilingheight = P_GetSectorCeilingZAt(glidesector->sector, player->mo->x, player->mo->y);
if (glidesector->sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS)))
continue;
floorclimb = true;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
{
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
{
if (cmd->forwardmove != 0)
player->mo->momz += rover->master->frontsector->floorspeed;
else
{
player->mo->momz = rover->master->frontsector->floorspeed;
climb = false;
}
}
}
// Gravity is flipped, so the comments are, too.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the bottom of the FOF
if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
{
fixed_t bottomheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->fofflags & FOF_EXISTS) || !(roverbelow->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS)))
continue;
if (roverbelow == rover)
continue;
bottomheight2 = P_GetFFloorBottomZAt(roverbelow, player->mo->x, player->mo->y);
if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
// Below the FOF
if (topheight <= player->mo->z)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
else
{
// Trying to climb down past the bottom of a FOF
if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
{
fixed_t topheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->fofflags & FOF_EXISTS) || !(roverbelow->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS)))
continue;
if (roverbelow == rover)
continue;
topheight2 = P_GetFFloorTopZAt(roverbelow, player->mo->x, player->mo->y);
if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
// Below the FOF
if (bottomheight >= player->mo->z + player->mo->height)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
if (floorclimb)
{
if (rover->fofflags & FOF_CRUMBLE && !(netgame && player->spectator))
EV_StartCrumble(rover->master->frontsector, rover, (rover->fofflags & FOF_FLOATBOB), player, rover->alpha, !(rover->fofflags & FOF_NORETURN));
break;
}
}
}
// Gravity is flipped, so are comments.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the upper texture area
if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
fixed_t bottomheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS)))
continue;
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Reached the top of the lower texture area
if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
else
{
// Trying to climb down past the upper texture area
if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
fixed_t topheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_BLOCKPLAYER) || ((rover->fofflags & FOF_BUSTUP) && (player->charflags & SF_CANBUSTWALLS)))
continue;
topheight = P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y);
if (topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = true;
thrust = false;
boostup = false;
}
// Reached the top of the lower texture area
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
// Trying to climb on the sky
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
{
skyclimber = true;
}
// Climbing on the lower texture area?
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
{
floorclimb = true;
if (glidesector->sector->floorspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->floorspeed;
else
{
player->mo->momz = glidesector->sector->floorspeed;
climb = false;
}
}
}
// Climbing on the upper texture area?
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
{
floorclimb = true;
if (glidesector->sector->ceilspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->ceilspeed;
else
{
player->mo->momz = glidesector->sector->ceilspeed;
climb = false;
}
}
}
}
if (player->lastsidehit != -1 && player->lastlinehit != -1)
{
thinker_t *think;
scroll_t *scroller;
angle_t sideangle;
fixed_t dx, dy;
for (think = thlist[THINK_MAIN].next; think != &thlist[THINK_MAIN]; think = think->next)
{
if (think->function.acp1 != (actionf_p1)T_Scroll)
continue;
scroller = (scroll_t *)think;
if (scroller->type != sc_side)
continue;
if (scroller->affectee != player->lastsidehit)
continue;
if (scroller->accel)
{
dx = scroller->vdx;
dy = scroller->vdy;
}
else
{
dx = scroller->dx;
dy = scroller->dy;
}
if (cmd->forwardmove != 0)
{
player->mo->momz += dy;
climb = true;
}
else
{
player->mo->momz = dy;
climb = false;
}
sideangle = R_PointToAngle2(lines[player->lastlinehit].v2->x,lines[player->lastlinehit].v2->y,lines[player->lastlinehit].v1->x,lines[player->lastlinehit].v1->y);
if (cmd->sidemove != 0)
{
P_Thrust(player->mo, sideangle, dx);
climb = true;
}
else
{
P_InstaThrust(player->mo, sideangle, dx);
climb = false;
}
}
}
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
climb = true;
else
climb = false;
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
&& player->mo->state-states != S_PLAY_CLIMB)
P_SetMobjState(player->mo, S_PLAY_CLIMB);
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING)
P_SetMobjState(player->mo, S_PLAY_CLING);
if (!floorclimb)
{
if (boostup)
{
P_SetObjectMomZ(player->mo, 2*FRACUNIT, true);
if (cmd->forwardmove)
player->mo->momz = 2*player->mo->momz/3;
}
if (thrust)
P_Thrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up.
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
if (skyclimber)
{
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
}
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
climb = true;
else
climb = false;
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
&& player->mo->state-states != S_PLAY_CLIMB)
P_SetMobjState(player->mo, S_PLAY_CLIMB);
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING)
P_SetMobjState(player->mo, S_PLAY_CLING);
if (cmd->buttons & BT_SPIN && !(player->pflags & PF_JUMPSTASIS))
{
player->climbing = 0;
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
P_SetObjectMomZ(player->mo, 4*FRACUNIT, false);
P_Thrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale));
}
#define CLIMBCONEMAX FixedAngle(90*FRACUNIT)
if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
{
angle_t angdiff = P_GetLocalAngle(player) - player->mo->angle;
if (angdiff < ANGLE_180 && angdiff > CLIMBCONEMAX)
P_SetLocalAngle(player, player->mo->angle + CLIMBCONEMAX);
else if (angdiff > ANGLE_180 && angdiff < InvAngle(CLIMBCONEMAX))
P_SetLocalAngle(player, player->mo->angle - CLIMBCONEMAX);
}
if (player->climbing == 0)
P_SetMobjState(player->mo, S_PLAY_JUMP);
if (player->climbing && P_IsObjectOnGround(player->mo))
{
P_ResetPlayer(player);
P_SetMobjState(player->mo, S_PLAY_STND);
}
}
//
// PIT_CheckSolidsTeeter
// AKA: PIT_HacksToStopPlayersTeeteringOnGargoyles
//
static mobj_t *teeterer; // the player checking for teetering
static boolean solidteeter; // saves whether the player can teeter on this or not
static fixed_t highesttop; // highest floor found so far
// reserved for standing on multiple objects
static boolean couldteeter;
static fixed_t teeterxl, teeterxh;
static fixed_t teeteryl, teeteryh;
static boolean PIT_CheckSolidsTeeter(mobj_t *thing)
{
fixed_t blockdist;
fixed_t tiptop = FixedMul(MAXSTEPMOVE, teeterer->scale);
fixed_t thingtop = thing->z + thing->height;
fixed_t teeterertop = teeterer->z + teeterer->height;
if (!teeterer || !thing)
return true;
if (!(thing->flags & MF_SOLID))
return true;
if (thing->flags & MF_NOCLIP)
return true;
if (thing == teeterer)
return true;
if (thing->player && cv_tailspickup.value && !(gametyperules & GTR_HIDEFROZEN))
return true;
blockdist = teeterer->radius + thing->radius;
if (abs(thing->x - teeterer->x) >= blockdist || abs(thing->y - teeterer->y) >= blockdist)
return true; // didn't hit it
highesttop = INT32_MIN;
if (teeterer->eflags & MFE_VERTICALFLIP)
{
if (thingtop < teeterer->z)
return true;
if (thing->z > highesttop)
return true;
highesttop = thing->z;
if (thing->z > teeterertop + tiptop)
{
solidteeter = true;
return true;
}
}
else
{
if (thing->z > teeterertop)
return true;
if (thingtop < highesttop)
return true;
highesttop = thingtop;
if (thingtop < teeterer->z - tiptop)
{
solidteeter = true;
return true;
}
}
// are you standing on this?
if ((teeterer->eflags & MFE_VERTICALFLIP && thing->z - FixedMul(FRACUNIT, teeterer->scale) == teeterertop)
|| (!(teeterer->eflags & MFE_VERTICALFLIP) && thingtop + FixedMul(FRACUNIT, teeterer->scale) == teeterer->z))
{
fixed_t teeterdist = thing->radius - FixedMul(5*FRACUNIT, teeterer->scale);
// how far are you from the edge?
if (abs(teeterer->x - thing->x) > teeterdist || abs(teeterer->y - thing->y) > teeterdist)
{
if (couldteeter) // player is standing on another object already, see if we can stand on both and not teeter!
{
if (thing->x - teeterdist < teeterxl)
teeterxl = thing->x - teeterdist;
if (thing->x + teeterdist > teeterxh)
teeterxh = thing->x + teeterdist;
if (thing->y - teeterdist < teeteryl)
teeteryl = thing->y - teeterdist;
if (thing->y + teeterdist > teeteryh)
teeteryh = thing->y + teeterdist;
if (teeterer->x < teeterxl)
return true;
if (teeterer->x > teeterxh)
return true;
if (teeterer->y < teeteryl)
return true;
if (teeterer->y > teeteryh)
return true;
solidteeter = false; // you can stop teetering now!
couldteeter = false; // just in case...
return false;
}
else
{
// too far! don't change teeter status though
// save teeter x/y limits to bring up later
teeterxl = thing->x - teeterdist;
teeterxh = thing->x + teeterdist;
teeteryl = thing->y - teeterdist;
teeteryh = thing->y + teeterdist;
}
couldteeter = true;
return true;
}
solidteeter = false;
couldteeter = false;
return false; // you're definitely not teetering, that's the end of the matter
}
solidteeter = false;
return true; // you're not teetering but it's not neccessarily over, YET
}
//
// P_DoTeeter
//
// Handles player teetering
//
static void P_DoTeeter(player_t *player)
{
boolean teeter = false;
boolean roverfloor; // solid 3d floors?
fixed_t floorheight, ceilingheight;
fixed_t topheight, bottomheight; // for 3d floor usage
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
teeter = true;
else // Let's do some checks...
{
UINT8 i;
sector_t *sec;
fixed_t highestceilingheight = INT32_MIN;
fixed_t lowestfloorheight = INT32_MAX;
teeter = false;
roverfloor = false;
for (i = 0; i < 4; i++)
{
ffloor_t *rover;
#define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1
#define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1
fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale));
fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale));
#undef xsign
#undef ysign
sec = R_PointInSubsector(checkx, checky)->sector;
ceilingheight = P_GetSectorCeilingZAt(sec, checkx, checky);
floorheight = P_GetSectorFloorZAt (sec, checkx, checky);
highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight;
lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight;
if (!(sec->ffloors))
continue; // move on to the next subsector
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS)) continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (P_CheckSolidLava(rover))
;
else if (!(rover->fofflags & FOF_BLOCKPLAYER || rover->fofflags & FOF_QUICKSAND))
continue; // intangible 3d floor
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (bottomheight > ceilingheight) // Above the ceiling
continue;
if (bottomheight > player->mo->z + player->mo->height + tiptop
|| (topheight < player->mo->z
&& player->mo->z + player->mo->height < ceilingheight - tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
else
{
if (topheight < floorheight) // Below the floor
continue;
if (topheight < player->mo->z - tiptop
|| (bottomheight > player->mo->z + player->mo->height
&& player->mo->z > floorheight + tiptop))
{
teeter = true;
roverfloor = true;
}
else
{
teeter = false;
roverfloor = true;
break;
}
}
}
break; // break out of loop now, we're done
}
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop))
teeter = true;
}
else
{
if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop))
teeter = true;
}
}
{
INT32 bx, by, xl, xh, yl, yh;
yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
// Polyobjects
validcount++;
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (!P_MobjInsidePolyobj(po, player->mo))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (polybottom > player->mo->ceilingz) // Above the ceiling
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (polybottom > player->mo->z + player->mo->height + tiptop
|| (polytop < player->mo->z
&& player->mo->z + player->mo->height < player->mo->ceilingz - tiptop))
teeter = true;
else
{
teeter = false;
break;
}
}
else
{
if (polytop < player->mo->floorz) // Below the floor
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (polytop < player->mo->z - tiptop
|| (polybottom > player->mo->z + player->mo->height
&& player->mo->z > player->mo->floorz + tiptop))
teeter = true;
else
{
teeter = false;
break;
}
}
}
plink = (polymaplink_t *)(plink->link.next);
}
}
if (teeter) // only bother with objects as a last resort if you were already teetering
{
mobj_t *oldtmthing = tmthing;
teeterer = player->mo;
P_SetTarget(&tmthing, teeterer);
teeterxl = teeterxh = player->mo->x;
teeteryl = teeteryh = player->mo->y;
couldteeter = false;
solidteeter = teeter;
if (!P_DoBlockThingsIterate(xl, yl, xh, yh, PIT_CheckSolidsTeeter))
goto teeterdone; // we've found something that stops us teetering at all
teeterdone:
teeter = solidteeter;
P_SetTarget(&tmthing, oldtmthing); // restore old tmthing, goodness knows what the game does with this before mobj thinkers
}
}
if (teeter)
{
if (player->panim == PA_IDLE)
P_SetMobjState(player->mo, S_PLAY_EDGE);
}
else if (player->panim == PA_EDGE)
P_SetMobjState(player->mo, S_PLAY_STND);
}
//
// P_SetWeaponDelay
//
// Sets weapon delay. Properly accounts for Knux's firing rate bonus.
//
static void P_SetWeaponDelay(player_t *player, INT32 delay)
{
player->weapondelay = delay;
if (player->skin == 2) // Knuckles
{
// Multiply before dividing.
// Loss of precision can make a surprisingly large difference.
player->weapondelay *= 2;
player->weapondelay /= 3;
}
}
//
// P_DrainWeaponAmmo
//
// Reduces rings and weapon ammo. Also penalizes the player
// for using weapon rings with no normal rings! >:V
//
static void P_DrainWeaponAmmo (player_t *player, INT32 power)
{
player->powers[power]--;
if (player->rings < 1)
{
player->ammoremovalweapon = player->currentweapon;
player->ammoremovaltimer = ammoremovaltics;
if (player->powers[power] > 0) // can't take a ring that doesn't exist
{
player->powers[power]--;
player->ammoremoval = 2;
}
else
player->ammoremoval = 1;
}
else
player->rings--;
}
//
// P_DoFiring()
//
// Handles firing ring weapons and Mario fireballs.
//
static void P_DoFiring(player_t *player, ticcmd_t *cmd)
{
INT32 i;
mobj_t *mo = NULL;
I_Assert(player != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (!(cmd->buttons & (BT_ATTACK|BT_FIRENORMAL)))
{
// Not holding any firing buttons anymore.
// Release the grenade / whatever.
player->pflags &= ~PF_ATTACKDOWN;
return;
}
if (player->pflags & PF_ATTACKDOWN || player->climbing || (G_TagGametype() && !(player->pflags & PF_TAGIT)))
return;
// Fire a fireball if we have the Fire Flower powerup!
if (((player->powers[pw_shield] & SH_STACK) == SH_FIREFLOWER) && !(player->weapondelay))
{
player->pflags |= PF_ATTACKDOWN;
mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
if (mo)
P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed);
S_StartSound(player->mo, sfx_mario7);
P_SetWeaponDelay(player, TICRATE); // Short delay between fireballs so you can't spam them everywhere
return;
}
// No ringslinging outside of ringslinger!
if (!G_RingSlingerGametype() || player->weapondelay)
return;
player->pflags |= PF_ATTACKDOWN;
if (cmd->buttons & BT_FIRENORMAL) // No powers, just a regular ring.
goto firenormal; //code repetition sucks.
// Bounce ring
else if (player->currentweapon == WEP_BOUNCE && player->powers[pw_bouncering])
{
P_DrainWeaponAmmo(player, pw_bouncering);
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
if (mo)
mo->fuse = 3*TICRATE; // Bounce Ring time
}
// Rail ring
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
{
P_DrainWeaponAmmo(player, pw_railring);
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, MF2_RAILRING|MF2_DONTDRAW);
// Rail has no unique thrown object, therefore its sound plays here.
S_StartSound(player->mo, sfx_rail1);
}
// Automatic
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
{
P_DrainWeaponAmmo(player, pw_automaticring);
player->pflags &= ~PF_ATTACKDOWN;
P_SetWeaponDelay(player, 2);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
}
// Explosion
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
{
P_DrainWeaponAmmo(player, pw_explosionring);
P_SetWeaponDelay(player, (3*TICRATE)/2);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
}
// Grenade
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
{
P_DrainWeaponAmmo(player, pw_grenadering);
P_SetWeaponDelay(player, TICRATE/3);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNGRENADE, MF2_EXPLOSION);
if (mo)
{
//P_InstaThrust(mo, player->mo->angle, FixedMul(mo->info->speed, player->mo->scale));
mo->fuse = mo->info->reactiontime;
}
}
// Scatter
// Note: Ignores MF2_RAILRING
else if (player->currentweapon == WEP_SCATTER && player->powers[pw_scatterring])
{
fixed_t oldz = player->mo->z;
angle_t shotangle = player->mo->angle;
angle_t oldaiming = player->aiming;
P_DrainWeaponAmmo(player, pw_scatterring);
P_SetWeaponDelay(player, (2*TICRATE)/3);
// Center
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNSCATTER, MF2_SCATTER);
if (mo)
shotangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y);
// Left
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle-ANG2, true, MF2_SCATTER);
// Right
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle+ANG2, true, MF2_SCATTER);
// Down
player->mo->z += FixedMul(12*FRACUNIT, player->mo->scale);
player->aiming += ANG1;
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
// Up
player->mo->z -= FixedMul(24*FRACUNIT, player->mo->scale);
player->aiming -= ANG2;
mo = P_SPMAngle(player->mo, MT_THROWNSCATTER, shotangle, true, MF2_SCATTER);
player->mo->z = oldz;
player->aiming = oldaiming;
return;
}
// No powers, just a regular ring.
else
{
firenormal:
// Infinity ring was selected.
// Mystic wants this ONLY to happen specifically if it's selected,
// and to not be able to get around it EITHER WAY with firenormal.
// Infinity Ring
if (player->currentweapon == 0
&& player->powers[pw_infinityring])
{
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNINFINITY, 0);
player->powers[pw_infinityring]--;
}
// Red Ring
else
{
if (player->rings <= 0)
return;
P_SetWeaponDelay(player, TICRATE/4);
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
if (mo)
P_ColorTeamMissile(mo, player);
player->rings--;
}
}
if (mo)
{
if (mo->flags & MF_MISSILE && mo->flags2 & MF2_RAILRING)
{
const boolean nblockmap = !(mo->flags & MF_NOBLOCKMAP);
for (i = 0; i < 256; i++)
{
if (nblockmap)
{
P_UnsetThingPosition(mo);
mo->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(mo);
}
if (i&1)
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
if (P_RailThinker(mo))
break; // mobj was removed (missile hit a wall) or couldn't move
}
// Other rail sound plays at contact point.
S_StartSound(mo, sfx_rail2);
}
}
}
//
// P_DoSuperStuff()
//
// Handle related superform functionality.
//
static void P_DoSuperStuff(player_t *player)
{
mobj_t *spark;
ticcmd_t *cmd = &player->cmd;
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1]
&& player->mo->state < &states[S_PLAY_SUPER_TRANS6])
return; // don't do anything right now, we're in the middle of transforming!
if (player->powers[pw_carry] == CR_NIGHTSMODE)
return; // NiGHTS Super doesn't mix with normal super
if (player->powers[pw_super])
{
// If you're super and not Sonic, de-superize!
if (!(ALL7EMERALDS(emeralds) && player->charflags & SF_SUPER))
{
P_DoSuperDetransformation(player);
return;
}
player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0)
? (SKINCOLOR_SUPERSILVER1 + 5*(((signed)leveltime >> 1) % 7)) // A wholesome easter egg.
: skins[player->skin]->supercolor + abs( ( (player->powers[pw_super] >> 1) % 9) - 4); // This is where super flashing is handled.
G_GhostAddColor(GHC_SUPER);
if (player->mo->state == &states[S_PLAY_SUPER_TRANS6]) // stop here for now
return;
// Deplete one ring every second while super
if ((leveltime % TICRATE == 0) && !(player->exiting))
player->rings--;
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->powers[pw_carry])
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
{
spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
if (!P_MobjWasRemoved(spark))
P_SetScale(spark, player->mo->scale, true);
}
// Ran out of rings while super!
if (player->rings <= 0 || player->exiting)
P_DoSuperDetransformation(player);
}
}
//
// P_SuperReady
//
// Returns true if player is ready to transform or detransform
//
boolean P_SuperReady(player_t *player, boolean transform)
{
if (!transform &&
(player->powers[pw_super] < TICRATE*3/2
|| !G_CoopGametype())) // No turning back in competitive!
return false;
else if (transform
&& (player->powers[pw_super]
|| !ALL7EMERALDS(emeralds)
|| !(player->rings >= 50)))
return false;
if (player->mo
&& !player->powers[pw_tailsfly]
&& !player->powers[pw_carry]
&& (player->charflags & SF_SUPER)
&& !P_PlayerInPain(player)
&& !player->climbing
&& !(player->pflags & (PF_JUMPSTASIS|PF_THOKKED|PF_STARTDASH|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY))
&& ((player->pflags & PF_JUMPED) || (P_IsObjectOnGround(player->mo) && (player->panim == PA_IDLE || player->panim == PA_EDGE
|| player->panim == PA_WALK || player->panim == PA_RUN || (player->charflags & SF_DASHMODE && player->panim == PA_DASH))))
&& !(maptol & TOL_NIGHTS))
return true;
return false;
}
//
// P_DoJump
//
// Jump routine for the player
//
void P_DoJump(player_t *player, boolean soundandstate, boolean allowflip)
{
fixed_t factor;
const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
if (player->pflags & PF_JUMPSTASIS)
return;
if (!player->jumpfactor)
return;
if (player->climbing)
{
// Jump this high.
if (player->powers[pw_super])
player->mo->momz = 5*FRACUNIT;
else if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = 2*FRACUNIT;
else
player->mo->momz = 15*(FRACUNIT/4);
player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
P_SetPlayerAngle(player, player->mo->angle);
player->climbing = 0; // Stop climbing, duh!
P_InstaThrust(player->mo, player->mo->angle, FixedMul(6*FRACUNIT, player->mo->scale)); // Jump off the wall.
}
// Quicksand jumping.
else if (P_InQuicksand(player->mo))
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
player->mo->momz += (39*(FRACUNIT/4))>>1;
if (player->mo->momz >= 6*FRACUNIT)
player->mo->momz = 6*FRACUNIT; //max momz in quicksand
else if (player->mo->momz < 0) // still descending?
player->mo->momz = (39*(FRACUNIT/4))>>1; // just default to the jump height.
}
else if (!(player->pflags & PF_JUMPED)) // Jump
{
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
return;
if (player->powers[pw_carry] == CR_PTERABYTE)
{
S_StartSound(player->mo, sfx_s3kd7s);
player->mo->tracer->cusval += 10; // attempting to break free
player->mo->tracer->watertop = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1);
player->mo->tracer->waterbottom = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1);
player->mo->tracer->cvmem = P_RandomRange(-player->mo->tracer->cusval, player->mo->tracer->cusval) << (FRACBITS - 1);
return;
}
// Jump this high.
if (player->powers[pw_carry] == CR_PLAYER)
{
player->mo->momz = 9*FRACUNIT;
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog[1], true);
}
else if (player->powers[pw_carry] == CR_GENERIC)
{
player->mo->momz = 9*FRACUNIT;
player->powers[pw_carry] = CR_NONE;
if (!(player->mo->tracer->flags & MF_MISSILE)) // Missiles remember their owner!
P_SetTarget(&player->mo->tracer->target, NULL);
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->powers[pw_carry] == CR_ROPEHANG)
{
player->mo->momz = 12*FRACUNIT;
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->powers[pw_carry] == CR_ROLLOUT)
{
player->mo->momz = 9*FRACUNIT;
if (player->mo->tracer)
{
if (P_MobjFlip(player->mo->tracer)*player->mo->tracer->momz > 0)
player->mo->momz += player->mo->tracer->momz;
if (!P_IsObjectOnGround(player->mo->tracer))
P_SetObjectMomZ(player->mo->tracer, -9*FRACUNIT, true);
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->tracer, NULL);
}
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->mo->eflags & MFE_GOOWATER)
{
player->mo->momz = 7*FRACUNIT;
if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charflags & SF_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
else if (maptol & TOL_NIGHTS)
player->mo->momz = 18*FRACUNIT;
else if (player->powers[pw_super] && !(player->charflags & SF_NOSUPERJUMPBOOST))
{
player->mo->momz = 13*FRACUNIT;
// Add a boost for super characters with float/slowfall and multiability.
if (player->charability == CA_JUMPBOOST)
{
if (player->charflags & SF_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
else
{
player->mo->momz = 39*(FRACUNIT/4); // Default jump momentum.
if (player->charability == CA_JUMPBOOST && onground)
{
if (player->charflags & SF_MULTIABILITY)
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
else
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
}
}
// Reduce player momz by 58.5% when underwater.
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FixedDiv(117*FRACUNIT, 200*FRACUNIT));
player->pflags |= PF_STARTJUMP;
}
factor = player->jumpfactor;
if (twodlevel || (player->mo->flags2 & MF2_TWOD))
factor += player->jumpfactor / 10;
if (player->charflags & SF_MULTIABILITY && player->charability == CA_DOUBLEJUMP && (player->actionspd >> FRACBITS) != -1)
factor -= max(0, player->secondjump * player->jumpfactor / ((player->actionspd >> FRACBITS) + 1)); // Reduce the jump height each time
//if (maptol & TOL_NIGHTS)
// factor = player->jumpfactor; // all skins jump the same. if you nerf jumping abilities, you may want this.
P_SetObjectMomZ(player->mo, FixedMul(factor, player->mo->momz), false); // Custom height
// set just an eensy above the ground
if (player->mo->eflags & MFE_VERTICALFLIP)
{
player->mo->z--;
if (player->mo->pmomz < 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
player->mo->pmomz = 0;
}
else
{
player->mo->z++;
if (player->mo->pmomz > 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
player->mo->pmomz = 0;
}
player->mo->eflags &= ~MFE_APPLYPMOMZ;
player->pflags |= P_GetJumpFlags(player);;
if (player->charflags & SF_NOJUMPDAMAGE)
player->pflags &= ~PF_SPINNING;
if (allowflip && P_InJumpFlipSector(player->mo)) // Flip gravity on jump?
{
player->mo->flags2 ^= MF2_OBJECTFLIP;
S_StartSound(player->mo, sfx_s3k73); // Play gravity flip sound
}
if (soundandstate)
{
if (!player->spectator)
S_StartSound(player->mo, sfx_jump); // Play jump sound!
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
}
void P_DoSpinDashDust(player_t *player)
{
UINT32 i;
mobj_t *particle;
INT32 prandom[3];
for (i = 0; i <= (leveltime%7)/2; i++) { // 1, 2, 3 or 4 particles
particle = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SPINDUST);
if (P_MobjWasRemoved(particle))
return;
if (player->mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
P_SetTarget(&particle->target, player->mo);
P_SetScale(particle, (2*player->mo->scale)/3, true);
if (player->mo->eflags & MFE_VERTICALFLIP) // readjust z position if needed
particle->z = player->mo->z + player->mo->height - particle->height;
prandom[0] = P_RandomFixed()<<2; // P_RandomByte()<<10
prandom[1] = P_RandomRange(-30, 30); // P_RandomRange(-ANG30/FRACUNIT, ANG30/FRACUNIT)*FRACUNIT
prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11
P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false);
P_InstaThrust(particle,
player->drawangle + (prandom[1]*ANG1),
-FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale));
P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true);
}
}
//
// P_DoSpinAbility
//
// Player spindash handling
//
static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
{
boolean canstand = true; // can we stand on the ground? (mostly relevant for slopes)
if (player->pflags & PF_STASIS
&& (player->pflags & PF_JUMPSTASIS || player->mo->state-states != S_PLAY_GLIDE_LANDING))
return;
if (cmd->buttons & BT_SPIN)
{
if (LUA_HookPlayer(player, HOOK(SpinSpecial)))
return;
}
canstand = (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2);
///////////////////////////////
// ability-specific behavior //
///////////////////////////////
if (!(player->pflags & PF_SLIDING) && !player->exiting && !P_PlayerInPain(player))
{
switch (player->charability2)
{
case CA2_SPINDASH: // Spinning and Spindashing
// Start revving
if ((cmd->buttons & BT_SPIN) && (player->speed < FixedMul(5<<FRACBITS, player->mo->scale) || player->mo->state - states == S_PLAY_GLIDE_LANDING)
&& !player->mo->momz && onground && !(player->pflags & (PF_SPINDOWN|PF_SPINNING))
&& canstand)
{
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
player->pflags |= (PF_SPINDOWN|PF_STARTDASH|PF_SPINNING);
player->dashspeed = player->mindash;
P_SetMobjState(player->mo, S_PLAY_SPINDASH);
if (!player->spectator)
S_StartSound(player->mo, sfx_spndsh); // Make the rev sound!
}
// Revving
else if ((cmd->buttons & BT_SPIN) && (player->pflags & PF_STARTDASH))
{
if (player->speed > 5*player->mo->scale)
{
player->pflags &= ~PF_STARTDASH;
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_spin);
break;
}
if (player->dashspeed < player->mindash)
player->dashspeed = player->mindash;
if (player->dashspeed > player->maxdash)
player->dashspeed = player->maxdash;
if (player->dashspeed < player->maxdash && player->mindash != player->maxdash)
{
#define chargecalculation (6*(player->dashspeed - player->mindash))/(player->maxdash - player->mindash)
fixed_t soundcalculation = chargecalculation;
player->dashspeed += FRACUNIT;
if (!player->spectator && soundcalculation != chargecalculation)
S_StartSound(player->mo, sfx_spndsh); // Make the rev sound!
#undef chargecalculation
}
if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
{
P_SpawnSpinMobj(player, player->revitem);
G_GhostAddRev();
}
}
// If not moving up or down, and travelling faster than a speed of five while not holding
// down the spin button and not spinning.
// AKA Just go into a spin on the ground, you idiot. ;)
else if ((cmd->buttons & BT_SPIN || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|| !canstand) && !(player->pflags & (PF_SPINDOWN|PF_SPINNING)))
{
player->pflags |= (PF_SPINDOWN|PF_SPINNING);
P_SetMobjState(player->mo, S_PLAY_ROLL);
if (!player->spectator)
S_StartSound(player->mo, sfx_spin);
}
else
// Catapult the player from a spindash rev!
if (onground && !(player->pflags & PF_SPINDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
{
player->pflags &= ~PF_STARTDASH;
if (player->powers[pw_carry] == CR_BRAKGOOP)
player->dashspeed = 0;
if (!((gametyperules & GTR_RACE) && leveltime < 4*TICRATE))
{
if (player->dashspeed)
{
P_SetMobjState(player->mo, S_PLAY_ROLL);
P_InstaThrust(player->mo, player->mo->angle, (player->speed = FixedMul(player->dashspeed, player->mo->scale))); // catapult forward ho!!
}
else
{
P_SetMobjState(player->mo, S_PLAY_STND);
player->pflags &= ~PF_SPINNING;
}
if (!player->spectator)
S_StartSound(player->mo, sfx_zoom);
}
player->dashspeed = 0;
}
break;
case CA2_GUNSLINGER:
if (!player->mo->momz && onground && !player->weapondelay && canstand)
{
if (player->speed > FixedMul(10<<FRACBITS, player->mo->scale))
{}
else
{
mobj_t *lockon = P_LookForEnemies(player, false, true);
if (lockon)
{
if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
if (!P_MobjWasRemoved(visual))
P_SetTarget(&visual->target, lockon);
visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
}
}
if ((cmd->buttons & BT_SPIN) && !(player->pflags & PF_SPINDOWN))
{
mobj_t *bullet;
P_SetMobjState(player->mo, S_PLAY_FIRE);
#define zpos(posmo) (posmo->z + (posmo->height - mobjinfo[player->revitem].height)/2)
if (lockon)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
bullet = P_SpawnPointMissile(player->mo, lockon->x, lockon->y, zpos(lockon), player->revitem, player->mo->x, player->mo->y, zpos(player->mo));
if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
P_SetPlayerAngle(player, player->mo->angle);
}
else
{
bullet = P_SpawnPointMissile(player->mo, player->mo->x + P_ReturnThrustX(NULL, player->mo->angle, FRACUNIT), player->mo->y + P_ReturnThrustY(NULL, player->mo->angle, FRACUNIT), zpos(player->mo), player->revitem, player->mo->x, player->mo->y, zpos(player->mo));
if (bullet)
{
bullet->flags &= ~MF_NOGRAVITY;
bullet->momx >>= 1;
bullet->momy >>= 1;
}
}
player->drawangle = player->mo->angle;
#undef zpos
player->mo->momx >>= 1;
player->mo->momy >>= 1;
player->pflags |= PF_SPINDOWN;
P_SetWeaponDelay(player, TICRATE/2);
}
}
}
break;
case CA2_MELEE: // Melee attack
if (player->panim != PA_ABILITY2 && (cmd->buttons & BT_SPIN)
&& !player->mo->momz && onground && !(player->pflags & PF_SPINDOWN)
&& canstand)
{
P_ResetPlayer(player);
player->pflags |= PF_THOKKED;
#if 0
if ((player->charability == CA_TWINSPIN) && (player->speed > FixedMul(player->runspeed, player->mo->scale)))
{
P_DoJump(player, false, false);
player->pflags &= ~PF_STARTJUMP;
player->mo->momz = FixedMul(player->mo->momz, 3*FRACUNIT/2); // NOT 1.5 times the jump height, but 2.25 times.
P_SetMobjState(player->mo, S_PLAY_TWINSPIN);
S_StartSound(player->mo, sfx_s3k8b);
}
else
#endif
{
player->mo->z += P_MobjFlip(player->mo);
P_SetObjectMomZ(player->mo, player->mindash, false);
if (P_MobjFlip(player->mo)*player->mo->pmomz > 0)
player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump.
else
player->mo->pmomz = 0;
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz >>= 1;
#if 0
if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale))
#else
if (player->speed < FixedMul(player->maxdash, player->mo->scale))
#endif
{
if (player->panim == PA_IDLE)
player->drawangle = player->mo->angle;
P_InstaThrust(player->mo, player->drawangle, FixedMul(player->maxdash, player->mo->scale));
}
player->mo->momx += player->cmomx;
player->mo->momy += player->cmomy;
P_SetMobjState(player->mo, S_PLAY_MELEE);
player->powers[pw_strong] = STR_MELEE;
S_StartSound(player->mo, sfx_s3k42);
}
player->pflags |= PF_SPINDOWN;
}
break;
}
}
///////////////////////////////
// general spinning behavior //
///////////////////////////////
// Rolling normally
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
&& player->speed < 5*player->mo->scale && canstand)
{
if ((player->mo->subsector->sector->specialflags & SSF_FORCESPIN) || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
P_InstaThrust(player->mo, player->mo->angle, 10*player->mo->scale);
else
{
player->skidtime = 0;
player->pflags &= ~PF_SPINNING;
P_SetMobjState(player->mo, S_PLAY_STND);
player->mo->momx = player->cmomx;
player->mo->momy = player->cmomy;
}
}
if (onground && player->pflags & PF_STARTDASH)
{
// Spawn spin dash dust
if (!(player->charflags & SF_NOSPINDASHDUST) && !(player->mo->eflags & MFE_GOOWATER))
P_DoSpinDashDust(player);
}
}
//
// P_DoJumpShield
//
// Jump Shield Activation
//
void P_DoJumpShield(player_t *player)
{
boolean electric = ((player->powers[pw_shield] & SH_PROTECTELECTRIC) == SH_PROTECTELECTRIC);
if (player->pflags & PF_THOKKED)
return;
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false, true);
player->secondjump = 0;
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING|PF_BOUNCING);
if (electric)
{
mobj_t *spark;
INT32 i;
#define numangles 6
#define limitangle (360/numangles)
const angle_t travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1;
for (i = 0; i < numangles; i++)
{
spark = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_THUNDERCOIN_SPARK);
if (!P_MobjWasRemoved(spark))
{
P_InstaThrust(spark, travelangle + i*(ANGLE_MAX/numangles), FixedMul(4*FRACUNIT, spark->scale));
if (i % 2)
P_SetObjectMomZ(spark, -4*FRACUNIT, false);
spark->fuse = 18;
}
}
#undef limitangle
#undef numangles
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k45);
}
else
{
player->pflags |= PF_NOJUMPDAMAGE;
P_SetMobjState(player->mo, S_PLAY_FALL);
S_StartSound(player->mo, sfx_wdjump);
}
}
//
// P_DoBubbleBounce
//
// Bubblewrap shield landing handling
//
void P_DoBubbleBounce(player_t *player)
{
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SHIELDABILITY);
S_StartSound(player->mo, sfx_s3k44);
P_MobjCheckWater(player->mo);
P_DoJump(player, false, false);
if (player->charflags & SF_NOJUMPSPIN)
P_SetMobjState(player->mo, S_PLAY_FALL);
else
P_SetMobjState(player->mo, S_PLAY_ROLL);
player->pflags |= PF_THOKKED;
player->pflags &= ~PF_STARTJUMP;
player->secondjump = UINT8_MAX;
player->mo->momz = FixedMul(player->mo->momz, 11*FRACUNIT/8);
}
//
// P_DoAbilityBounce
//
// CA_BOUNCE landing handling
//
void P_DoAbilityBounce(player_t *player, boolean changemomz)
{
if (player->mo->state-states == S_PLAY_BOUNCE_LANDING)
return;
if (changemomz)
{
fixed_t prevmomz = player->mo->momz, minmomz;
if (P_MobjFlip(player->mo)*prevmomz < 0)
prevmomz = 0;
else if (player->mo->eflags & MFE_UNDERWATER)
prevmomz /= 2;
P_DoJump(player, false, false);
player->pflags &= ~(PF_STARTJUMP|PF_JUMPED);
minmomz = FixedMul(player->mo->momz, 3*FRACUNIT/2);
if (player->mo->eflags & MFE_VERTICALFLIP) // Use "min" or "max" depending on if the player is flipped
player->mo->momz = min(minmomz, (minmomz + prevmomz)/2);
else
player->mo->momz = max(minmomz, (minmomz + prevmomz)/2);
}
S_StartSound(player->mo, sfx_boingf);
P_SetMobjState(player->mo, S_PLAY_BOUNCE_LANDING);
player->pflags |= PF_BOUNCING|PF_THOKKED;
}
//
// P_TwinSpinRejuvenate
//
// CA_TWINSPIN landing handling
//
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type)
{
fixed_t actionspd;
angle_t movang, ang, fa;
fixed_t v, h;
UINT8 i;
if (!player->mo || !type)
return;
actionspd = FixedMul(player->actionspd, player->mo->scale);
fa = (R_PointToAngle2(0, 0, player->mo->momz, FixedHypot(player->mo->momx, player->mo->momy))>>ANGLETOFINESHIFT) & FINEMASK;
movang = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
ang = 0;
v = FixedMul(actionspd, FINESINE(fa));
h = actionspd - FixedMul(actionspd, FINECOSINE(fa));
// hearticles
for (i = 0; i <= 7; i++)
{
fixed_t side = actionspd - FixedMul(h, abs(FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK)));
fixed_t xo = P_ReturnThrustX(NULL, ang + movang, side);
fixed_t yo = P_ReturnThrustY(NULL, ang + movang, side);
fixed_t zo = -FixedMul(FINECOSINE(((ang>>ANGLETOFINESHIFT) & FINEMASK)), v);
mobj_t *missile = P_SpawnMobjFromMobj(player->mo,
xo,
yo,
player->mo->height/2 + zo,
type);
if (!P_MobjWasRemoved(missile))
{
P_SetTarget(&missile->target, player->mo);
P_SetScale(missile, missile->destscale/2, true);
missile->angle = ang + movang;
missile->fuse = TICRATE/2;
missile->extravalue2 = (99*FRACUNIT)/100;
missile->momx = xo;
missile->momy = yo;
missile->momz = zo;
}
ang += ANGLE_45;
}
player->pflags &= ~PF_THOKKED;
}
//
// P_Telekinesis
//
// Morph's fancy stuff-moving character ability
// +ve thrust pushes away, -ve thrust pulls in
//
void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
{
thinker_t *th;
mobj_t *mo2;
fixed_t dist = 0;
angle_t an;
if (player->powers[pw_super]) // increase range when super
range *= 2;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2 == player->mo)
continue;
if (!((mo2->flags & MF_SHOOTABLE && mo2->flags & MF_ENEMY) || mo2->type == MT_EGGGUARD || mo2->player))
continue;
dist = P_AproxDistance(P_AproxDistance(player->mo->x-mo2->x, player->mo->y-mo2->y), player->mo->z-mo2->z);
if (range < dist)
continue;
if (!P_CheckSight(player->mo, mo2))
continue; // if your psychic powers can't "see" it don't bother
an = R_PointToAngle2(player->mo->x, player->mo->y, mo2->x, mo2->y);
if (mo2->health > 0)
{
P_Thrust(mo2, an, thrust);
if (mo2->type == MT_GOLDBUZZ || mo2->type == MT_REDBUZZ)
mo2->tics += 8;
}
}
P_SpawnThokMobj(player);
player->pflags |= PF_THOKKED;
}
static void P_DoTwinSpin(player_t *player)
{
player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING);
player->pflags |= P_GetJumpFlags(player) | PF_THOKKED;
S_StartSound(player->mo, sfx_s3k42);
player->mo->frame = 0;
P_SetMobjState(player->mo, S_PLAY_TWINSPIN);
player->powers[pw_strong] = STR_TWINSPIN;
}
//
// returns true if the player used a shield ability, false otherwise
// passing in the mobjs from P_DoJumpStuff is a bit hackily specific, but I don't care enough to make a more elaborate solution (I think that is more appropriately approached with a more general MT_LOCKON spawning system)
//
static boolean P_PlayerShieldThink(player_t *player, ticcmd_t *cmd, mobj_t *lockonthok, mobj_t *visual)
{
mobj_t *lockonshield = NULL;
if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_SHIELDDOWN)
&& ((!(player->pflags & PF_THOKKED) || (((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP || (player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT) && player->secondjump == UINT8_MAX) ))) // thokked is optional if you're bubblewrapped / 3dblasted
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT && !(player->charflags & SF_NOSHIELDABILITY))
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
if (!P_MobjWasRemoved(visual))
{
P_SetTarget(&visual->target, lockonshield);
visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
}
if ((!(player->charflags & SF_NOSHIELDABILITY)) && (cmd->buttons & BT_SHIELD && !LUA_HookPlayer(player, HOOK(ShieldSpecial)))) // Shield button effects
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~PF_SPINNING;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~PF_SPINNING;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~PF_SPINNING;
player->homing = 2;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~PF_SPINNING;
if (elem)
{
player->mo->momx = player->mo->momy = 0;
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->mo->momx -= (player->mo->momx/3);
player->mo->momy -= (player->mo->momy/3);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
case SH_FLAMEAURA:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale));
player->drawangle = player->mo->angle;
player->pflags &= ~(PF_NOJUMPDAMAGE|PF_SPINNING);
P_SetMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k43);
default:
break;
}
}
}
return player->pflags & PF_SHIELDABILITY;
}
return false;
}
//
// P_DoJumpStuff
//
// Handles player jumping
//
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd, boolean spinshieldhack)
{
mobj_t *lockonthok = NULL, *visual = NULL;
if (player->pflags & PF_JUMPSTASIS)
return;
if ((player->charability == CA_HOMINGTHOK) && !player->homing && (player->pflags & PF_JUMPED) && (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) && (lockonthok = P_LookForEnemies(player, true, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view. Don't display it for spectators
{
visual = P_SpawnMobj(lockonthok->x, lockonthok->y, lockonthok->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
if (!P_MobjWasRemoved(visual))
P_SetTarget(&visual->target, lockonthok);
visual->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
}
}
//////////////////
//SHIELD ACTIVES//
//& SUPER FLOAT!//
//////////////////
if ((player->pflags & PF_JUMPED) && !player->exiting && !P_PlayerInPain(player))
{
if (onground || player->climbing || player->powers[pw_carry])
;
else if ((gametyperules & GTR_TEAMFLAGS) && player->gotflag)
;
else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
;
else if (P_PlayerShieldThink(player, cmd, lockonthok, visual))
;
else if (cmd->buttons & BT_SPIN)
{
if (spinshieldhack && !(player->pflags & PF_SPINDOWN) && P_SuperReady(player, true)
&& !player->powers[pw_invulnerability] && !(player->powers[pw_shield] & SH_NOSTACK)) // These two checks are no longer in P_SuperReady
{
// If you're using two-button play, can turn Super and aren't already,
// and you don't have a shield, then turn Super!
P_DoSuperTransformation(player, false);
}
else if (!LUA_HookPlayer(player, HOOK(JumpSpinSpecial)))
switch (player->charability)
{
case CA_THOK:
if (player->powers[pw_super]) // Super Sonic float
{
if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
{
if (player->panim != PA_RUN && player->panim != PA_WALK)
{
if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetMobjState(player->mo, S_PLAY_FLOAT);
}
player->mo->momz = 0;
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
player->secondjump = 1;
}
}
break;
case CA_TELEKINESIS:
if (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || (player->charflags & SF_MULTIABILITY))
{
P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
FixedMul(384*FRACUNIT, player->mo->scale));
}
break;
case CA_TWINSPIN:
if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_SPINDOWN)) || player->charflags & SF_MULTIABILITY))
P_DoTwinSpin(player);
break;
default:
break;
}
}
}
if (player->charability == CA_AIRDRILL)
{
if (player->pflags & PF_JUMPED)
{
if (cmd->buttons & BT_SPIN && player->secondjump < 42) // speed up falling down
player->secondjump++;
if (player->flyangle > 0 && player->pflags & PF_THOKKED)
{
player->flyangle--;
P_SetObjectMomZ(player->mo, ((player->flyangle-24 - player->secondjump*3)*((player->actionspd>>FRACBITS)/12 + 1)<<FRACBITS)/7, false);
P_SpawnThokMobj(player);
if ((player->mo->eflags & MFE_UNDERWATER))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80);
else
P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3);
player->drawangle = player->mo->angle;
}
}
}
///////////////
// CHARACTER //
// ABILITIES!//
///////////////
if (cmd->buttons & BT_JUMP && !player->exiting && !P_PlayerInPain(player))
{
if (LUA_HookPlayer(player, HOOK(JumpSpecial)))
;
// all situations below this require jump button not to be pressed already
else if (player->pflags & PF_JUMPDOWN)
;
// Jump S3&K style while in quicksand.
else if (P_InQuicksand(player->mo))
{
P_DoJump(player, true, false);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer)
{
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_flashing] = TICRATE/4;
}
// can't jump while in air, can't jump while jumping
else if (onground || player->climbing || player->powers[pw_carry])
{
P_DoJump(player, true, true);
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
}
else if (player->pflags & PF_SLIDING || ((gametyperules & GTR_TEAMFLAGS) && player->gotflag) || player->pflags & PF_SHIELDABILITY)
;
else if (player->pflags & PF_JUMPED)
{
if (!LUA_HookPlayer(player, HOOK(AbilitySpecial)))
switch (player->charability)
{
case CA_THOK:
case CA_HOMINGTHOK:
case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
// Now it's Sonic's abilities turn!
// THOK!
if (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY))
{
// Catapult the player
fixed_t actionspd = player->actionspd;
if (player->charflags & SF_DASHMODE)
actionspd = max(player->actionspd, FixedDiv(player->speed, player->mo->scale));
if (player->mo->eflags & MFE_UNDERWATER)
actionspd >>= 1;
if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
{
player->pflags &= ~PF_JUMPED;
P_DoJump(player, false, true);
}
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
if (maptol & TOL_2D)
{
player->mo->momx /= 2;
player->mo->momy /= 2;
}
if (player->charability == CA_HOMINGTHOK)
{
player->mo->momx /= 2;
player->mo->momy /= 2;
}
if (player->charability == CA_HOMINGTHOK)
{
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok));
if (lockonthok)
{
P_SetMobjState(player->mo, S_PLAY_ROLL);
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y);
player->homing = 3*TICRATE;
}
else
{
P_SetMobjState(player->mo, S_PLAY_FALL);
player->pflags &= ~PF_JUMPED;
player->mo->height = P_GetPlayerHeight(player);
}
player->pflags &= ~PF_NOJUMPDAMAGE;
}
player->drawangle = player->mo->angle;
if (player->mo->info->attacksound && !player->spectator)
S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
P_SpawnThokMobj(player);
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
player->pflags |= PF_THOKKED;
// Change localangle to match for simple controls? (P.S. chalupa)
// disabled because it seemed to disorient people and Z-targeting exists now
/*if (!demoplayback)
{
if (player == &players[consoleplayer] && cv_cam_turnfacingability[0].value > 0 && !(PLAYER1INPUTDOWN(GC_TURNLEFT) || PLAYER1INPUTDOWN(GC_TURNRIGHT)))
P_SetPlayerAngle(player, player->mo->angle);;
else if (player == &players[secondarydisplayplayer] && cv_cam_turnfacingability[1].value > 0 && !(PLAYER2INPUTDOWN(GC_TURNLEFT) || PLAYER2INPUTDOWN(GC_TURNRIGHT)))
P_SetPlayerAngle(player, player->mo->angle);
}*/
}
break;
case CA_FLY:
case CA_SWIM:
// If currently in the air from a jump, and you pressed the
// button again and have the ability to fly, do so!
if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
; // Can't do anything if you're a fish out of water!
else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly]))
{
P_SetMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation
player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING|PF_STARTDASH);
if (player->bot == BOT_2PAI)
player->pflags |= PF_THOKKED;
else
player->pflags |= (PF_THOKKED|PF_CANCARRY);
player->powers[pw_strong] = STR_FLY;
}
break;
case CA_GLIDEANDCLIMB:
// Now Knuckles-type abilities are checked.
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
fixed_t glidespeed = FixedMul(player->actionspd, player->mo->scale);
fixed_t playerspeed = player->speed;
if (player->mo->eflags & MFE_UNDERWATER)
{
glidespeed >>= 1;
playerspeed = 2*playerspeed/3;
if (!(player->powers[pw_super] || player->powers[pw_sneakers]))
{
player->mo->momx = (2*(player->mo->momx - player->cmomx)/3) + player->cmomx;
player->mo->momy = (2*(player->mo->momy - player->cmomy)/3) + player->cmomy;
}
}
player->pflags |= PF_GLIDING|PF_THOKKED;
player->glidetime = 0;
P_SetMobjState(player->mo, S_PLAY_GLIDE);
if (playerspeed < glidespeed)
P_Thrust(player->mo, player->mo->angle, glidespeed - playerspeed);
player->pflags &= ~(PF_JUMPED|PF_SPINNING|PF_STARTDASH);
player->powers[pw_strong] = STR_GLIDE;
}
break;
case CA_DOUBLEJUMP: // Double-Jump
if (!(player->pflags & PF_THOKKED) || ((player->charflags & SF_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS))))
{
player->pflags |= PF_THOKKED;
player->pflags &= ~(PF_JUMPED|PF_SPINNING);
P_DoJump(player, true, true);
player->secondjump++;
}
break;
case CA_FLOAT: // Float
case CA_SLOWFALL: // Slow descent hover
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD)
P_SetMobjState(player->mo, S_PLAY_DASH);
else if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetMobjState(player->mo, S_PLAY_FLOAT);
player->pflags |= PF_THOKKED;
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING);
player->secondjump = 1;
}
break;
case CA_TELEKINESIS:
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
P_Telekinesis(player,
FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player)
FixedMul(384*FRACUNIT, player->mo->scale));
player->pflags &= ~PF_SPINNING;
}
break;
case CA_FALLSWITCH:
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
player->mo->momz = -player->mo->momz;
P_SpawnThokMobj(player);
player->pflags |= PF_THOKKED;
player->pflags &= ~PF_SPINNING;
}
break;
case CA_AIRDRILL:
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3;
player->pflags |= PF_THOKKED;
player->pflags &= ~PF_SPINNING;
S_StartSound(player->mo, sfx_spndsh);
}
break;
case CA_BOUNCE:
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
{
P_SetMobjState(player->mo, S_PLAY_BOUNCE);
player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_SPINNING);
player->pflags |= PF_THOKKED|PF_BOUNCING;
player->powers[pw_strong] = STR_BOUNCE;
player->mo->momx >>= 1;
player->mo->momy >>= 1;
player->mo->momz >>= 1;
}
break;
case CA_TWINSPIN:
if (!(player->pflags & PF_THOKKED) || player->charflags & SF_MULTIABILITY)
P_DoTwinSpin(player);
break;
default:
break;
}
}
else if (player->pflags & PF_THOKKED)
{
if (!LUA_HookPlayer(player, HOOK(AbilitySpecial)))
switch (player->charability)
{
case CA_FLY:
case CA_SWIM: // Swim
if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
; // Can't do anything if you're a fish out of water!
else if (player->powers[pw_tailsfly]) // If currently flying, give an ascend boost.
{
player->fly1 = 20;
if (player->charability == CA_SWIM)
player->fly1 /= 2;
// Slow down!
if (player->speed > FixedMul(8*FRACUNIT, player->mo->scale) && player->speed > FixedMul(player->normalspeed>>1, player->mo->scale))
P_Thrust(player->mo, R_PointToAngle2(0,0,player->mo->momx,player->mo->momy), FixedMul(-4*FRACUNIT, player->mo->scale));
}
break;
default:
break;
}
}
else if ((!(player->charflags & SF_NOSHIELDABILITY)) && ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND && !player->powers[pw_super] && !LUA_HookPlayer(player, HOOK(ShieldSpecial))))
P_DoJumpShield(player);
}
// HOMING option.
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT // Sonic 3D Blast.
&& player->pflags & PF_SHIELDABILITY)
{
if (player->homing && player->mo->tracer)
{
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
player->pflags &= ~PF_SHIELDABILITY;
player->secondjump = UINT8_MAX;
P_SetObjectMomZ(player->mo, 6*FRACUNIT, false);
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FRACUNIT/3);
player->homing = 0;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else if (player->charability == CA_HOMINGTHOK) // Sonic Adventure.
{
// If you've got a target, chase after it!
if (player->homing && player->mo->tracer)
{
P_SpawnThokMobj(player);
// But if you don't, then stop homing.
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, 10*FRACUNIT, false);
player->mo->momx = player->mo->momy = player->homing = 0;
if (player->mo->tracer->flags2 & MF2_FRET)
P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3));
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
P_SetMobjState(player->mo, S_PLAY_SPRING);
player->pflags |= PF_NOJUMPDAMAGE;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else
player->homing = 0;
if (cmd->buttons & BT_JUMP)
{
player->pflags |= PF_JUMPDOWN;
if ((!(gametyperules & GTR_TEAMFLAGS) || !player->gotflag) && !player->exiting)
{
if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP && player->charability != CA_THOK)
{
fixed_t potentialmomz;
if (player->charability == CA_SLOWFALL)
potentialmomz = FixedMul(gravity, -4*player->mo->scale);
else
potentialmomz = ((player->speed < 10*player->mo->scale)
? (player->speed - 10*player->mo->scale)/5
: 0);
if (P_MobjFlip(player->mo)*player->mo->momz < potentialmomz)
player->mo->momz = P_MobjFlip(player->mo)*potentialmomz;
player->pflags &= ~PF_SPINNING;
}
}
}
else // If not pressing the jump button
{
player->pflags &= ~PF_JUMPDOWN;
// Repeat abilities, but not double jump!
if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP && player->charability != CA_AIRDRILL && player->charability != CA_THOK)
{
if (player->charflags & SF_MULTIABILITY)
{
player->pflags |= (PF_JUMPED|PF_NOJUMPDAMAGE);
player->secondjump = 0;
}
else
player->secondjump = 2;
P_SetMobjState(player->mo, S_PLAY_FALL);
}
// If letting go of the jump button while still on ascent, cut the jump height.
if (((player->pflags & (PF_JUMPED|PF_STARTJUMP)) == (PF_JUMPED|PF_STARTJUMP)) && (P_MobjFlip(player->mo)*player->mo->momz > 0))
{
player->mo->momz >>= 1;
player->pflags &= ~PF_STARTJUMP;
}
}
}
//
// P_GetPlayerControlDirection
//
// Determines if the player is pressing in the direction they are moving
//
// 0 = no controls pressed/no movement
// 1 = pressing in the direction of movement
// 2 = pressing in the opposite direction of movement
//
INT32 P_GetPlayerControlDirection(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
angle_t controllerdirection, controlplayerdirection;
angle_t dangle;
fixed_t tempx = 0, tempy = 0;
angle_t tempangle, origtempangle;
if (!cmd->forwardmove && !cmd->sidemove)
return 0;
if (!player->mo->momx && !player->mo->momy)
return 0;
if (twodlevel || player->mo->flags2 & MF2_TWOD)
{
if (!cmd->sidemove)
return 0;
if (!player->mo->momx)
return 0;
origtempangle = tempangle = 0; // relative to the axis rather than the player!
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
}
else
{
if (player->awayviewtics)
origtempangle = tempangle = player->awayviewmobj->angle;
else if (P_ControlStyle(player) & CS_LMAOGALOG)
origtempangle = tempangle = (cmd->angleturn << 16);
else
origtempangle = tempangle = player->mo->angle;
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
}
// Calculate the angle at which the controls are pointing
// to figure out the proper mforward and mbackward.
tempangle >>= ANGLETOFINESHIFT;
if (!(twodlevel || player->mo->flags2 & MF2_TWOD)) // in 2d mode, sidemove is treated as the forwards/backwards direction
{
tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle));
tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle));
tempangle = origtempangle-ANGLE_90;
tempangle >>= ANGLETOFINESHIFT;
}
tempx += FixedMul(cmd->sidemove*FRACUNIT,FINECOSINE(tempangle));
tempy += FixedMul(cmd->sidemove*FRACUNIT,FINESINE(tempangle));
controllerdirection = R_PointToAngle2(0, 0, tempx, tempy);
dangle = controllerdirection - controlplayerdirection;
if (dangle > ANGLE_180) //flip to keep to one side
dangle = InvAngle(dangle);
if (dangle > ANGLE_90)
return 2; // Controls pointing backwards from player
else
return 1; // Controls pointing in player's general direction
}
static boolean P_ShouldResetConveyorMomentum(player_t *player)
{
switch (player->onconveyor)
{
case 1:
return false;
case 2: // Wind/Current
return !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER));
case 3:
default:
return true;
case 4: // Actual conveyor belt
return !P_IsObjectOnGround(player->mo);
}
}
// Control scheme for 2d levels.
static void P_2dMovement(player_t *player)
{
ticcmd_t *cmd;
INT32 topspeed, acceleration, thrustfactor;
fixed_t movepushforward = 0;
angle_t movepushangle = 0;
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
cmd = &player->cmd;
if (player->exiting || player->pflags & PF_STASIS)
{
cmd->forwardmove = cmd->sidemove = 0;
if (player->pflags & PF_GLIDING)
{
if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
else if (player->exiting)
{
player->pflags &= ~PF_GLIDING;
P_SetMobjState(player->mo, S_PLAY_WALK);
player->skidtime = 0;
}
}
if (player->pflags & PF_BOUNCING)
player->pflags &= ~PF_BOUNCING;
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetMobjState(player->mo, S_PLAY_STND);
}
}
if (P_ShouldResetConveyorMomentum(player))
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on absolute-value-of-a-number formula
player->speed = abs(player->rmomx);
if (player->pflags & PF_GLIDING)
{
// Angle fix.
if (player->mo->angle < ANGLE_180 && player->mo->angle > ANGLE_90)
player->mo->angle = ANGLE_180;
else if (player->mo->angle < ANGLE_90 && player->mo->angle > 0)
player->mo->angle = 0;
if (cmd->sidemove > 0 && player->mo->angle != 0 && player->mo->angle >= ANGLE_180)
player->mo->angle += 1280<<FRACBITS;
else if (cmd->sidemove < 0 && player->mo->angle != ANGLE_180 && (player->mo->angle > ANGLE_180 || player->mo->angle == 0))
player->mo->angle -= 1280<<FRACBITS;
else if (cmd->sidemove == 0)
{
if (player->mo->angle >= ANGLE_270)
player->mo->angle += 1280<<FRACBITS;
else if (player->mo->angle < ANGLE_270 && player->mo->angle > ANGLE_180)
player->mo->angle -= 1280<<FRACBITS;
}
}
else if (cmd->sidemove && !(player->climbing) && !P_PlayerInPain(player))
{
if (cmd->sidemove > 0)
player->mo->angle = 0;
else if (cmd->sidemove < 0)
player->mo->angle = ANGLE_180;
}
P_SetPlayerAngle(player, player->mo->angle);
if (player->pflags & PF_GLIDING)
movepushangle = player->mo->angle;
else
{
if (cmd->sidemove > 0)
movepushangle = 0;
else if (cmd->sidemove < 0)
movepushangle = ANGLE_180;
else
movepushangle = player->mo->angle;
}
// Do not let the player control movement if not onground.
onground = P_IsObjectOnGround(player->mo);
player->aiming = cmd->aiming<<FRACBITS;
// Set the player speeds.
if (maptol & TOL_2D)
normalspd = FixedMul(normalspd, 2*FRACUNIT/3);
if (player->powers[pw_super] || player->powers[pw_sneakers])
{
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2;
if (player->powers[pw_tailsfly])
topspeed = normalspd;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING))
{
topspeed = normalspd;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd * 2;
}
else
{
thrustfactor = player->thrustfactor;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
if (player->powers[pw_tailsfly])
topspeed = normalspd/2;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER) && !(player->pflags & PF_SLIDING))
{
topspeed = normalspd/2;
acceleration = 2*acceleration/3;
}
else
topspeed = normalspd;
}
//////////////////////////////////////
if (player->climbing)
{
if (cmd->forwardmove != 0)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super
player->mo->momx = 0;
}
else if (cmd->sidemove != 0 && !(player->pflags & PF_GLIDING || player->exiting
|| (P_PlayerInPain(player) && !onground)))
{
movepushforward = abs(cmd->sidemove) * (thrustfactor * acceleration);
// allow very small movement while in air for gameplay
if (!onground)
movepushforward >>= 1; // Proper air movement
// Allow a bit of movement while spinning
if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING)
{
if (!(player->pflags & PF_STARTDASH))
movepushforward = movepushforward/48;
else
movepushforward = 0;
}
movepushforward = FixedMul(movepushforward, player->mo->scale);
if (player->rmomx < topspeed && cmd->sidemove > 0) // Sonic's Speed
P_Thrust(player->mo, movepushangle, movepushforward);
else if (player->rmomx > -topspeed && cmd->sidemove < 0)
P_Thrust(player->mo, movepushangle, movepushforward);
}
player->mo->friction = ORIG_FRICTION; //katsy: reset player friction AFTER movement code
}
//#define OLD_MOVEMENT_CODE 1
static void P_3dMovement(player_t *player)
{
ticcmd_t *cmd;
angle_t movepushangle, movepushsideangle; // Analog
INT32 topspeed, acceleration, thrustfactor;
fixed_t movepushforward = 0, movepushside = 0;
INT32 mforward = 0, mbackward = 0;
angle_t dangle; // replaces old quadrants bits
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
controlstyle_e controlstyle;
boolean spin = ((onground = P_IsObjectOnGround(player->mo)) && (player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING && (player->rmomx || player->rmomy) && !(player->pflags & PF_STARTDASH));
fixed_t oldMagnitude, newMagnitude;
vector3_t totalthrust;
totalthrust.x = totalthrust.y = 0; // I forget if this is needed
totalthrust.z = FRACUNIT*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes
// Get the old momentum; this will be needed at the end of the function! -SH
oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
controlstyle = P_ControlStyle(player);
cmd = &player->cmd;
if (player->exiting || player->pflags & PF_STASIS)
{
cmd->forwardmove = cmd->sidemove = 0;
if (player->pflags & PF_GLIDING)
{
if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
else if (player->exiting)
{
player->pflags &= ~PF_GLIDING;
P_SetMobjState(player->mo, S_PLAY_WALK);
player->skidtime = 0;
}
}
if (player->pflags & PF_BOUNCING)
player->pflags &= ~PF_BOUNCING;
if (player->pflags & PF_SPINNING && !player->exiting)
{
player->pflags &= ~PF_SPINNING;
P_SetMobjState(player->mo, S_PLAY_STND);
}
}
if (controlstyle & CS_LMAOGALOG)
{
movepushangle = (cmd->angleturn<<16 /* not FRACBITS */);
}
else
{
movepushangle = player->mo->angle;
}
movepushsideangle = movepushangle-ANGLE_90;
if (P_ShouldResetConveyorMomentum(player))
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on distance-of-a-line formula
player->speed = P_AproxDistance(player->rmomx, player->rmomy);
// Monster Iestyn - 04-11-13
// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
// Get delta angle from rmom angle and player angle first
dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - (cmd->angleturn<<16);
if (dangle > ANGLE_180) //flip to keep to one side
dangle = InvAngle(dangle);
// now use it to determine direction!
if (dangle <= ANGLE_45) // angles 0-45 or 315-360
mforward = 1; // going forwards
else if (dangle >= ANGLE_135) // angles 135-225
mbackward = 1; // going backwards
// anything else will leave both at 0, so no need to do anything else
// When sliding, don't allow forward/back
if (player->pflags & PF_SLIDING)
cmd->forwardmove = 0;
else if (onground && player->mo->state == states+S_PLAY_PAIN)
P_SetMobjState(player->mo, S_PLAY_WALK);
player->aiming = cmd->aiming<<FRACBITS;
// Set the player speeds.
if (player->pflags & PF_SLIDING)
{
normalspd = FixedMul(36<<FRACBITS, player->mo->scale);
thrustfactor = 5;
acceleration = 96 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * 40;
topspeed = normalspd;
}
else
{
if (player->powers[pw_super] || player->powers[pw_sneakers])
{
topspeed = 5 * normalspd / 3; // 1.67x
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart/2 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/2;
}
else
{
topspeed = normalspd;
thrustfactor = player->thrustfactor;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
}
if (player->powers[pw_tailsfly])
topspeed >>= 1;
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
{
topspeed >>= 1;
acceleration = 2*acceleration/3;
}
}
if (spin) // Prevent gaining speed whilst rolling!
{
const fixed_t ns = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT); // P_XYFriction
topspeed = FixedMul(oldMagnitude, ns);
}
// Better maneuverability while flying
if (player->powers[pw_tailsfly])
{
thrustfactor = player->thrustfactor*2;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
}
else
{
if (player->pflags & PF_BOUNCING)
{
if (player->mo->state-states == S_PLAY_BOUNCE_LANDING)
{
thrustfactor = player->thrustfactor*8;
acceleration = player->accelstart/8 + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration/8;
}
else
{
thrustfactor = (3*player->thrustfactor)/4;
acceleration = player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration;
}
}
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
}
// Forward movement
if (player->climbing)
{
if (cmd->forwardmove)
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT), false); // 2/3 while super
else
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super
}
}
else if (!(controlstyle == CS_LMAOGALOG)
&& cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting
|| (P_PlayerInPain(player) && !onground)))
{
movepushforward = cmd->forwardmove * (thrustfactor * acceleration);
// Allow a bit of movement while spinning
if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING)
{
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0)
|| (player->pflags & PF_STARTDASH))
movepushforward = 0;
else if (onground)
movepushforward >>= 4;
else
movepushforward >>= 3;
}
// allow very small movement while in air for gameplay
else if (!onground)
movepushforward >>= 2; // proper air movement
movepushforward = FixedMul(movepushforward, player->mo->scale);
totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward);
totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward);
}
// Sideways movement
if (player->climbing)
{
if (player->mo->eflags & MFE_UNDERWATER)
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT)); // 2/3 while super
else
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1)); // 2/3 while super
}
// Analog movement control
else if (controlstyle == CS_LMAOGALOG)
{
if (!(player->pflags & PF_GLIDING || player->exiting || P_PlayerInPain(player)))
{
angle_t controldirection;
// Calculate the angle at which the controls are pointing
// to figure out the proper mforward and mbackward.
// (Why was it so complicated before? ~Red)
controldirection = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+movepushangle;
movepushforward = FixedHypot(cmd->sidemove, cmd->forwardmove) * (thrustfactor * acceleration);
// Allow a bit of movement while spinning
if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING)
{
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0)
|| (player->pflags & PF_STARTDASH))
movepushforward = 0;
else if (onground)
movepushforward >>= 4;
else
movepushforward >>= 3;
}
// allow very small movement while in air for gameplay
else if (!onground)
movepushforward >>= 2; // proper air movement
movepushsideangle = controldirection;
movepushforward = FixedMul(movepushforward, player->mo->scale);
totalthrust.x += P_ReturnThrustX(player->mo, controldirection, movepushforward);
totalthrust.y += P_ReturnThrustY(player->mo, controldirection, movepushforward);
}
}
else if (cmd->sidemove && !(player->pflags & PF_GLIDING) && !player->exiting && !P_PlayerInPain(player))
{
movepushside = cmd->sidemove * (thrustfactor * acceleration);
// allow very small movement while in air for gameplay
if (!onground)
{
movepushside >>= 2; // proper air movement
// Reduce movepushslide even more if over "max" flight speed
if (((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING) || (player->powers[pw_tailsfly] && player->speed > topspeed))
movepushside >>= 2;
}
// Allow a bit of movement while spinning
else if ((player->pflags & (PF_SPINNING|PF_THOKKED)) == PF_SPINNING)
{
if (player->pflags & PF_STARTDASH)
movepushside = 0;
else if (onground)
movepushside >>= 4;
else
movepushside >>= 3;
}
// Finally move the player now that their speed/direction has been decided.
movepushside = FixedMul(movepushside, player->mo->scale);
totalthrust.x += P_ReturnThrustX(player->mo, movepushsideangle, movepushside);
totalthrust.y += P_ReturnThrustY(player->mo, movepushsideangle, movepushside);
}
if ((totalthrust.x || totalthrust.y)
&& player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
// Factor thrust to slope, but only for the part pushing up it!
// The rest is unaffected.
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward
if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) {
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
}
} else { // Direction goes up, so thrustangle needs to face away
if (thrustangle > ANGLE_90 && thrustangle < ANGLE_270) {
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
}
}
}
player->mo->momx += totalthrust.x;
player->mo->momy += totalthrust.y;
// Time to ask three questions:
// 1) Are we over topspeed?
// 2) If "yes" to 1, were we moving over topspeed to begin with?
// 3) If "yes" to 2, are we now going faster?
// If "yes" to 3, normalize to our initial momentum; this will allow thoks to stay as fast as they normally are.
// If "no" to 3, ignore it; the player might be going too fast, but they're slowing down, so let them.
// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
// -Shadow Hog
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > topspeed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > topspeed && !spin)
{
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), topspeed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), topspeed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
player->mo->friction = ORIG_FRICTION; //katsy: reset player friction AFTER movement code
}
//
// P_SpectatorMovement
//
// Control for spectators in multiplayer
//
static void P_SpectatorMovement(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if (!(cmd->angleturn & TICCMD_RECEIVED))
ticmiss++;
if (cmd->buttons & BT_JUMP)
player->mo->z += FRACUNIT*16;
else if (cmd->buttons & BT_SPIN)
player->mo->z -= FRACUNIT*16;
if (player->mo->z > player->mo->ceilingz - player->mo->height)
player->mo->z = player->mo->ceilingz - player->mo->height;
if (player->mo->z < player->mo->floorz)
player->mo->z = player->mo->floorz;
// Aiming needed for SEENAMES, etc.
// We may not need to fire as a spectator, but this is still handy!
player->aiming = cmd->aiming<<FRACBITS;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
if (cmd->forwardmove != 0)
{
P_Thrust(player->mo, player->mo->angle, cmd->forwardmove*(FRACUNIT/2));
// Quake-style flying spectators :D
player->mo->momz += FixedMul(cmd->forwardmove*(FRACUNIT/2), AIMINGTOSLOPE(player->aiming));
}
if (cmd->sidemove != 0)
{
P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*(FRACUNIT/2));
}
}
//
// P_ShootLine
//
// Fun and fancy
// graphical indicator
// for building/debugging
// NiGHTS levels!
static void P_ShootLine(mobj_t *source, mobj_t *dest, fixed_t height)
{
mobj_t *mo;
INT32 i;
fixed_t temp;
INT32 speed, seesound;
temp = dest->z;
dest->z = height;
seesound = mobjinfo[MT_REDRING].seesound;
speed = mobjinfo[MT_REDRING].speed;
mobjinfo[MT_REDRING].seesound = sfx_None;
mobjinfo[MT_REDRING].speed = 20*FRACUNIT;
mo = P_SpawnXYZMissile(source, dest, MT_REDRING, source->x, source->y, height);
dest->z = temp;
if (mo)
{
mo->flags2 |= MF2_RAILRING;
mo->flags2 |= MF2_DONTDRAW;
mo->flags |= MF_NOCLIPHEIGHT;
mo->flags |= MF_NOCLIP;
mo->flags &= ~MF_MISSILE;
mo->fuse = 3;
}
for (i = 0; i < 32; i++)
{
if (mo)
{
if (!(mo->flags & MF_NOBLOCKMAP))
{
P_UnsetThingPosition(mo);
mo->flags |= MF_NOBLOCKMAP;
P_SetThingPosition(mo);
}
if (i&1)
P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
P_UnsetThingPosition(mo);
mo->x += mo->momx;
mo->y += mo->momy;
mo->z += mo->momz;
P_SetThingPosition(mo);
}
else
{
mobjinfo[MT_REDRING].seesound = seesound;
mobjinfo[MT_REDRING].speed = speed;
return;
}
}
mobjinfo[MT_REDRING].seesound = seesound;
mobjinfo[MT_REDRING].speed = speed;
}
#define MAXDRILLSPEED 14000
#define MAXNORMALSPEED 6250 //6000
static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t radius)
{
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
const angle_t fa = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
P_InstaThrust(player->mo, fa, xspeed/10);
}
else
{
const angle_t fa = player->angle_pos>>ANGLETOFINESHIFT;
const angle_t faold = player->old_angle_pos>>ANGLETOFINESHIFT;
player->mo->momx = FixedMul(FINECOSINE(fa),radius) - FixedMul(FINECOSINE(faold),radius);
player->mo->momy = FixedMul(FINESINE(fa),radius) - FixedMul(FINESINE(faold),radius);
}
if (player->exiting)
return;
if (!P_CheckMove(player->mo,
player->mo->x + player->mo->momx,
player->mo->y + player->mo->momy, true))
{
return;
}
{
const INT32 sequence = player->mo->target->threshold;
mobj_t *transfer1 = NULL;
mobj_t *transfer2 = NULL;
mobj_t *axis;
mobj_t *mo2;
thinker_t *th;
line_t transfer1line;
line_t transfer2line;
boolean transfer1last = false;
boolean transfer2last = false;
vertex_t vertices[4];
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags2 & MF2_AMBUSH ? -1 : 1);
// Find next waypoint
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
continue;
if (mo2->threshold != sequence)
continue;
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
if (mo2->health == player->axis1->health)
transfer1 = mo2;
else if (mo2->health == player->axis2->health)
transfer2 = mo2;
}
else
{
if (mo2->health == player->mo->target->health)
transfer1 = mo2;
else if (mo2->health == player->mo->target->health + 1)
transfer2 = mo2;
}
}
// It might be possible that one wasn't found.
// Is it because we're at the end of the track?
// Look for a wrapper point.
if (!transfer1)
{
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
continue;
if (mo2->threshold != sequence)
continue;
if (!transfer1)
{
transfer1 = mo2;
transfer1last = true;
}
else if (mo2->health > transfer1->health)
{
transfer1 = mo2;
transfer1last = true;
}
}
}
if (!transfer2)
{
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
// Axis things are only at beginning of list.
if (!(mo2->flags2 & MF2_AXIS))
break;
if (!(mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
continue;
if (mo2->threshold != sequence)
continue;
if (!transfer2)
{
transfer2 = mo2;
transfer2last = true;
}
else if (mo2->health > transfer2->health)
{
transfer2 = mo2;
transfer2last = true;
}
}
}
if (!(transfer1 && transfer2)) // We can't continue...
I_Error("Mare does not form a complete circuit!\n");
transfer1line.v1 = &vertices[0];
transfer1line.v2 = &vertices[1];
transfer2line.v1 = &vertices[2];
transfer2line.v2 = &vertices[3];
if (cv_debug && (leveltime % TICRATE == 0))
{
CONS_Debug(DBG_NIGHTS, "Transfer1 : %d\n", transfer1->health);
CONS_Debug(DBG_NIGHTS, "Transfer2 : %d\n", transfer2->health);
}
//CONS_Debug(DBG_NIGHTS, "Xspeed : %d", truexspeed);
//CONS_Debug(DBG_NIGHTS, "T1 is at %d, %d\n", transfer1->x>>FRACBITS, transfer1->y>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "T2 is at %d, %d\n", transfer2->x>>FRACBITS, transfer2->y>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "Distance from T1: %d\n", P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS);
//CONS_Debug(DBG_NIGHTS, "Distance from T2: %d\n", P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS);
// Transfer1 is closer to the player than transfer2
if (P_AproxDistance(transfer1->x - player->mo->x, transfer1->y - player->mo->y)>>FRACBITS
< P_AproxDistance(transfer2->x - player->mo->x, transfer2->y - player->mo->y)>>FRACBITS)
{
//CONS_Debug(DBG_NIGHTS, " must be < 0 to transfer\n");
if (transfer1->type == MT_AXISTRANSFERLINE)
{
if (transfer1last)
axis = P_FindAxis(transfer1->threshold, transfer1->health-2);
else if (player->pflags & PF_TRANSFERTOCLOSEST)
axis = P_FindAxis(transfer1->threshold, transfer1->health-1);
else
axis = P_FindAxis(transfer1->threshold, transfer1->health);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #1\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer1line.v1->x = axis->x;
transfer1line.v1->y = axis->y;
transfer1line.v2->x = transfer1->x;
transfer1line.v2->y = transfer1->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(axis, transfer1, player->mo->z);
//CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer1->health);
transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x;
transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line)
&& truexspeed < 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
player->pflags &= ~PF_TRANSFERTOCLOSEST;
P_TransferToAxis(player, transfer1->health - 1);
}
else
{
player->pflags |= PF_TRANSFERTOCLOSEST;
P_SetTarget(&player->axis2, transfer1);
P_SetTarget(&player->axis1, P_FindAxisTransfer(transfer1->threshold, transfer1->health-1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer1->threshold, axis->health-2);
}
}
}
else
{
// Transfer1
if (transfer1last)
axis = P_FindAxis(transfer1->threshold, 1);
else
axis = P_FindAxis(transfer1->threshold, transfer1->health);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #2\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer1line.v1->x = axis->x;
transfer1line.v1->y = axis->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(transfer1, P_FindAxis(transfer1->threshold, transfer1->health-1), player->mo->z);
//axis = P_FindAxis(transfer1->threshold, transfer1->health-1);
//CONS_Debug(DBG_NIGHTS, "%d\n", axis->health);
transfer1line.v2->x = transfer1->x;
transfer1line.v2->y = transfer1->y;
transfer1line.dx = transfer1line.v2->x - transfer1line.v1->x;
transfer1line.dy = transfer1line.v2->y - transfer1line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer1line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer1line)
&& truexspeed < 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->mo->target->health < transfer1->health)
{
// Find the next axis with a ->health
// +1 from the current axis.
if (transfer1last)
P_TransferToAxis(player, transfer1->health - 1);
else
P_TransferToAxis(player, transfer1->health);
}
else if (player->mo->target->health >= transfer1->health)
{
// Find the next axis with a ->health
// -1 from the current axis.
P_TransferToAxis(player, transfer1->health - 1);
}
}
}
}
else
{
//CONS_Debug(DBG_NIGHTS, " must be > 0 to transfer\n");
if (transfer2->type == MT_AXISTRANSFERLINE)
{
if (transfer2last)
axis = P_FindAxis(transfer2->threshold, 1);
else if (player->pflags & PF_TRANSFERTOCLOSEST)
axis = P_FindAxis(transfer2->threshold, transfer2->health);
else
axis = P_FindAxis(transfer2->threshold, transfer2->health - 1);
if (!axis)
axis = P_FindAxis(transfer2->threshold, 1);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #3\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer2line.v1->x = axis->x;
transfer2line.v1->y = axis->y;
transfer2line.v2->x = transfer2->x;
transfer2line.v2->y = transfer2->y;
//CONS_Debug(DBG_NIGHTS, "closest %d\n", transfer2->health);
if (cv_debug & DBG_NIGHTS)
P_ShootLine(axis, transfer2, player->mo->z);
transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x;
transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line)
&& truexspeed > 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->pflags & PF_TRANSFERTOCLOSEST)
{
player->pflags &= ~PF_TRANSFERTOCLOSEST;
if (!P_FindAxis(transfer2->threshold, transfer2->health))
transfer2last = true;
if (transfer2last)
P_TransferToAxis(player, 1);
else
P_TransferToAxis(player, transfer2->health);
}
else
{
player->pflags |= PF_TRANSFERTOCLOSEST;
P_SetTarget(&player->axis1, transfer2);
P_SetTarget(&player->axis2, P_FindAxisTransfer(transfer2->threshold, transfer2->health+1, MT_AXISTRANSFERLINE));//P_FindAxis(transfer2->threshold, axis->health + 2);
}
}
}
else
{
// Transfer2
if (transfer2last)
axis = P_FindAxis(transfer2->threshold, 1);
else
axis = P_FindAxis(transfer2->threshold, transfer2->health);
if (!axis)
axis = P_FindAxis(transfer2->threshold, 1);
if (!axis)
{
CONS_Debug(DBG_NIGHTS, "Unable to find an axis - error code #4\n");
return;
}
//CONS_Debug(DBG_NIGHTS, "Drawing a line from %d to ", axis->health);
transfer2line.v1->x = axis->x;
transfer2line.v1->y = axis->y;
if (cv_debug & DBG_NIGHTS)
P_ShootLine(transfer2, P_FindAxis(transfer2->threshold, transfer2->health-1), player->mo->z);
//axis = P_FindAxis(transfer2->threshold, transfer2->health-1);
//CONS_Debug(DBG_NIGHTS, "%d\n", axis->health);
transfer2line.v2->x = transfer2->x;
transfer2line.v2->y = transfer2->y;
transfer2line.dx = transfer2line.v2->x - transfer2line.v1->x;
transfer2line.dy = transfer2line.v2->y - transfer2line.v1->y;
if (P_PointOnLineSide(player->mo->x, player->mo->y, &transfer2line)
!= P_PointOnLineSide(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, &transfer2line)
&& truexspeed > 0)
{
if (cv_debug & DBG_NIGHTS)
{
HU_SetCEchoDuration(1);
HU_DoCEcho("transfer!");
HU_SetCEchoDuration(5);
S_StartSound(NULL, sfx_strpst);
}
if (player->mo->target->health < transfer2->health)
{
if (!P_FindAxis(transfer2->threshold, transfer2->health))
transfer2last = true;
if (transfer2last)
P_TransferToAxis(player, 1);
else
P_TransferToAxis(player, transfer2->health);
}
else if (player->mo->target->health >= transfer2->health)
P_TransferToAxis(player, transfer2->health - 1);
}
}
}
}
}
//
// P_DoNiGHTSCapsule
//
// Handles blowing up the Ideya (emerald) capsule for NiGHTS mode
//
static void P_DoNiGHTSCapsule(player_t *player)
{
INT32 i, spherecount, totalduration, popduration, deductinterval, deductquantity, sphereresult, firstpoptic;
INT32 tictimer = ++player->capsule->extravalue2;
if (abs(player->mo->x-player->capsule->x) <= 3*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->x = player->capsule->x;
P_SetThingPosition(player->mo);
player->mo->momx = 0;
}
if (abs(player->mo->y-player->capsule->y) <= 3*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->y = player->capsule->y;
P_SetThingPosition(player->mo);
player->mo->momy = 0;
}
if (abs(player->mo->z - (player->capsule->z+(player->capsule->height/3))) <= 3*FRACUNIT)
{
player->mo->z = player->capsule->z+(player->capsule->height/3);
player->mo->momz = 0;
}
if (player->mo->x > player->capsule->x)
player->mo->momx = -3*FRACUNIT;
else if (player->mo->x < player->capsule->x)
player->mo->momx = 3*FRACUNIT;
if (player->mo->y > player->capsule->y)
player->mo->momy = -3*FRACUNIT;
else if (player->mo->y < player->capsule->y)
player->mo->momy = 3*FRACUNIT;
if (player->mo->z > player->capsule->z+(player->capsule->height/3))
player->mo->momz = -3*FRACUNIT;
else if (player->mo->z < player->capsule->z+(player->capsule->height/3))
player->mo->momz = 3*FRACUNIT;
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
if (player->mo->momx || player->mo->momy || player->mo->momz)
{
if (player->mo->state != &states[S_PLAY_NIGHTS_PULL])
P_SetMobjState(player->mo, S_PLAY_NIGHTS_PULL);
}
else if (player->mo->state != &states[S_PLAY_NIGHTS_ATTACK])
{
S_StartSound(player->mo, sfx_spin);
P_SetMobjState(player->mo, S_PLAY_NIGHTS_ATTACK);
}
}
else
{
if (!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING))
player->pflags |= PF_JUMPED;
if (player->panim != PA_ROLL)
P_SetMobjState(player->mo, S_PLAY_ROLL);
}
if (!(player->charflags & SF_NONIGHTSROTATION))
{
if ((player->mo->state == &states[S_PLAY_NIGHTS_PULL])
&& (player->mo->sprite2 == SPR2_NPUL))
player->mo->spriteroll -= ANG30;
else
player->mo->spriteroll = 0;
}
if (G_IsSpecialStage(gamemap))
{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && (&players[i] != player) && players[i].spheres > 0)
{
player->spheres += players[i].spheres;
players[i].spheres = 0;
}
}
if (player->capsule->extravalue2 <= 0 && player->capsule->health > 0)
P_RunNightsCapsuleTouchExecutors(player->mo, true, player->spheres >= player->capsule->health); // run capsule entrance executors
// Time to blow it up!
if (player->mo->x == player->capsule->x
&& player->mo->y == player->capsule->y
&& player->mo->z == player->capsule->z+(player->capsule->height/3))
{
if (player->capsule->lastlook < 0)
{
// Stretch the sphere deduction across the capsule time!
// 1. Force the remaining capsule time to `popduration`
// 2. Given `popduration` and `spherecount`, at what tic interval do we deduct spheres? `deductinterval`
// 3. And on each deduction, how many spheres do we deduct? `deductquantity`
// 4. Store the expected capsule health upon completion: `sphereresult`
spherecount = min(player->spheres, player->capsule->health);
totalduration = min(40 + spherecount, 60);
popduration = player->capsule->extravalue1 = max(totalduration - tictimer, 1);
deductinterval = player->capsule->cvmem = max(FixedFloor(FixedDiv(popduration, spherecount))/FRACUNIT, 1);
deductquantity = player->capsule->cusval = max(FixedRound(FixedDiv(spherecount, popduration))/FRACUNIT, 1);
sphereresult = player->capsule->movecount = player->capsule->health - spherecount;
firstpoptic = player->capsule->lastlook = tictimer;
}
else
{
popduration = player->capsule->extravalue1;
deductinterval = player->capsule->cvmem;
deductquantity = player->capsule->cusval;
sphereresult = player->capsule->movecount;
firstpoptic = player->capsule->lastlook;
}
if (tictimer - firstpoptic < popduration)
{
if (!((tictimer - firstpoptic) % deductinterval))
{
// Did you somehow get more spheres during destruct?
if (player->capsule->health <= sphereresult && player->spheres > 0 && player->capsule->health > 0)
sphereresult = max(sphereresult - player->spheres, 0);
if (player->capsule->health > sphereresult && player->spheres > 0)
{
// If spherecount isn't a multiple of deductquantity, the final deduction might steal too many spheres from the player
// E.g. with 80 capsule health, deductquantity is 3, 3*26 is 78, 78+3=81, and then it'll have stolen more than the 80 that it was meant to!
// So let's adjust deductquantity accordingly for the final deduction
deductquantity = min(deductquantity, player->capsule->health - sphereresult);
player->spheres -= deductquantity;
player->capsule->health -= deductquantity;
if (player->spheres < 0) // This can't happen... without Lua, setrings, et cetera
player->spheres = 0;
//if (player->capsule->health < sphereresult) // This can't happen
//player->capsule->health = sphereresult;
}
}
// Spawn a 'pop' for every 2 tics
if (!((tictimer - firstpoptic) % 2))
{
mobj_t *explodemo = P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
MT_SONIC3KBOSSEXPLODE);
if (!P_MobjWasRemoved(explodemo))
S_StartSound(explodemo,sfx_s3kb4);
}
}
else
{
if (player->spheres != 0 && player->capsule->health > 0)
{
if (player->spheres < player->capsule->health)
{
player->capsule->health -= player->spheres;
player->spheres = 0;
}
else
{
player->spheres -= player->capsule->health;
player->capsule->health = 0;
}
}
if (player->capsule->health <= 0)
{
player->capsule->flags &= ~MF_NOGRAVITY;
player->capsule->momz = 5*FRACUNIT;
player->capsule->reactiontime = 0;
tictimer = -1;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !player->exiting && players[i].mare == player->mare)
{
players[i].bonustime = true;
players[i].texttimer = 4*TICRATE;
players[i].textvar = NTV_BONUSTIMESTART; // Time Bonus
players[i].finishedtime = players[i].nightstime;
if (!G_IsSpecialStage(gamemap))
P_AddPlayerScore(&players[i], (players[i].finishedtime/TICRATE) * 100);
P_FlashPal(&players[i], PAL_WHITE, 8);
}
if (G_IsSpecialStage(gamemap))
{
tic_t lowest_time;
/*for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || !players[i].mo || !players[i].mo->tracer)
continue;
emmo = P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD);
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
}*/
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
// The Chaos Emerald begins to orbit us!
UINT8 em = P_GetNextEmerald();
// Only give it to ONE person, and THAT player has to get to the goal!
mobj_t *emmo = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
if (!P_MobjWasRemoved(emmo))
{
emmo->health = em; // for identification
P_SetTarget(&emmo->target, player->mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&player->mo->tracer, emmo);
}
}
// Okay, we're doing this down here because we're handling time weirdly for co-op special stages
// and because P_AddPlayerScore gives score to everyone in co-op special stages.
// Find the player with the lowest time remaining and award points based on that time instead.
lowest_time = player->finishedtime;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].powers[pw_carry] == CR_NIGHTSMODE)
if (players[i].finishedtime < lowest_time)
lowest_time = players[i].finishedtime;
P_AddPlayerScore(player, (lowest_time/TICRATE) * 100);
}
else
{
/*for (i = 0; i < 16; i++)
{
mobj_t *flicky = P_InternalFlickySpawn(player->capsule, 0, ((i%4) + 1)*2*FRACUNIT, true, 0);
flicky->z += player->capsule->height/2;
flicky->angle = (i*(ANGLE_MAX/16));
P_InstaThrust(flicky, flicky->angle, 8*FRACUNIT);
}*/
mobj_t *idya = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
if (!P_MobjWasRemoved(idya))
{
idya->extravalue2 = player->mare/5;
idya->health = player->mare + 1; // for identification
P_SetTarget(&idya->target, player->mo);
P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate + ((player->mare + 1) % 5));
if (player->mo->tracer)
{
P_SetTarget(&idya->hnext, player->mo->tracer);
idya->extravalue1 = (angle_t)(player->mo->tracer->extravalue1 - 72*ANG1);
if (idya->extravalue1 > player->mo->tracer->extravalue1)
idya->extravalue1 -= (72*ANG1)/idya->extravalue1;
}
P_SetTarget(&player->mo->tracer, idya);
}
}
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mare == player->mare)
P_SetTarget(&players[i].capsule, NULL); // Remove capsule from everyone now that it is dead!
S_StartScreamSound(player->mo, sfx_ngdone);
P_SwitchSpheresBonusMode(true);
P_RunNightsCapsuleTouchExecutors(player->mo, false, true); // run capsule exit executors, and we destroyed it
}
else
{
S_StartScreamSound(player->mo, sfx_lose);
player->texttimer = 4*TICRATE;
player->textvar = NTV_GETMORESPHERES; // Get more spheres/chips!
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = player->capsule->cvmem =\
player->capsule->cusval = player->capsule->movecount =\
player->capsule->lastlook = player->capsule->extravalue2 = -1;
P_RunNightsCapsuleTouchExecutors(player->mo, false, false); // run capsule exit executors, and we lacked spheres/chips
}
}
}
else if (player->capsule->lastlook > -1)
// We somehow moved out of the capsule (OBJECTPLACE?)
// So recalculate all the timings
player->capsule->lastlook = player->capsule->extravalue2 = -1;
}
//
// P_MoveNiGHTSToDrone
//
// Pull NiGHTS to the drone during Nightserizing
//
static void P_MoveNiGHTSToDrone(player_t *player)
{
boolean flip, topaligned, middlealigned, bottomoffsetted;
fixed_t droneboxmandiff, zofs;
if (!player->drone)
return;
flip = player->drone->flags2 & MF2_OBJECTFLIP;
topaligned = (player->drone->flags & MF_SLIDEME) && !(player->drone->flags & MF_GRENADEBOUNCE);
middlealigned = (player->drone->flags & MF_GRENADEBOUNCE) && !(player->drone->flags & MF_SLIDEME);
bottomoffsetted = !(player->drone->flags & MF_SLIDEME) && !(player->drone->flags & MF_GRENADEBOUNCE);
droneboxmandiff = max(player->drone->height - player->mo->height, 0);
if (!flip)
{
if (topaligned)
zofs = droneboxmandiff;
else if (middlealigned)
zofs = droneboxmandiff / 2;
else if (bottomoffsetted)
zofs = FixedMul(24*FRACUNIT, player->drone->scale);
else
zofs = 0;
}
else
{
if (topaligned)
zofs = 0;
else if (middlealigned)
zofs = droneboxmandiff / 2;
else if (bottomoffsetted)
zofs = droneboxmandiff - FixedMul(24*FRACUNIT, player->drone->scale);
else
zofs = droneboxmandiff;
}
player->mo->momx = player->mo->momy = player->mo->momz = 0;
P_MoveOrigin(player->mo, player->drone->x, player->drone->y, player->drone->z + zofs);
P_SetTarget(&player->drone, NULL);
}
//
// P_NiGHTSMovement
//
// Movement code for NiGHTS!
//
static void P_NiGHTSMovement(player_t *player)
{
fixed_t drillamt = 0;
boolean still = false, moved = false, backwardaxis = false, firstdrill;
INT16 newangle = 0;
fixed_t xspeed, yspeed;
thinker_t *th;
mobj_t *mo2;
mobj_t *closestaxis = NULL;
fixed_t newx, newy, radius;
angle_t movingangle;
ticcmd_t *cmd = &player->cmd;
INT32 thrustfactor;
INT32 i;
statenum_t flystate;
UINT16 visangle;
angle_t rollangle = 0;
player->pflags &= ~PF_DRILLING;
firstdrill = false;
if (player->drillmeter > 96*20)
player->drillmeter = 96*20;
if (player->drilldelay)
player->drilldelay--;
if (!(cmd->buttons & BT_JUMP))
{
// Always have just a TINY bit of drill power.
if (player->drillmeter <= 0)
player->drillmeter = TICRATE/10;
}
if (!(player->powers[pw_carry] == CR_NIGHTSMODE))
{
P_DeNightserizePlayer(player);
return;
}
if (G_IsSpecialStage(gamemap))
{
boolean capsule = false;
// NiGHTS special stages have a pseudo-shared timer, so check if ANYONE is feeding the capsule.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] /*&& players[i].powers[pw_carry] == CR_NIGHTSMODE*/
&& (players[i].capsule && players[i].capsule->reactiontime))
capsule = true;
if (!capsule
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
&& !player->exiting)
player->nightstime--;
}
else if (!(gametyperules & GTR_RACE)
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
&& !(player->capsule && player->capsule->reactiontime)
&& !player->exiting)
player->nightstime--;
if (!player->nightstime)
{
P_DeNightserizePlayer(player);
S_StartScreamSound(player->mo, sfx_s3k66);
return;
}
else if (P_IsLocalPlayer(player) && player->nightstime == 10*TICRATE)
{
if (mapheaderinfo[gamemap-1]->levelflags & LF_MIXNIGHTSCOUNTDOWN)
{
S_FadeMusic(0, 10*MUSICRATE);
S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS.
}
else
P_PlayJingle(player, ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap)) ? JT_NIGHTSTIMEOUT : JT_SSTIMEOUT);
}
if (player->mo->z < player->mo->floorz)
player->mo->z = player->mo->floorz;
if (player->mo->z+player->mo->height > player->mo->ceilingz)
player->mo->z = player->mo->ceilingz - player->mo->height;
newx = P_ReturnThrustX(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->x;
newy = P_ReturnThrustY(player->mo, player->mo->angle, 3*FRACUNIT)+player->mo->y;
if (!player->mo->target)
{
fixed_t dist1, dist2 = 0;
// scan the thinkers
// to find the closest axis point
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_AXIS)
continue;
if (mo2->threshold != player->mare)
continue;
if (closestaxis == NULL)
{
closestaxis = mo2;
dist2 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius;
}
else
{
dist1 = R_PointToDist2(newx, newy, mo2->x, mo2->y) - mo2->radius;
if (dist1 < dist2)
{
closestaxis = mo2;
dist2 = dist1;
}
}
}
P_SetTarget(&player->mo->target, closestaxis);
}
if (!player->mo->target) // Uh-oh!
{
CONS_Debug(DBG_NIGHTS, "No axis points found!\n");
return;
}
// The 'ambush' flag says you should rotate
// the other way around the axis.
if (player->mo->target->flags2 & MF2_AMBUSH)
backwardaxis = true;
player->angle_pos = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
player->old_angle_pos = player->angle_pos;
radius = player->mo->target->radius;
player->mo->flags |= MF_NOGRAVITY;
if (player->mo->eflags & MFE_VERTICALFLIP)
cmd->forwardmove = (SINT8)(-cmd->forwardmove);
if (!(player->pflags & PF_TRANSFERTOCLOSEST))
{
fixed_t realdist = R_PointToDist2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);
// teleport player to correct radius if neccessary
if (realdist>>FRACBITS != radius>>FRACBITS)
{
CONS_Debug(DBG_NIGHTS, "Aligning player with axis\n");
P_UnsetThingPosition(player->mo);
if (realdist == 0) // other method won't work if we're exactly on the target lol
{
const angle_t fa = player->old_angle_pos>>ANGLETOFINESHIFT;
player->mo->x = player->mo->target->x + FixedMul(FINECOSINE(fa), radius);
player->mo->y = player->mo->target->y + FixedMul(FINESINE(fa), radius);
}
else
{
player->mo->x = player->mo->target->x + FixedMul(FixedDiv(player->mo->x - player->mo->target->x, realdist), radius);
player->mo->y = player->mo->target->y + FixedMul(FixedDiv(player->mo->y - player->mo->target->y, realdist), radius);
}
P_SetThingPosition(player->mo);
}
}
// Currently reeling from being hit.
if (player->powers[pw_flashing] > (2*flashingtics)/3)
{
{
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT);
xspeed = FixedMul(FINECOSINE(fa),speed);
yspeed = FixedMul(FINESINE(fa),speed);
}
if (!(player->pflags & PF_TRANSFERTOCLOSEST))
{
xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius));
if (backwardaxis)
xspeed *= -1;
player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT);
}
player->mo->momz = 0;
P_NightsTransferPoints(player, xspeed, radius);
return;
}
if (player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->mo->spriteroll = 0;
return;
}
if (player->exiting > 0) // && player->exiting < 2*TICRATE)
{
player->mo->momx = player->mo->momy = 0;
if (!(gametyperules & GTR_RACE))
P_SetObjectMomZ(player->mo, FRACUNIT/2, (P_MobjFlip(player->mo)*player->mo->momz >= 0));
else
player->mo->momz = 0;
#if 0//def ROTSPRITE
if (!(player->charflags & SF_NONIGHTSROTATION) && player->mo->momz)
{
if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL])
P_SetMobjState(player->mo, S_PLAY_NIGHTS_DRILL);
player->mo->spriteroll = ANGLE_90;
}
else
#endif
{
if (player->mo->state != &states[S_PLAY_NIGHTS_FLOAT])
P_SetMobjState(player->mo, S_PLAY_NIGHTS_FLOAT);
player->drawangle += ANGLE_22h;
}
player->mo->flags |= MF_NOCLIPHEIGHT;
return;
}
// Spawn the little sparkles on each side of the player.
if (leveltime & 1)
{
mobj_t *firstmobj;
mobj_t *secondmobj;
fixed_t spawndist = FixedMul(16*FRACUNIT, player->mo->scale);
fixed_t z = player->mo->z + player->mo->height/2;
if (player->mo->eflags & MFE_VERTICALFLIP)
z -= FixedMul(mobjinfo[MT_NIGHTSPARKLE].height, player->mo->scale);
firstmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle+ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle+ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
if (!P_MobjWasRemoved(firstmobj))
{
P_SetTarget(&firstmobj->target, player->mo);
P_SetScale(firstmobj, player->mo->scale, true);
// Superloop turns sparkles red
if (player->powers[pw_nights_superloop])
P_SetMobjState(firstmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
}
secondmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle-ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle-ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
if (!P_MobjWasRemoved(secondmobj))
{
P_SetTarget(&secondmobj->target, player->mo);
P_SetScale(secondmobj, player->mo->scale, true);
// Superloop turns sparkles red
if (player->powers[pw_nights_superloop])
P_SetMobjState(secondmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
}
}
// Paraloop helper is now separate from sparkles
// It also spawns every tic to avoid failed paraloops
{
mobj_t *helpermobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_NIGHTSLOOPHELPER);
if (!P_MobjWasRemoved(helpermobj))
{
helpermobj->fuse = player->mo->fuse = leveltime;
P_SetTarget(&helpermobj->target, player->mo);
P_SetScale(helpermobj, player->mo->scale, false);
}
}
if (player->bumpertime)
{
player->pflags |= (PF_STARTJUMP|PF_DRILLING);
newangle = (INT16)player->flyangle;
}
else if (cmd->buttons & BT_JUMP && player->drillmeter && player->drilldelay == 0)
{
if (!(player->pflags & PF_STARTJUMP))
firstdrill = true;
player->pflags |= (PF_STARTJUMP|PF_DRILLING);
}
else
{
player->pflags &= ~PF_STARTJUMP;
if (cmd->sidemove != 0)
moved = true;
if (player->drillmeter & 1)
player->drillmeter++; // I'll be nice and give them one.
}
if (cmd->forwardmove != 0)
moved = true;
if (!player->bumpertime)
{
if (moved)
{
if (player->pflags & PF_DRILLING)
drillamt += 100*FRACUNIT;
else
{
const fixed_t fforward = abs(cmd->forwardmove)*FRACUNIT;
const fixed_t fside = abs(cmd->sidemove)*FRACUNIT;
const fixed_t dist = FixedHypot(fforward, fside);
drillamt += dist > 50*FRACUNIT ? 50*FRACUNIT : dist;
// Accel up from 50 * 2.5
drillamt = FixedMul(drillamt, 5*FRACUNIT/2);
}
if ((player->pflags & PF_DRILLING && player->speed < MAXDRILLSPEED) || player->speed < MAXNORMALSPEED)
player->speed += FixedInt(drillamt);
}
if (player->pflags & PF_DRILLING)
{
if (player->speed < MAXDRILLSPEED)
player->speed += 150;
if (--player->drillmeter == 0)
player->drilldelay = TICRATE*2;
}
if (player->speed < 0)
player->speed = 0;
if (!cmd->forwardmove)
{
if (cmd->sidemove > 0)
newangle = 0;
else if (cmd->sidemove < 0)
newangle = 180;
}
else if (!cmd->sidemove)
{
if (cmd->forwardmove > 0)
newangle = 90;
else if (cmd->forwardmove < 0)
newangle = 270;
}
else // AngleFixed(R_PointToAngle2()) results in slight inaccuracy! Don't use it unless movement is on both axises.
{
newangle = (INT16)FixedInt(AngleFixed(R_PointToAngle2(0,0, cmd->sidemove*FRACUNIT, cmd->forwardmove*FRACUNIT)));
if (cmd->forwardmove == -36 && cmd->sidemove == 35 && !(demoplayback && demoversion < 0x0011))
newangle = 315; // Hack to compensate for directly down-right returning 314, not 315
}
newangle -= player->viewrollangle / ANG1;
if (newangle < 0 && moved)
newangle = (INT16)(360+newangle);
if (moved && player->flyangle != newangle)
{
// "player->flyangle" is our current angle, "newangle" is where we want to go
INT32 anglediff = ((newangle - player->flyangle) + 360) % 360; // "+360" and then "%360" wraps it to 0-359
// How sharply can we turn?
if (player->pflags & PF_DRILLING)
thrustfactor = 2;
else
{
thrustfactor = 8;
if (player->speed > 12000) // Decelerate while turning normally
player->speed -= 60;
}
// Now, turn!
if (anglediff <= thrustfactor || anglediff >= (360-thrustfactor))
player->flyangle = newangle;
else if (anglediff <= 180)
player->flyangle += thrustfactor;
else
player->flyangle -= thrustfactor;
player->flyangle = (player->flyangle + 360) % 360; // Buff out negatives, >360 angles...
}
}
if (player->speed == 0 && cmd->forwardmove == 0 && (cmd->sidemove == 0 || (demoplayback && demoversion < 0x0011)))
still = true;
// No more bumper braking
if (!player->bumpertime
&& ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
|| (cmd->buttons & BT_SPIN)))
{
if (!(player->pflags & PF_STARTDASH))
S_StartSound(player->mo, sfx_ngskid);
// You can tap the button to only slow down a bit,
// or hold it to slow to a crawl as before, your choice.
if (player->speed > 8000)
player->speed -= 2000;
else if (player->speed > 1000)
player->speed -= (player->speed/4);
else {
player->speed -= 60;
if (player->speed < 0)
{
player->speed = 0;
still = true;
}
}
player->pflags |= PF_STARTDASH;
}
else
player->pflags &= ~PF_STARTDASH;
{
const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK;
const fixed_t speed = FixedDiv(player->speed*FRACUNIT,50*FRACUNIT);
xspeed = FixedMul(FINECOSINE(fa),speed);
yspeed = FixedMul(FINESINE(fa),speed);
}
if (!(player->pflags & PF_TRANSFERTOCLOSEST))
{
xspeed = FixedMul(xspeed, FixedDiv(1024*FRACUNIT, player->mo->target->radius));
if (backwardaxis)
xspeed *= -1;
player->angle_pos += FixedAngleC(FixedDiv(xspeed,5*FRACUNIT),40*FRACUNIT);
}
P_NightsTransferPoints(player, xspeed, radius);
if (still)
player->mo->momz = -FRACUNIT;
else
player->mo->momz = yspeed/11;
if (player->mo->momz > 20*FRACUNIT)
player->mo->momz = 20*FRACUNIT;
else if (player->mo->momz < -20*FRACUNIT)
player->mo->momz = -20*FRACUNIT;
// You can create splashes as you fly across water.
if (((!(player->mo->eflags & MFE_VERTICALFLIP)
&& player->mo->z + P_GetPlayerHeight(player) >= player->mo->watertop && player->mo->z <= player->mo->watertop)
|| (player->mo->eflags & MFE_VERTICALFLIP
&& player->mo->z + player->mo->height - P_GetPlayerHeight(player) <= player->mo->waterbottom && player->mo->z + player->mo->height >= player->mo->waterbottom))
&& player->speed > 9000 && leveltime % (TICRATE/7) == 0 && !player->spectator)
{
mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype);
if (!P_MobjWasRemoved(water))
{
if (player->mo->eflags & MFE_GOOWATER)
S_StartSound(water, sfx_ghit);
else if (player->mo->eflags & MFE_TOUCHLAVA)
S_StartSound(water, sfx_splash);
else
S_StartSound(water, sfx_wslap);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
water->flags2 |= MF2_OBJECTFLIP;
water->eflags |= MFE_VERTICALFLIP;
}
P_SetScale(water, player->mo->scale, true);
}
}
if (player->mo->momx || player->mo->momy)
{
player->mo->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
player->drawangle = player->mo->angle;
}
if (still)
{
player->anotherflyangle = 0;
movingangle = 0;
}
else
{
INT32 neg = 1;
// Special cases to prevent the angle from being
// calculated incorrectly when wrapped.
if (backwardaxis && (player->old_angle_pos > ANG350 && player->angle_pos < ANG10))
neg = -1;
else if (backwardaxis ^ (player->old_angle_pos < ANG10 && player->angle_pos > ANG350))
neg = -1;
else if (player->angle_pos > player->old_angle_pos)
neg = -1;
movingangle = R_PointToAngle2(0, 0, neg*R_PointToDist2(player->mo->momx, player->mo->momy, 0, 0), player->mo->momz);
player->anotherflyangle = (movingangle >> ANGLETOFINESHIFT) * 360/FINEANGLES;
}
// NiGHTS flying state
// Yep, I just ripped out almost 1000 lines of code.
// (and then toast revamped the entire thing again to be better, but not by much)
if (still)
flystate = (P_IsObjectOnGround(player->mo)) ? S_PLAY_NIGHTS_STAND : S_PLAY_NIGHTS_FLOAT;
else
{
flystate = (player->pflags & PF_DRILLING) ? S_PLAY_NIGHTS_DRILL : S_PLAY_NIGHTS_FLY;
if (player->charflags & SF_NONIGHTSROTATION)
{
#if 0
visangle = ((player->anotherflyangle + 7) % 360)/15;
if (visangle > 18) // Over 270 degrees.
visangle = 30 - visangle;
else if (visangle > 12) // Over 180 degrees.
visangle -= 6;
else if (visangle > 6) // Over 90 degrees.
visangle = 12 - visangle;
if (player->mo->eflags & MFE_VERTICALFLIP && visangle) // S_PLAY_NIGHTS_FLY0 stays the same, even in reverse gravity
{
if (visangle > 6)
visangle -= 6; // shift to S_PLAY_NIGHTS_FLY1-6
else
visangle += 6; // shift to S_PLAY_NIGHTS_FLY7-C
}
flystate += (visangle*2); // S_PLAY_NIGHTS_FLY0-C - the *2 is to skip over drill states
#endif
}
else
{
angle_t a = R_PointToAngle(player->mo->x, player->mo->y) - player->mo->angle;
visangle = (player->flyangle % 360);
if (player->flyangle >= 90 && player->flyangle <= 270)
{
if (player->flyangle == 270 && (a < ANGLE_180))
;
else if (player->flyangle == 90 && (a < ANGLE_180))
;
else
visangle += 180;
}
if (player->mo->eflags & MFE_VERTICALFLIP) // Flip the roll angle in reverse gravity
visangle *= -1;
rollangle = FixedAngle(visangle<<FRACBITS);
}
}
if (player->mo->state != &states[flystate])
P_SetMobjState(player->mo, flystate);
if (player->charflags & SF_NONIGHTSROTATION)
player->mo->spriteroll = 0;
else
player->mo->spriteroll = rollangle;
P_SetPlayerAngle(player, player->mo->angle);
// Check for crushing in our new location
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
// Flashing won't run out until you STOP being crushed.
if (player->powers[pw_flashing] == 1)
player->powers[pw_flashing] = 3;
else
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
}
if (movingangle >= ANGLE_90 && movingangle <= ANGLE_180)
movingangle = movingangle - ANGLE_180;
else if (movingangle >= ANGLE_180 && movingangle <= ANGLE_270)
movingangle = movingangle - ANGLE_180;
else if (movingangle >= ANGLE_270)
movingangle = InvAngle(movingangle);
if (player == &players[consoleplayer])
localaiming = movingangle;
else if (player == &players[secondarydisplayplayer])
localaiming2 = movingangle;
if ((player->pflags & PF_DRILLING) && !player->bumpertime)
{
if (firstdrill)
{
S_StartSound(player->mo, sfx_drill1);
player->drilltimer = 32;
}
else if (player->drilltimer == 32)
{
// drill mash penalty
player->drilltimer = 31;
player->drillmeter -= TICRATE/2;
if (player->drillmeter <= 0)
player->drillmeter = TICRATE/10;
}
else if (--player->drilltimer == 11)
// give that drill mash penalty back (after 0.6 seconds)
player->drillmeter += TICRATE/2;
else if (player->drilltimer <= 0)
{
player->drilltimer = 10;
S_StartSound(player->mo, sfx_drill2);
}
}
//if (objectplacing)
// OP_NightsObjectplace(player);
}
// May be used in future for CTF
#if 0
static void P_PlayerDropWeapon(player_t *player)
{
mobj_t *mo = NULL;
if (player->powers[pw_homingring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_HOMINGRING);
player->powers[pw_homingring] = 0;
}
else if (player->powers[pw_railring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_RAILRING);
player->powers[pw_railring] = 0;
}
else if (player->powers[pw_automaticring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_AUTOMATICRING);
player->powers[pw_automaticring] = 0;
}
else if (player->powers[pw_explosionring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_EXPLOSIONRING);
player->powers[pw_explosionring] = 0;
}
else if (player->powers[pw_scatterring])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_SCATTERRING);
player->powers[pw_scatterring] = 0;
}
else if (player->powers[pw_grenadering])
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z+(60*FRACUNIT), MT_GRENADERING);
player->powers[pw_grenadering] = 0;
}
if (mo)
{
player->rings--;
P_InstaThrust(mo, player->mo->angle-ANGLE_180, 8*FRACUNIT);
P_SetObjectMomZ(mo, 4*FRACUNIT, false);
mo->flags2 |= MF2_DONTRESPAWN;
mo->flags &= ~MF_NOGRAVITY;
mo->flags &= ~MF_NOCLIPHEIGHT;
mo->fuse = 12*TICRATE;
}
}
#endif
void P_BlackOw(player_t *player)
{
INT32 i;
S_StartSound (player->mo, sfx_bkpoof); // Sound the BANG!
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && P_AproxDistance(player->mo->x - players[i].mo->x,
player->mo->y - players[i].mo->y) < 1536*FRACUNIT)
P_FlashPal(&players[i], PAL_NUKE, 10);
P_NukeEnemies(player->mo, player->mo, 1536*FRACUNIT); // Search for all nearby enemies and nuke their pants off!
player->powers[pw_shield] = player->powers[pw_shield] & SH_STACK;
}
void P_ElementalFire(player_t *player, boolean cropcircle)
{
fixed_t newx;
fixed_t newy;
fixed_t ground;
mobj_t *flame;
angle_t travelangle;
INT32 i;
I_Assert(player != NULL);
I_Assert(player->mo != NULL);
I_Assert(!P_MobjWasRemoved(player->mo));
if (player->mo->eflags & MFE_VERTICALFLIP)
ground = player->mo->ceilingz - FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
else
ground = player->mo->floorz;
if (cropcircle)
{
ground += P_MobjFlip(player->mo);
#define numangles 8
#define limitangle (180/numangles)
travelangle = player->mo->angle + P_RandomRange(-limitangle, limitangle)*ANG1;
for (i = 0; i < numangles; i++)
{
flame = P_SpawnMobj(player->mo->x, player->mo->y, ground, MT_SPINFIRE);
if (P_MobjWasRemoved(flame))
continue;
flame->flags &= ~MF_NOGRAVITY;
P_SetTarget(&flame->target, player->mo);
flame->angle = travelangle + i*(ANGLE_MAX/numangles);
flame->fuse = TICRATE*7; // takes about an extra second to hit the ground
P_SetScale(flame, player->mo->scale, true);
if (!(player->mo->flags2 & MF2_OBJECTFLIP) != !(player->powers[pw_gravityboots])) // take gravity boots into account
flame->flags2 |= MF2_OBJECTFLIP;
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
P_InstaThrust(flame, flame->angle, FixedMul(3*FRACUNIT, flame->scale));
P_SetObjectMomZ(flame, 3*FRACUNIT, false);
if (!(gametyperules & GTR_FRIENDLY))
{
P_SetMobjState(flame, S_TEAM_SPINFIRE1);
flame->color = player->mo->color;
}
}
#undef limitangle
#undef numangles
}
else
{
travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
for (i = 0; i < 2; i++)
{
newx = player->mo->x + P_ReturnThrustX(player->mo, (travelangle + ((i&1) ? -1 : 1)*ANGLE_135), FixedMul(24*FRACUNIT, player->mo->scale));
newy = player->mo->y + P_ReturnThrustY(player->mo, (travelangle + ((i&1) ? -1 : 1)*ANGLE_135), FixedMul(24*FRACUNIT, player->mo->scale));
if (player->mo->standingslope)
{
ground = P_GetSlopeZAt(player->mo->standingslope, newx, newy);
if (player->mo->eflags & MFE_VERTICALFLIP)
ground -= FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
}
flame = P_SpawnMobj(newx, newy, ground, MT_SPINFIRE);
if (P_MobjWasRemoved(flame))
continue;
P_SetTarget(&flame->target, player->mo);
flame->angle = travelangle;
flame->fuse = TICRATE*6;
P_SetScale(flame, player->mo->scale, true);
if (!(player->mo->flags2 & MF2_OBJECTFLIP) != !(player->powers[pw_gravityboots])) // take gravity boots into account
flame->flags2 |= MF2_OBJECTFLIP;
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
if (!(gametyperules & GTR_FRIENDLY))
{
P_SetMobjState(flame, S_TEAM_SPINFIRE1);
flame->color = player->mo->color;
}
flame->momx = 8; // this is a hack which is used to ensure it still behaves as a missile and can damage others
P_XYMovement(flame);
if (P_MobjWasRemoved(flame))
continue;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (flame->z + flame->height < flame->ceilingz)
P_RemoveMobj(flame);
}
else if (flame->z > flame->floorz)
P_RemoveMobj(flame);
}
}
}
//
// P_SpawnSkidDust
//
// Spawns spindash dust randomly around the player within a certain radius.
//
void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound)
{
mobj_t *mo = player->mo;
mobj_t *particle;
particle = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_SPINDUST);
if (P_MobjWasRemoved(particle))
return;
if (radius >>= FRACBITS)
{
P_UnsetThingPosition(particle);
particle->x += P_RandomRange(-radius, radius) << FRACBITS;
particle->y += P_RandomRange(-radius, radius) << FRACBITS;
P_SetThingPosition(particle);
}
particle->tics = 10;
P_SetScale(particle, (2*mo->scale)/3, true);
P_SetObjectMomZ(particle, FRACUNIT, false);
if (mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER)) // overrides fire version
P_SetMobjState(particle, S_SPINDUST_BUBBLE1);
else if (player->powers[pw_shield] == SH_ELEMENTAL)
P_SetMobjState(particle, S_SPINDUST_FIRE1);
if (sound)
S_StartSound(mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
}
static void P_SkidStuff(player_t *player)
{
fixed_t pmx = player->rmomx + player->cmomx;
fixed_t pmy = player->rmomy + player->cmomy;
// Knuckles glides into the dirt.
if (player->pflags & PF_GLIDING && player->skidtime)
{
// Fell off a ledge...
if (!onground)
{
player->skidtime = 0;
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags |= PF_THOKKED;
P_SetMobjState(player->mo, S_PLAY_FALL);
}
// Get up and brush yourself off, idiot.
else if (player->glidetime > 15 || !(player->cmd.buttons & BT_JUMP))
{
P_ResetPlayer(player);
P_SetMobjState(player->mo, S_PLAY_GLIDE_LANDING);
player->pflags |= PF_STASIS;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
player->skidtime = 3*TICRATE+1;
// Spawn a particle every 3 tics.
else if (!(player->skidtime % 3) && !(player->charflags & SF_NOSKID))
{
P_SpawnSkidDust(player, player->mo->radius, true);
}
}
// Skidding!
else if (onground && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID))
{
if (player->skidtime)
{
// Spawn a particle every 3 tics.
if (!(player->skidtime % 3))
{
if (player->mo->state-states == S_PLAY_GLIDE_LANDING)
P_SpawnSkidDust(player, player->mo->radius, true);
else
P_SpawnSkidDust(player, 0, false);
}
}
else if (P_AproxDistance(pmx, pmy) >= FixedMul(player->runspeed/2, player->mo->scale) // if you were moving faster than half your run speed last frame
&& (player->mo->momx != pmx || player->mo->momy != pmy) // and you are moving differently this frame
&& P_GetPlayerControlDirection(player) == 2) // and your controls are pointing in the opposite direction to your movement
{ // check for skidding
angle_t mang = R_PointToAngle2(0,0,pmx,pmy); // movement angle
angle_t pang = R_PointToAngle2(pmx,pmy,player->mo->momx,player->mo->momy); // push angle
angle_t dang = mang - pang; // delta angle
if (dang > ANGLE_180) // Make delta angle always positive, invert it if it's negative.
dang = InvAngle(dang);
// If your push angle is more than this close to a full 180 degrees, trigger a skid.
if (dang > ANGLE_157h)
{
if (player->mo->state-states != S_PLAY_SKID)
P_SetMobjState(player->mo, S_PLAY_SKID);
player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
S_StartSound(player->mo, sfx_skid);
}
}
}
else {
if (player->skidtime) {
player->skidtime = 0;
S_StopSound(player->mo);
}
}
}
//
// P_MovePlayer
void P_MovePlayer(player_t *player)
{
ticcmd_t *cmd;
INT32 i;
boolean spinshieldhack = false; // Hack: Is Spin and Shield bound to the same button (pressed on the same tic)?
fixed_t runspd;
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS1] && player->mo->state <= &states[S_PLAY_SUPER_TRANS6])
{
player->mo->momx = player->mo->momy = player->mo->momz = 0;
return;
}
cmd = &player->cmd;
runspd = FixedMul(player->runspeed, player->mo->scale);
// This was done in Sonic 3 & Knuckles, but has been missed in Sonic Mania and the Taxman/Stealth mobile remakes. Thanks to NeoHazard for his 2017 blogpost on the matter, because this oversight otherwise almost made it all the way to 2.2's release.
//https://s3unlocked.blogspot.com/2017/12/over-threshold.html
if (player->powers[pw_super])
runspd = FixedMul(runspd, 5*FRACUNIT/3);
// Let's have some movement speed fun on low-friction surfaces, JUST for players... (high friction surfaces shouldn't have any adjustment, since the acceleration in this game is super high and that ends up cheesing high-friction surfaces.)
runspd = FixedMul(runspd, player->mo->movefactor);
// Control relinquishing stuff!
if ((player->powers[pw_carry] == CR_BRAKGOOP)
|| (player->pflags & PF_GLIDING && player->skidtime)
|| (player->charability2 == CA2_GUNSLINGER && player->panim == PA_ABILITY2)
|| (player->charability2 == CA2_MELEE && player->mo->state-states == S_PLAY_MELEE_LANDING))
player->pflags |= PF_FULLSTASIS;
else if (player->powers[pw_nocontrol])
{
player->pflags |= PF_STASIS;
if (!(player->powers[pw_nocontrol] & (1<<15)))
player->pflags |= PF_JUMPSTASIS;
}
if (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
{
player->pflags |= PF_STASIS;
}
// note: don't unset stasis here
if (!player->spectator && G_TagGametype())
{
// If we have stasis already here, it's because it's forced on us
// by a linedef executor or what have you
boolean forcestasis = false;
//During hide time, taggers cannot move.
if (leveltime < hidetime * TICRATE)
{
if (player->pflags & PF_TAGIT)
forcestasis = true;
}
else if (gametyperules & GTR_HIDEFROZEN)
{
if (!(player->pflags & PF_TAGIT))
{
forcestasis = true;
if (player->pflags & PF_GAMETYPEOVER) // Already hit.
player->powers[pw_flashing] = 5;
}
}
if (forcestasis)
{
player->pflags |= PF_FULLSTASIS;
// If you're in stasis in tag, you don't drown.
if (player->powers[pw_underwater] <= 12*TICRATE + 1)
P_RestoreMusic(player);
player->powers[pw_underwater] = player->powers[pw_spacetime] = 0;
}
}
if (player->spectator)
{
player->mo->eflags &= ~MFE_VERTICALFLIP; // deflip...
P_SpectatorMovement(player);
return;
}
// Locate the capsule for this mare.
else if (maptol & TOL_NIGHTS)
{
if (P_PlayerFullbright(player))
{
player->mo->color = ((skin_t *)player->mo->skin)->supercolor
+ ((player->nightstime == player->startedtime)
? 4
: abs((((signed)leveltime >> 1) % 9) - 4)); // This is where super flashing is handled.
G_GhostAddColor(GHC_SUPER);
}
if (!player->capsule && !player->bonustime)
{
thinker_t *th;
mobj_t *mo2;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_EGGCAPSULE
&& mo2->threshold == player->mare)
P_SetTarget(&player->capsule, mo2);
}
}
else if (player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1])
{
P_DoNiGHTSCapsule(player);
return;
}
// Suck player into their drone
if (player->drone)
{
P_MoveNiGHTSToDrone(player);
return;
}
// Test revamped NiGHTS movement.
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
P_NiGHTSMovement(player);
// No more goto blockchecking, let's just do all that here =D
if (CheckForBustableBlocks)
P_CheckBustableBlocks(player);
if (CheckForBouncySector)
P_CheckBouncySectors(player);
if (CheckForQuicksand)
P_CheckQuicksand(player);
return;
}
else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo))
{
if (G_IsSpecialStage(gamemap))
{
if (player == &players[displayplayer]) // only play the sound for yourself landing
S_StartSound(NULL, sfx_s3k6a);
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
players[i].exiting = (14*TICRATE)/5 + 1;
}
else {
// Damage whether or not we have spheres, as player should recoil upon losing points
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
// Now deduct our mare score!
player->marescore = player->spheres =\
player->rings = 0;
}
player->powers[pw_carry] = CR_NONE;
}
}
//////////////////////
// MOVEMENT CODE //
//////////////////////
if (twodlevel || player->mo->flags2 & MF2_TWOD) // 2d-level, so special control applies.
P_2dMovement(player);
else
{
if (!player->climbing)
{
switch (P_ControlStyle(player))
{
case CS_LEGACY:
case CS_STANDARD:
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
break;
case CS_LMAOGALOG:
break; // handled elsewhere
case CS_SIMPLE:
if (cmd->forwardmove || cmd->sidemove)
{
angle_t controlangle = R_PointToAngle2(0, 0, cmd->forwardmove << FRACBITS, -cmd->sidemove << FRACBITS);
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */) + controlangle;
}
else
{
angle_t drawangleoffset = (player->powers[pw_carry] == CR_ROLLOUT) ? ANGLE_180 : 0;
player->mo->angle = player->drawangle + drawangleoffset;
}
break;
}
}
ticruned++;
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
ticmiss++;
P_3dMovement(player);
}
if (maptol & TOL_2D)
runspd = FixedMul(runspd, 2*FRACUNIT/3);
P_SkidStuff(player);
/////////////////////////
// MOVEMENT ANIMATIONS //
/////////////////////////
if ((cmd->forwardmove != 0 || cmd->sidemove != 0) || (player->powers[pw_super] && !onground))
{
// If the player is in dashmode, here's their peelout.
if (player->charflags & SF_DASHMODE && player->dashmode >= DASHMODE_THRESHOLD && player->panim == PA_RUN && !player->skidtime && (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetMobjState (player->mo, S_PLAY_DASH);
// If the player is moving fast enough,
// break into a run!
else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime
&& (onground || ((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
{
if (!onground)
P_SetMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetMobjState(player->mo, S_PLAY_RUN);
}
// Floating at slow speeds has its own special animation.
else if ((((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]) && player->panim == PA_IDLE && !onground)
P_SetMobjState (player->mo, S_PLAY_FLOAT);
// Otherwise, just walk.
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
P_SetMobjState (player->mo, S_PLAY_WALK);
}
// If your peelout animation is playing, and you're
// going too slow, switch back to the run.
if (player->charflags & SF_DASHMODE && player->panim == PA_DASH && player->dashmode < DASHMODE_THRESHOLD)
P_SetMobjState(player->mo, S_PLAY_RUN);
// If your running animation is playing, and you're
// going too slow, switch back to the walking frames.
if (player->panim == PA_RUN && player->speed < runspd)
{
if (!onground && (((player->charability == CA_FLOAT || player->charability == CA_SLOWFALL) && player->secondjump == 1) || player->powers[pw_super]))
P_SetMobjState(player->mo, S_PLAY_FLOAT);
else
P_SetMobjState(player->mo, S_PLAY_WALK);
}
// Correct floating when ending up on the ground.
if (onground)
{
if (player->mo->state-states == S_PLAY_FLOAT)
P_SetMobjState(player->mo, S_PLAY_WALK);
else if (player->mo->state-states == S_PLAY_FLOAT_RUN)
P_SetMobjState(player->mo, S_PLAY_RUN);
}
// If Springing (or nojumpspinning), but travelling DOWNWARD, change back!
if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
P_SetMobjState(player->mo, S_PLAY_FALL);
// If doing an air animation but on the ground, change back!
else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)
P_SetMobjState(player->mo, S_PLAY_STND);
// If you are stopped and are still walking, stand still!
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetMobjState(player->mo, S_PLAY_STND);
//////////////////
//GAMEPLAY STUFF//
//////////////////
// Make sure you're not "jumping" on the ground
if (onground && player->pflags & PF_JUMPED && !(player->pflags & PF_GLIDING)
&& P_MobjFlip(player->mo)*player->mo->momz < 0)
{
player->pflags &= ~(PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SHIELDABILITY);
player->secondjump = 0;
P_SetMobjState(player->mo, S_PLAY_STND);
}
if ((!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding?
&& (player->pflags & PF_GLIDING || player->climbing))
{
if (onground)
P_SetMobjState(player->mo, S_PLAY_WALK);
else
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
player->pflags &= ~PF_GLIDING;
player->glidetime = 0;
player->climbing = 0;
}
if ((!(player->charability == CA_BOUNCE) || player->gotflag) // If you can't bounce, then why the heck would you be bouncing?
&& (player->pflags & PF_BOUNCING))
{
if (onground)
P_SetMobjState(player->mo, S_PLAY_WALK);
else
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
player->pflags &= ~PF_BOUNCING;
}
// Glide MOMZ
// AKA my own gravity. =)
if (player->pflags & PF_GLIDING)
{
mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng
fixed_t glidespeed = player->actionspd;
fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy;
angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy);
boolean swimming = mo->state - states == S_PLAY_SWIM;
boolean in2d = mo->flags2 & MF2_TWOD || twodlevel;
if (player->powers[pw_super] || player->powers[pw_sneakers])
glidespeed *= 2;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (player->mo->momz > FixedMul(2*FRACUNIT, player->mo->scale))
player->mo->momz -= FixedMul(3*(FRACUNIT/4), player->mo->scale);
}
else
{
if (player->mo->momz < FixedMul(-2*FRACUNIT, player->mo->scale))
player->mo->momz += FixedMul(3*(FRACUNIT/4), player->mo->scale);
}
// Strafing while gliding.
if ((P_ControlStyle(player) & CS_LMAOGALOG) || in2d)
angle = mo->angle;
else if (swimming)
angle = mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS);
else
angle = mo->angle - FixedAngle(cmd->sidemove * FRACUNIT);
if (!player->skidtime) // TODO: make sure this works in 2D!
{
angle_t anglediff = angle - moveangle;
fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE((anglediff >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t speed, scale = mo->scale;
if (in2d)
{
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_InstaThrust(mo, angle, speed);
}
else if (swimming)
{
fixed_t minspeed;
if (anglediff > ANGLE_180)
anglediff = InvAngle(InvAngle(anglediff) >> 3);
else
anglediff = anglediff >> 3;
minspeed = FixedMul((glidespeed>>1) + player->glidetime*750, scale); // underwater-specific
speed = FixedHypot(momx, momy) - abs(P_ReturnThrustY(mo, anglediff, mo->scale));
if (speed < minspeed)
{
momx += P_ReturnThrustX(mo, angle, FixedMul(accelfactor, scale));
momy += P_ReturnThrustY(mo, angle, FixedMul(accelfactor, scale));
speed = FixedHypot(momx, momy); // recalculate speed
}
mo->momx = P_ReturnThrustX(mo, moveangle + anglediff, speed) + player->cmomx;
mo->momy = P_ReturnThrustY(mo, moveangle + anglediff, speed) + player->cmomy;
}
else
{
fixed_t newMagnitude, oldMagnitude = R_PointToDist2(momx, momy, 0, 0);
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_Thrust(mo, angle, FixedMul(accelfactor, scale));
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > speed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > speed)
{
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), speed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), speed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}
}
player->glidetime++;
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop gliding.
if (onground)
P_SetMobjState(player->mo, S_PLAY_WALK);
else if (player->charflags & SF_MULTIABILITY)
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
else
{
player->pflags |= PF_THOKKED;
player->mo->momx >>= 1;
player->mo->momy >>= 1;
P_SetMobjState(player->mo, S_PLAY_FALL);
}
}
}
else if (player->climbing) // 'Deceleration' for climbing on walls.
{
if (!player->cmd.forwardmove)
player->mo->momz = 0;
}
else if (player->pflags & PF_BOUNCING)
{
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
{
P_ResetPlayer(player); // down, stop bouncing.
player->pflags |= PF_THOKKED;
if (onground)
P_SetMobjState(player->mo, S_PLAY_WALK);
else if (player->charflags & SF_MULTIABILITY)
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
else
{
player->mo->momx >>= 1;
player->mo->momy >>= 1;
player->mo->momz >>= 1;
P_SetMobjState(player->mo, S_PLAY_FALL);
}
}
}
else if (player->mo->state-states == S_PLAY_BOUNCE)
P_SetMobjState(player->mo, S_PLAY_FALL);
// If you're running fast enough, you can create splashes as you run in shallow water.
if (!player->climbing
&& ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height >= player->mo->watertop && player->mo->z <= player->mo->watertop)
|| (player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height >= player->mo->waterbottom && player->mo->z <= player->mo->waterbottom))
&& (player->speed > runspd || (player->pflags & PF_STARTDASH))
&& leveltime % (TICRATE/7) == 0 && player->mo->momz == 0 && !(player->pflags & PF_SLIDING) && !player->spectator)
{
mobjtype_t splishtype = (player->mo->eflags & MFE_TOUCHLAVA) ? MT_LAVASPLISH : MT_SPLISH;
mobj_t *water = P_SpawnMobj(player->mo->x - P_ReturnThrustX(NULL, player->mo->angle, player->mo->radius), player->mo->y - P_ReturnThrustY(NULL, player->mo->angle, player->mo->radius),
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[splishtype].height, player->mo->scale) : player->mo->watertop), splishtype);
if (!P_MobjWasRemoved(water))
{
if (player->mo->eflags & MFE_GOOWATER)
S_StartSound(water, sfx_ghit);
else if (player->mo->eflags & MFE_TOUCHLAVA)
S_StartSound(water, sfx_splash);
else
S_StartSound(water, sfx_wslap);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
water->flags2 |= MF2_OBJECTFLIP;
water->eflags |= MFE_VERTICALFLIP;
}
P_SetScale(water, player->mo->scale, true);
}
}
// Little water sound while touching water - just a nicety.
if ((player->mo->eflags & MFE_TOUCHWATER) && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator)
{
if (P_RandomChance(FRACUNIT/2) && leveltime % TICRATE == 0)
S_StartSound(player->mo, sfx_floush);
}
////////////////
//TAILS FLYING//
////////////////
if (!(player->charability == CA_FLY || player->charability == CA_SWIM)) // why are you flying when you cannot fly?!
{
if (player->powers[pw_tailsfly]
|| player->mo->state-states == S_PLAY_FLY_TIRED)
{
if (onground)
P_SetMobjState(player->mo, S_PLAY_WALK);
else
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
}
player->powers[pw_tailsfly] = 0;
}
if (player->gotflag && player->powers[pw_tailsfly])
player->powers[pw_tailsfly] = 1;
// If not in a fly position, don't think you're flying!
if (player->panim != PA_ABILITY)
player->powers[pw_tailsfly] = 0;
if (player->charability == CA_FLY || (player->charability == CA_SWIM && player->mo->eflags & MFE_UNDERWATER))
{
// Fly counter for Tails.
if (player->powers[pw_tailsfly])
{
const fixed_t actionspd = player->actionspd/100;
if (player->charflags & SF_MULTIABILITY)
{
// Adventure-style flying by just holding the button down
if (cmd->buttons & BT_JUMP && !(player->pflags & PF_STASIS) && !player->exiting)
P_SetObjectMomZ(player->mo, actionspd/4, true);
}
else
{
// Classic flying
if (player->fly1)
{
if (P_MobjFlip(player->mo)*player->mo->momz < FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, actionspd/2, true);
P_SetMobjState(player->mo, player->mo->state->nextstate);
player->fly1--;
}
}
// Tails Put-Put noise
if (player->charability == CA_FLY
&& (player->pflags & PF_CANCARRY)
&& !(player->mo->eflags & MFE_UNDERWATER)
&& leveltime % 10 == 0
&& !player->spectator)
S_StartSound(player->mo, sfx_putput);
// Descend
if (cmd->buttons & BT_SPIN && !(player->pflags & PF_STASIS) && !player->exiting && !(player->mo->eflags & MFE_GOOWATER))
if (P_MobjFlip(player->mo)*player->mo->momz > -FixedMul(5*actionspd, player->mo->scale))
{
if (player->fly1 > 2)
player->fly1 = 2;
P_SetObjectMomZ(player->mo, -actionspd/2, true);
}
}
else
{
// Tails-gets-tired Stuff
if (player->panim == PA_ABILITY && player->mo->state-states != S_PLAY_FLY_TIRED)
P_SetMobjState(player->mo, S_PLAY_FLY_TIRED);
if (player->charability == CA_FLY && (leveltime % 10 == 0)
&& player->mo->state-states == S_PLAY_FLY_TIRED
&& !(player->mo->eflags & MFE_UNDERWATER)
&& !player->spectator)
S_StartSound(player->mo, sfx_pudpud);
}
}
// End your chain if you're on the ground while not rolling, or climbing a wall.
// But not if invincible! Allow for some crazy long chains with it.
// Also keep in mind the PF_JUMPED check.
// If we lacked this, stepping up while jumping up would reset score.
// (for instance, when climbing up off a wall.)
if ((onground || player->climbing) && ((player->pflags & (PF_STARTDASH|PF_SPINNING)) != PF_SPINNING) && !(player->pflags & PF_JUMPED) && player->powers[pw_invulnerability] <= 1)
P_ResetScore(player);
// Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes)
if (player->pflags & PF_SPINNING && P_AproxDistance(player->speed, player->mo->momz) > FixedMul(15<<FRACBITS, player->mo->scale) && !(player->pflags & PF_JUMPED))
{
P_SpawnSpinMobj(player, player->spinitem);
G_GhostAddSpin();
}
////////////////////////////
//SPINNING AND SPINDASHING//
////////////////////////////
// If the player isn't on the ground, make sure they aren't in a "starting dash" position.
if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE)
{
player->pflags &= ~PF_STARTDASH;
player->dashspeed = 0;
}
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL
&& (player->pflags & PF_SPINNING) && player->speed > FixedMul(4<<FRACBITS, player->mo->scale) && onground && (leveltime & 1)
&& !(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
P_ElementalFire(player, false);
if ((cmd->buttons & (BT_SPIN|BT_SHIELD)) == (BT_SPIN|BT_SHIELD) && !(player->pflags & (PF_SPINDOWN|PF_SHIELDDOWN)))
spinshieldhack = true; // Spin and Shield is bound to the same button (pressed on the same tic), so enable two-button play (Jump and Spin+Shield)
P_DoSpinAbility(player, cmd);
// jumping
P_DoJumpStuff(player, cmd, spinshieldhack);
// If you're not spinning, you'd better not be spindashing!
if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE)
player->pflags &= ~PF_STARTDASH;
//////////////////
//ANALOG CONTROL//
//////////////////
// This really looks like it should be moved to P_3dMovement. -Red
if (P_ControlStyle(player) == CS_LMAOGALOG
&& (cmd->forwardmove != 0 || cmd->sidemove != 0) && !player->climbing && !twodlevel && !(player->mo->flags2 & MF2_TWOD))
{
// If travelling slow enough, face the way the controls
// point and not your direction of movement.
if (player->speed < FixedMul(5*FRACUNIT, player->mo->scale) || player->pflags & PF_GLIDING || !onground)
{
angle_t tempangle;
tempangle = (cmd->angleturn << 16);
#ifdef REDSANALOG // Ease to it. Chillax. ~Red
tempangle += R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT);
{
fixed_t tweenvalue = max(abs(cmd->forwardmove), abs(cmd->sidemove));
if (tweenvalue < 10 && (cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) {
tempangle = (cmd->angleturn << 16);
tweenvalue = 16;
}
tweenvalue *= tweenvalue*tweenvalue*1536;
//if (player->pflags & PF_GLIDING)
//tweenvalue >>= 1;
tempangle -= player->mo->angle;
if (tempangle < ANGLE_180 && tempangle > tweenvalue)
player->mo->angle += tweenvalue;
else if (tempangle >= ANGLE_180 && InvAngle(tempangle) > tweenvalue)
player->mo->angle -= tweenvalue;
else
player->mo->angle += tempangle;
}
#else
// Less math this way ~Red
player->mo->angle = R_PointToAngle2(0, 0, cmd->forwardmove*FRACUNIT, -cmd->sidemove*FRACUNIT)+tempangle;
#endif
}
// Otherwise, face the direction you're travelling.
else if (player->panim == PA_WALK || player->panim == PA_RUN || player->panim == PA_DASH || player->panim == PA_ROLL || player->panim == PA_JUMP
|| (player->panim == PA_ABILITY && player->mo->state-states == S_PLAY_GLIDE))
player->mo->angle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
// Update the local angle control.
P_SetPlayerAngle(player, player->mo->angle);
}
if (player->climbing == 1)
P_DoClimbing(player);
if (player->climbing > 1)
{
P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Shove up against the wall
player->climbing--;
}
// Make sure you're not teetering when you shouldn't be.
if (player->panim == PA_EDGE
&& (player->mo->momx || player->mo->momy || player->mo->momz))
P_SetMobjState(player->mo, S_PLAY_STND);
// Check for teeter!
if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER)
&& player->panim == PA_IDLE && !(player->powers[pw_carry]))
P_DoTeeter(player);
// Toss a flag
if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
{
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
P_PlayerEmeraldBurst(player, true); // Toss emeralds
else
P_PlayerFlagBurst(player, true);
}
// Check for fire and shield buttons
if (!player->exiting)
{
P_DoFiring(player, cmd);
// Shield button behavior
// Check P_PlayerShieldThink for actual shields!
if ((cmd->buttons & BT_SHIELD) && !(player->pflags & PF_SHIELDDOWN) && !spinshieldhack)
{
// Transform into super if we can!
if (P_SuperReady(player, true))
P_DoSuperTransformation(player, false);
// Detransform from super if we can!
else if (P_SuperReady(player, false))
P_DoSuperDetransformation(player);
}
}
{
boolean atspinheight = false;
fixed_t oldheight = player->mo->height;
fixed_t luaheight = LUA_HookPlayerHeight(player);
if (luaheight != -1)
{
player->mo->height = luaheight;
if (luaheight <= P_GetPlayerSpinHeight(player))
atspinheight = true; // spinning will not save you from being crushed
}
// Less height while spinning. Good for spinning under things...?
else if (P_PlayerShouldUseSpinHeight(player))
{
player->mo->height = P_GetPlayerSpinHeight(player);
atspinheight = true;
}
else
player->mo->height = P_GetPlayerHeight(player);
if (player->mo->eflags & MFE_VERTICALFLIP && player->mo->height != oldheight) // adjust z height for reverse gravity, similar to how it's done for scaling
{
player->mo->z -= player->mo->height - oldheight;
player->mo->old_z -= player->mo->height - oldheight; // Snap the Z adjustment, while keeping the Z interpolation
}
// Crush test...
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
&& !(player->mo->flags & MF_NOCLIP))
{
if (!atspinheight)
{
player->pflags |= PF_SPINNING;
P_SetMobjState(player->mo, S_PLAY_ROLL);
}
else if (player->mo->ceilingz - player->mo->floorz < player->mo->height)
{
if ((netgame || multiplayer) && player->spectator)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
else
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED);
if (player->playerstate == PST_DEAD)
return;
}
}
}
if (cv_fovchange.value)
{
fixed_t speed;
const fixed_t runnyspeed = 20*FRACUNIT;
speed = R_PointToDist2(player->rmomx, player->rmomy, 0, 0);
if (speed > player->normalspeed-5*FRACUNIT)
speed = player->normalspeed-5*FRACUNIT;
if (speed >= runnyspeed)
player->fovadd = speed-runnyspeed;
else
player->fovadd = 0;
if (player->fovadd < 0)
player->fovadd = 0;
}
else
player->fovadd = 0;
// Look for blocks to bust up
// Because of BT_TOUCH, we should look for blocks constantly,
// not just when spinning or playing as Knuckles
if (CheckForBustableBlocks)
P_CheckBustableBlocks(player);
// Check for a BOUNCY sector!
if (CheckForBouncySector)
P_CheckBouncySectors(player);
// Look for Quicksand!
if (CheckForQuicksand)
P_CheckQuicksand(player);
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
}
static void P_DoZoomTube(player_t *player)
{
fixed_t speed;
mobj_t *waypoint = NULL;
fixed_t dist;
boolean reverse;
player->mo->height = P_GetPlayerSpinHeight(player);
if (player->speed > 0)
reverse = false;
else
reverse = true;
player->powers[pw_flashing] = 1;
speed = abs(player->speed);
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
// Calculate the distance between the player and the waypoint
// 'dist' already equals this.
// Will the player go past the waypoint?
if (speed > dist)
{
speed -= dist;
// If further away, set XYZ of player to waypoint location
P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x;
player->mo->y = player->mo->tracer->y;
player->mo->z = player->mo->tracer->z;
P_SetThingPosition(player->mo);
// ugh, duh!!
player->mo->floorz = player->mo->subsector->sector->floorheight;
player->mo->ceilingz = player->mo->subsector->sector->ceilingheight;
CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
// Find next waypoint
waypoint = reverse ? P_GetPreviousWaypoint(player->mo->tracer, false) : P_GetNextWaypoint(player->mo->tracer, false);
if (waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
P_SetTarget(&player->mo->tracer, waypoint);
// calculate MOMX/MOMY/MOMZ for next waypoint
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
}
else
{
P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly.
player->powers[pw_carry] = CR_NONE;
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n");
}
}
// change angle
if (player->mo->tracer)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
P_SetPlayerAngle(player, player->mo->angle);
}
}
//
// P_DoRopeHang
//
// Kinda like P_DoZoomTube
// but a little different.
//
static void P_DoRopeHang(player_t *player)
{
INT32 sequence;
fixed_t speed;
mobj_t *waypoint = NULL;
fixed_t dist;
fixed_t playerz;
player->mo->height = P_GetPlayerHeight(player);
// Play the 'clink' sound only if the player is moving.
if (!(leveltime & 7) && player->speed)
S_StartSound(player->mo, sfx_s3k55);
playerz = player->mo->z + player->mo->height;
speed = abs(player->speed);
sequence = player->mo->tracer->threshold;
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
if (player->cmd.buttons & BT_SPIN && !(player->pflags & PF_STASIS)) // Drop off of the rope
{
player->pflags |= (P_GetJumpFlags(player)|PF_SPINDOWN);
P_SetMobjState(player->mo, S_PLAY_JUMP);
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
return;
}
if (player->mo->state-states != S_PLAY_RIDE)
P_SetMobjState(player->mo, S_PLAY_RIDE);
// If not allowed to move, we're done here.
if (!speed)
return;
// Calculate the distance between the player and the waypoint
// 'dist' already equals this.
// Will the player go past the waypoint?
if (speed > dist)
{
speed -= dist;
// If further away, set XYZ of player to waypoint location
P_UnsetThingPosition(player->mo);
player->mo->x = player->mo->tracer->x;
player->mo->y = player->mo->tracer->y;
player->mo->z = player->mo->tracer->z - player->mo->height;
playerz = player->mo->tracer->z;
P_SetThingPosition(player->mo);
CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
// Find next waypoint
waypoint = P_GetNextWaypoint(player->mo->tracer, false);
if (!(player->mo->tracer->flags & MF_SLIDEME) && !waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, wrapping to start...\n");
// Wrap around back to first waypoint
waypoint = P_GetFirstWaypoint(sequence);
}
if (waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
P_SetTarget(&player->mo->tracer, waypoint);
// calculate MOMX/MOMY/MOMZ for next waypoint
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - playerz);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - playerz, dist), (speed));
}
else
{
if (player->mo->tracer->flags & MF_SLIDEME)
{
player->pflags |= P_GetJumpFlags(player);
P_SetMobjState(player->mo, S_PLAY_JUMP);
}
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n");
}
}
}
#if 0
//
// P_NukeAllPlayers
//
// Hurts all players
// source = guy who gets the credit
//
static void P_NukeAllPlayers(player_t *player)
{
mobj_t *mo;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo == player->mo)
continue;
if (players[i].mo->health <= 0)
continue;
P_DamageMobj(players[i].mo, player->mo, player->mo, 1, 0);
}
CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]);
return;
}
#endif
//
// P_NukeEnemies
// Looks for something you can hit - Used for bomb shield
//
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
{
const fixed_t ns = 60 << FRACBITS;
mobj_t *mo;
angle_t fa;
thinker_t *think;
INT32 i;
for (i = 0; i < 16; i++)
{
fa = (i*(FINEANGLES/16));
mo = P_SpawnMobj(inflictor->x, inflictor->y, inflictor->z, MT_SUPERSPARK);
if (!P_MobjWasRemoved(mo))
{
mo->momx = FixedMul(FINESINE(fa),ns);
mo->momy = FixedMul(FINECOSINE(fa),ns);
}
}
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)think;
if (!(mo->flags & MF_SHOOTABLE) && !(mo->type == MT_EGGGUARD || mo->type == MT_MINUS))
continue;
if (mo->flags & MF_MONITOR)
continue; // Monitors cannot be 'nuked'.
if (!G_RingSlingerGametype() && mo->type == MT_PLAYER)
continue; // Don't hurt players in Co-Op!
if (abs(inflictor->x - mo->x) > radius || abs(inflictor->y - mo->y) > radius || abs(inflictor->z - mo->z) > radius)
continue; // Workaround for possible integer overflow in the below -Red
if (P_AproxDistance(P_AproxDistance(inflictor->x - mo->x, inflictor->y - mo->y), inflictor->z - mo->z) > radius)
continue;
if (mo->type == MT_MINUS && !(mo->flags & (MF_SPECIAL|MF_SHOOTABLE)))
mo->flags = (mo->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
if (mo->type == MT_EGGGUARD && mo->tracer) // Egg Guard's shield needs to be removed if it has one!
{
P_KillMobj(mo->tracer, inflictor, source, DMG_NUKE);
P_KillMobj(mo, inflictor, source, DMG_NUKE);
}
if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players!
P_DamageMobj(mo, inflictor, source, 1, DMG_NUKE);
else
P_DamageMobj(mo, inflictor, source, 1000, DMG_NUKE);
}
}
//
// P_Earthquake
// Used for Super Knuckles' landing - damages enemies within the given radius
//
void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius)
{
const fixed_t scaledradius = FixedMul(radius, inflictor->scale);
const fixed_t ns = scaledradius/12;
mobj_t *mo;
angle_t fa;
INT32 i;
boolean grounded = P_IsObjectOnGround(inflictor);
for (i = 0; i < 16; i++)
{
fa = (i*(FINEANGLES/16));
mo = P_SpawnMobjFromMobj(inflictor, 0, 0, 0, MT_SUPERSPARK);
if (!P_MobjWasRemoved(mo))
{
if (grounded)
{
mo->momx = FixedMul(FINESINE(fa),ns);
mo->momy = FixedMul(FINECOSINE(fa),ns);
}
else
{
P_InstaThrust(mo, inflictor->angle + ANGLE_90, FixedMul(FINECOSINE(fa),ns));
mo->momz = FixedMul(FINESINE(fa),ns);
}
}
}
if (inflictor->player && P_IsLocalPlayer(inflictor->player))
{
quake.epicenter = NULL;
quake.intensity = 8*inflictor->scale;
quake.time = 8;
quake.radius = scaledradius;
}
P_RadiusAttack(inflictor, source, radius, 0, false);
}
//
// P_LookForFocusTarget
// Looks for a target for a player to focus on, for Z-targeting etc.
// exclude would be the current focus target, to ignore.
// direction, if set, requires the target to be to the left (1) or right (-1) of the angle
// mobjflags can be used to limit the flags of objects that can be focused
//
mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction, UINT8 lockonflags)
{
mobj_t *mo;
thinker_t *think;
mobj_t *closestmo = NULL;
const fixed_t maxdist = 2560*player->mo->scale;
const angle_t span = ANGLE_45;
fixed_t dist, closestdist = 0;
angle_t dangle, closestdangle = 0;
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)think;
if (mo->flags & MF_NOCLIPTHING)
continue;
if (mo == player->mo || mo == exclude)
continue;
if (mo->health <= 0) // dead
continue;
switch (mo->type)
{
case MT_PLAYER: // Don't chase other players!
case MT_DETON:
continue; // Don't be STUPID, Sonic!
case MT_FAKEMOBILE:
if (!(lockonflags & LOCK_BOSS))
continue;
break;
case MT_EGGSHIELD:
if (!(lockonflags & LOCK_ENEMY))
continue;
break;
case MT_EGGSTATUE:
if (tutorialmode)
break; // Always focus egg statue in the tutorial
/*FALLTHRU*/
default:
if ((lockonflags & LOCK_BOSS) && (mo->flags & MF_BOSS)) // always allow targeting bosses
break;
if ((lockonflags & LOCK_ENEMY) && (!((mo->flags & (MF_ENEMY|MF_SHOOTABLE)) == (MF_ENEMY|MF_SHOOTABLE)) != !(mo->flags2 & MF2_INVERTAIMABLE))) // allows if it has the flags desired XOR it has the invert aimable flag
break;
if ((lockonflags & LOCK_INTERESTS) && (mo->flags & (MF_PUSHABLE|MF_MONITOR))) // allows if it has the flags desired
break;
continue; // not a valid object
}
{
fixed_t zdist = (player->mo->z + player->mo->height/2) - (mo->z + mo->height/2);
dist = P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y);
if (abs(zdist) > dist)
continue; // Don't home outside of desired angle!
dist = P_AproxDistance(dist, zdist);
if (dist > maxdist)
continue; // out of range
}
if ((twodlevel || player->mo->flags2 & MF2_TWOD)
&& abs(player->mo->y-mo->y) > player->mo->radius)
continue; // not in your 2d plane
dangle = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y) - (
!exclude ? player->mo->angle : R_PointToAngle2(player->mo->x, player->mo->y, exclude->x, exclude->y)
);
if (direction)
{
if (direction == 1 && dangle > ANGLE_180)
continue; // To the right of the player
if (direction == -1 && dangle < ANGLE_180)
continue; // To the left of the player
}
if (dangle > ANGLE_180)
dangle = InvAngle(dangle);
if (dangle > span)
continue; // behind back
// Inflate dist by angle difference to bias toward objects at a closer angle
dist = FixedDiv(dist, FINECOSINE(dangle>>ANGLETOFINESHIFT)*3);
if (closestmo && (exclude ? (dangle > closestdangle) : (dist > closestdist)))
continue;
if (!P_CheckSight(player->mo, mo))
continue; // out of sight
closestmo = mo;
closestdist = dist;
closestdangle = dangle;
}
return closestmo;
}
//
// P_LookForEnemies
// Looks for something you can hit - Used for homing attack
// If nonenemies is true, includes monitors and springs!
// If bullet is true, you can look up and the distance is further,
// but your total angle span you can look is limited to compensate. (Also, allows monitors.)
// If you modify this, please also modify P_HomingAttack.
//
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet)
{
mobj_t *mo;
thinker_t *think;
mobj_t *closestmo = NULL;
const fixed_t maxdist = FixedMul((bullet ? RING_DIST*2 : RING_DIST), player->mo->scale);
const angle_t span = (bullet ? ANG30 : ANGLE_90);
fixed_t dist, closestdist = 0;
const mobjflag_t nonenemiesdisregard = (bullet ? 0 : MF_MONITOR)|MF_SPRING;
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)think;
if (mo->flags & MF_NOCLIPTHING)
continue;
if (mo->health <= 0) // dead
continue;
if (!((mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (mo->flags & MF_SHOOTABLE)) || (mo->flags & MF_SPRING)) == !(mo->flags2 & MF2_INVERTAIMABLE)) // allows if it has the flags desired XOR it has the invert aimable flag
continue; // not a valid target
if (mo == player->mo)
continue;
if (mo->flags2 & MF2_FRET)
continue;
if (!nonenemies && mo->flags & nonenemiesdisregard)
continue;
if (!bullet && mo->type == MT_DETON) // Don't be STUPID, Sonic!
continue;
{
fixed_t zdist = (player->mo->z + player->mo->height/2) - (mo->z + mo->height/2);
dist = R_PointToDist2(0, 0, player->mo->x-mo->x, player->mo->y-mo->y);
if (bullet)
{
if ((R_PointToAngle2(0, 0, dist, zdist) + span) > span*2)
continue; // Don't home outside of desired angle!
}
else // Don't home upwards!
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, player->mo->scale))
continue;
}
else if (mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, player->mo->scale))
continue;
}
dist = R_PointToDist2(0, 0, dist, zdist);
if (dist > maxdist)
continue; // out of range
}
if ((twodlevel || player->mo->flags2 & MF2_TWOD)
&& abs(player->mo->y-mo->y) > player->mo->radius)
continue; // not in your 2d plane
if (mo->type == MT_PLAYER) // Don't chase after other players!
continue;
if (closestmo && dist > closestdist)
continue;
if ((R_PointToAngle2(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius), mo->x, mo->y) - player->mo->angle + span) > span*2)
continue; // behind back
if (!P_CheckSight(player->mo, mo))
continue; // out of sight
closestmo = mo;
closestdist = dist;
}
return closestmo;
}
boolean P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
{
fixed_t zdist;
fixed_t dist;
fixed_t ns = 0;
if (!enemy)
return false;
if (enemy->flags & MF_NOCLIPTHING)
return false;
if (enemy->health <= 0) // dead
return false;
if (source->player && (!((enemy->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR) && (enemy->flags & MF_SHOOTABLE)) || (enemy->flags & MF_SPRING)) == !(enemy->flags2 & MF2_INVERTAIMABLE))) // allows if it has the flags desired XOR it has the invert aimable flag
return false;
if (enemy->flags2 & MF2_FRET)
return false;
// change angle
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
if (source->player)
{
source->player->drawangle = source->angle;
if (!demoplayback || P_ControlStyle(source->player) == CS_LMAOGALOG)
P_SetPlayerAngle(source->player, source->angle);
}
// change slope
zdist = ((P_MobjFlip(source) == -1) ? (enemy->z + enemy->height) - (source->z + source->height) : (enemy->z - source->z));
dist = P_AproxDistance(P_AproxDistance(enemy->x - source->x, enemy->y - source->y), zdist);
if (dist < 1)
dist = 1;
if (source->type == MT_DETON && enemy->player) // For Deton Chase (Unused)
ns = FixedDiv(FixedMul(enemy->player->normalspeed, enemy->scale), FixedDiv(20*FRACUNIT,17*FRACUNIT));
else if (source->type != MT_PLAYER)
{
if (source->threshold == 32000)
ns = FixedMul(source->info->speed/2, source->scale);
else
ns = FixedMul(source->info->speed, source->scale);
}
else if (source->player)
{
if (source->player->charability == CA_HOMINGTHOK && !(source->player->pflags & PF_SHIELDABILITY))
ns = FixedDiv(FixedMul(source->player->actionspd, source->scale), 3*FRACUNIT/2);
else
ns = FixedMul(45*FRACUNIT, source->scale);
}
source->momx = FixedMul(FixedDiv(enemy->x - source->x, dist), ns);
source->momy = FixedMul(FixedDiv(enemy->y - source->y, dist), ns);
source->momz = FixedMul(FixedDiv(zdist, dist), ns);
return true;
}
// Search for emeralds
void P_FindEmerald(void)
{
thinker_t *th;
mobj_t *mo2;
hunt1 = hunt2 = hunt3 = NULL;
// scan the remaining thinkers
// to find all emeralds
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_EMERHUNT)
{
if (!hunt1)
hunt1 = mo2;
else if (!hunt2)
hunt2 = mo2;
else if (!hunt3)
hunt3 = mo2;
}
}
return;
}
//
// P_GetLives
// Get extra lives in new co-op if you're allowed to.
//
boolean P_GetLives(player_t *player)
{
INT32 i, maxlivesplayer = -1, livescheck = 1;
if (!(netgame || multiplayer)
|| !G_GametypeUsesCoopLives()
|| (player->lives == INFLIVES))
return true;
if (cv_cooplives.value == 0) // infinite lives
{
if (player->lives < 1)
player->lives = 1;
return true;
}
if ((cv_cooplives.value == 2 || cv_cooplives.value == 1) && player->lives > 0)
return true;
if (cv_cooplives.value == 1)
return false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].lives > livescheck)
{
maxlivesplayer = i;
livescheck = players[i].lives;
}
}
if (maxlivesplayer != -1 && &players[maxlivesplayer] != player)
{
if (cv_cooplives.value == 2 && (P_IsLocalPlayer(player) || P_IsLocalPlayer(&players[maxlivesplayer])))
S_StartSound(NULL, sfx_jshard); // placeholder
if (players[maxlivesplayer].lives != INFLIVES)
players[maxlivesplayer].lives--;
player->lives++;
if (player->lives < 1)
player->lives = 1;
return true;
}
return (player->lives > 0);
}
//
// P_ConsiderAllGone
// Shamelessly lifted from TD. Thanks, Sryder!
//
static void P_ConsiderAllGone(void)
{
INT32 i, lastdeadplayer = -1, deadtimercheck = INT32_MAX;
if (countdown2)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].playerstate != PST_DEAD && !players[i].spectator && players[i].mo && players[i].mo->health)
break;
if (players[i].spectator)
{
if (lastdeadplayer == -1)
lastdeadplayer = i;
}
else if (players[i].lives > 0)
{
lastdeadplayer = i;
if (players[i].deadtimer < deadtimercheck)
deadtimercheck = players[i].deadtimer;
}
}
if (i == MAXPLAYERS && lastdeadplayer != -1 && deadtimercheck > 2*TICRATE) // the last killed player will reset the level in G_DoReborn
{
//players[lastdeadplayer].spectator = true;
players[lastdeadplayer].outofcoop = true;
players[lastdeadplayer].playerstate = PST_REBORN;
}
}
void P_RestoreMultiMusic(player_t *player)
{
if (netgame)
{
if (P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
}
else if (multiplayer) // local multiplayer only
{
// Restore the other player's music once we're dead for long enough
// -- that is, as long as they aren't dead too
if (player == &players[displayplayer] && players[secondarydisplayplayer].lives > 0)
P_RestoreMusic(&players[secondarydisplayplayer]);
else if (player == &players[secondarydisplayplayer] && players[displayplayer].lives > 0)
P_RestoreMusic(&players[displayplayer]);
}
}
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
static void P_DeathThink(player_t *player)
{
INT32 j = MAXPLAYERS;
ticcmd_t *cmd = &player->cmd;
player->deltaviewheight = 0;
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN) // don't allow followbots to do any of the below, B_CheckRespawn does all they need for respawning already
goto notrealplayer;
// continue logic
if (!(netgame || multiplayer) && player->lives <= 0 && player == &players[consoleplayer]) //Extra players in SP can't be allowed to continue or end game
{
if (player->deadtimer > (3*TICRATE) && (cmd->buttons & BT_SPIN || cmd->buttons & BT_JUMP) && (!continuesInSession || player->continues > 0))
G_UseContinue();
else if (player->deadtimer >= gameovertics)
G_UseContinue(); // Even if we don't have one this handles ending the game
}
if ((cv_cooplives.value != 1)
&& (G_GametypeUsesCoopLives())
&& (netgame || multiplayer)
&& (player->lives <= 0))
{
for (j = 0; j < MAXPLAYERS; j++)
{
if (!playeringame[j])
continue;
if (players[j].lives > 1)
break;
}
}
// Force respawn if idle for more than 30 seconds in shooter modes.
if (player->deadtimer > 30*TICRATE && !G_PlatformGametype())
player->playerstate = PST_REBORN;
else if ((player->lives > 0 || j != MAXPLAYERS) && !(!(netgame || multiplayer) && G_IsSpecialStage(gamemap))) // Don't allow "click to respawn" in special stages!
{
if (G_GametypeUsesCoopStarposts() && (netgame || multiplayer) && cv_coopstarposts.value == 2)
{
P_ConsiderAllGone();
if ((player->deadtimer > TICRATE<<1) || ((cmd->buttons & BT_JUMP) && (player->deadtimer > TICRATE)))
{
//player->spectator = true;
player->outofcoop = true;
player->playerstate = PST_REBORN;
}
}
else
{
// Respawn with jump button, force respawn time (3 second default, cheat protected) in shooter modes.
if (cmd->buttons & BT_JUMP)
{
// You're a spectator, so respawn right away.
if ((gametyperules & GTR_SPECTATORS) && player->spectator)
player->playerstate = PST_REBORN;
else
{
// Give me one second.
INT32 respawndelay = TICRATE;
// Non-platform gametypes
if (gametyperules & GTR_RESPAWNDELAY)
respawndelay = (cv_respawntime.value*TICRATE);
// You've been dead for enough time.
// You may now respawn.
if (player->deadtimer > respawndelay)
player->playerstate = PST_REBORN;
}
}
// Single player auto respawn
if (!(netgame || multiplayer) && player->deadtimer > TICRATE<<1)
player->playerstate = PST_REBORN;
}
}
else if ((netgame || multiplayer) && player->deadtimer >= 8*TICRATE)
{
INT32 i, deadtimercheck = INT32_MAX;
// In a net/multiplayer game, and out of lives
if (G_CompetitionGametype())
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (!players[i].exiting && players[i].lives)
break;
if (players[i].deadtimer < deadtimercheck)
deadtimercheck = players[i].deadtimer;
}
if (i == MAXPLAYERS && deadtimercheck == 8*TICRATE)
{
// Everyone's either done with the race, or dead.
if (!countdown2 || countdown2 > 1*TICRATE)
countdown2 = 1*TICRATE;
}
}
//else if (G_CoopGametype()) -- moved to G_DoReborn
}
if (G_CoopGametype() && (multiplayer || netgame) && (player->lives <= 0) && (player->deadtimer >= 8*TICRATE || ((cmd->buttons & BT_JUMP) && (player->deadtimer > TICRATE))))
{
//player->spectator = true;
player->outofcoop = true;
player->playerstate = PST_REBORN;
}
if ((gametyperules & GTR_RACE) || (G_CoopGametype() && (multiplayer || netgame)))
{
// Keep time rolling in race mode
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER) && !stoppedclock)
{
if (gametyperules & GTR_RACE)
{
if (leveltime >= 4*TICRATE)
player->realtime = leveltime - 4*TICRATE;
else
player->realtime = 0;
}
else
player->realtime = leveltime;
}
// Return to level music
if (!G_CoopGametype() && player->lives <= 0 && player->deadtimer == gameovertics)
P_RestoreMultiMusic(player);
}
notrealplayer:
if (!player->mo)
return;
P_CalcHeight(player);
}
//
// P_MoveCamera: make sure the camera is not outside the world and looks at the player avatar
//
camera_t camera, camera2; // Two cameras.. one for split!
static void CV_CamRotate_OnChange(void)
{
if (cv_cam_rotate.value < 0)
CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value + 360);
else if (cv_cam_rotate.value > 359)
CV_SetValue(&cv_cam_rotate, cv_cam_rotate.value % 360);
}
static void CV_CamRotate2_OnChange(void)
{
if (cv_cam2_rotate.value < 0)
CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value + 360);
else if (cv_cam2_rotate.value > 359)
CV_SetValue(&cv_cam2_rotate, cv_cam2_rotate.value % 360);
}
static CV_PossibleValue_t CV_CamSpeed[] = {{0, "MIN"}, {1*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t rotation_cons_t[] = {{1, "MIN"}, {25, "MAX"}, {0, NULL}};
static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}};
static CV_PossibleValue_t multiplier_cons_t[] = {{0, "MIN"}, {3*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t campos_cons_t[] = { {INT32_MIN, "MIN"}, {INT32_MAX, "MAX"}, {0, NULL} };
consvar_t cv_cam_dist = CVAR_INIT ("cam_curdist", "160", CV_FLOAT|CV_ALLOWLUA, campos_cons_t, NULL);
consvar_t cv_cam_height = CVAR_INIT ("cam_curheight", "25", CV_FLOAT|CV_ALLOWLUA, campos_cons_t, NULL);
consvar_t cv_cam_still = CVAR_INIT ("cam_still", "Off", CV_ALLOWLUA, CV_OnOff, NULL);
consvar_t cv_cam_speed = CVAR_INIT ("cam_speed", "0.3", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, CV_CamSpeed, NULL);
consvar_t cv_cam_rotate = CVAR_INIT ("cam_rotate", "0", CV_CALL|CV_NOINIT|CV_ALLOWLUA, CV_CamRotate, CV_CamRotate_OnChange);
consvar_t cv_cam_rotspeed = CVAR_INIT ("cam_rotspeed", "10", CV_SAVE|CV_ALLOWLUA, rotation_cons_t, NULL);
consvar_t cv_cam_turnmultiplier = CVAR_INIT ("cam_turnmultiplier", "0.75", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, multiplier_cons_t, NULL);
consvar_t cv_cam_orbit = CVAR_INIT ("cam_orbit", "Off", CV_SAVE|CV_ALLOWLUA, CV_OnOff, NULL);
consvar_t cv_cam_adjust = CVAR_INIT ("cam_adjust", "On", CV_SAVE|CV_ALLOWLUA, CV_OnOff, NULL);
consvar_t cv_cam2_dist = CVAR_INIT ("cam2_curdist", "160", CV_FLOAT|CV_ALLOWLUA, campos_cons_t, NULL);
consvar_t cv_cam2_height = CVAR_INIT ("cam2_curheight", "25", CV_FLOAT|CV_ALLOWLUA, campos_cons_t, NULL);
consvar_t cv_cam2_still = CVAR_INIT ("cam2_still", "Off", CV_ALLOWLUA, CV_OnOff, NULL);
consvar_t cv_cam2_speed = CVAR_INIT ("cam2_speed", "0.3", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, CV_CamSpeed, NULL);
consvar_t cv_cam2_rotate = CVAR_INIT ("cam2_rotate", "0", CV_CALL|CV_NOINIT|CV_ALLOWLUA, CV_CamRotate, CV_CamRotate2_OnChange);
consvar_t cv_cam2_rotspeed = CVAR_INIT ("cam2_rotspeed", "10", CV_SAVE|CV_ALLOWLUA, rotation_cons_t, NULL);
consvar_t cv_cam2_turnmultiplier = CVAR_INIT ("cam2_turnmultiplier", "0.75", CV_FLOAT|CV_SAVE|CV_ALLOWLUA, multiplier_cons_t, NULL);
consvar_t cv_cam2_orbit = CVAR_INIT ("cam2_orbit", "Off", CV_SAVE|CV_ALLOWLUA, CV_OnOff, NULL);
consvar_t cv_cam2_adjust = CVAR_INIT ("cam2_adjust", "On", CV_SAVE|CV_ALLOWLUA, CV_OnOff, NULL);
// [standard vs simple][p1 or p2]
consvar_t cv_cam_savedist[2][2] = {
{ // standard
CVAR_INIT ("cam_dist", "192", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCamDist),
CVAR_INIT ("cam2_dist", "192", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCam2Dist),
},
{ // simple
CVAR_INIT ("cam_simpledist", "256", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCamDist),
CVAR_INIT ("cam2_simpledist", "256", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCam2Dist),
}
};
consvar_t cv_cam_saveheight[2][2] = {
{ // standard
CVAR_INIT ("cam_height", "40", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCamDist),
CVAR_INIT ("cam2_height", "40", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCam2Dist),
},
{ // simple
CVAR_INIT ("cam_simpleheight", "60", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCamDist),
CVAR_INIT ("cam2_simpleheight", "60", CV_FLOAT|CV_SAVE|CV_CALL|CV_ALLOWLUA, campos_cons_t, CV_UpdateCam2Dist),
}
};
void CV_UpdateCamDist(void)
{
CV_Set(&cv_cam_dist, va("%f", FIXED_TO_FLOAT(cv_cam_savedist[cv_useranalog[0].value][0].value)));
CV_Set(&cv_cam_height, va("%f", FIXED_TO_FLOAT(cv_cam_saveheight[cv_useranalog[0].value][0].value)));
}
void CV_UpdateCam2Dist(void)
{
CV_Set(&cv_cam2_dist, va("%f", FIXED_TO_FLOAT(cv_cam_savedist[cv_useranalog[1].value][1].value)));
CV_Set(&cv_cam2_height, va("%f", FIXED_TO_FLOAT(cv_cam_saveheight[cv_useranalog[1].value][1].value)));
}
fixed_t t_cam_dist = -42;
fixed_t t_cam_height = -42;
fixed_t t_cam_rotate = -42;
fixed_t t_cam2_dist = -42;
fixed_t t_cam2_height = -42;
fixed_t t_cam2_rotate = -42;
#define MAXCAMERADIST 140*FRACUNIT // Max distance the camera can be in front of the player (2D mode)
void P_ResetCamera(player_t *player, camera_t *thiscam)
{
tic_t tries = 0;
fixed_t x, y, z;
if (!player->mo)
return;
if (thiscam->chase && player->mo->health <= 0)
return;
thiscam->chase = true;
x = player->mo->x - P_ReturnThrustX(player->mo, thiscam->angle, player->mo->radius);
y = player->mo->y - P_ReturnThrustY(player->mo, thiscam->angle, player->mo->radius);
if (player->mo->eflags & MFE_VERTICALFLIP)
z = player->mo->z + player->mo->height - (41*player->height/48) - 16*FRACUNIT;
else
z = player->mo->z + (41*player->height/48);
// set bits for the camera
thiscam->x = x;
thiscam->y = y;
thiscam->z = z;
thiscam->reset = true;
if ((thiscam == &camera && G_ControlStyle(1) == CS_SIMPLE)
|| (thiscam == &camera2 && G_ControlStyle(2) == CS_SIMPLE))
{
thiscam->angle = P_GetLocalAngle(player);
thiscam->aiming = (thiscam == &camera) ? localaiming : localaiming2;
}
else if (!(thiscam == &camera && (cv_cam_still.value || cv_analog[0].value))
&& !(thiscam == &camera2 && (cv_cam2_still.value || cv_analog[1].value)))
{
thiscam->angle = player->mo->angle;
thiscam->aiming = 0;
}
thiscam->relativex = 0;
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
thiscam->radius = 20*FRACUNIT;
thiscam->height = 16*FRACUNIT;
while (!P_MoveChaseCamera(player,thiscam,true) && ++tries < 2*TICRATE);
}
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled)
{
angle_t angle = 0, focusangle = 0, focusaiming = 0;
fixed_t x, y, z, dist, distxy, distz, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight, slopez = 0;
INT32 camrotate;
boolean camstill, cameranoclip, camorbit;
mobj_t *mo, *sign = NULL;
subsector_t *newsubsec;
fixed_t f1, f2;
static fixed_t camsideshift[2] = {0, 0};
fixed_t shiftx = 0, shifty = 0;
// We probably shouldn't move the camera if there is no player or player mobj somehow
if (!player || !player->mo)
return true;
mo = player->mo;
if (player->playerstate == PST_REBORN)
{
P_CalcChasePostImg(player, thiscam);
return true;
}
if (player->exiting)
{
if (mo->target && mo->target->type == MT_SIGN && mo->target->spawnpoint
&& !((gametyperules & GTR_FRIENDLY) && (netgame || multiplayer) && cv_exitmove.value)
&& !(twodlevel || (mo->flags2 & MF2_TWOD)))
sign = mo->target;
else if ((player->powers[pw_carry] == CR_NIGHTSMODE)
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6]))
{
P_CalcChasePostImg(player, thiscam);
return true;
}
}
cameranoclip = (sign || player->powers[pw_carry] == CR_NIGHTSMODE || player->pflags & PF_NOCLIP) || (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
if (!(player->climbing || (player->powers[pw_carry] == CR_NIGHTSMODE) || player->playerstate == PST_DEAD || tutorialmode))
{
if (player->spectator) // force cam off for spectators
return true;
if (!cv_chasecam.value && thiscam == &camera)
return true;
if (!cv_chasecam2.value && thiscam == &camera2)
return true;
}
if (!thiscam->chase && !resetcalled)
{
if (player == &players[consoleplayer])
focusangle = localangle;
else if (player == &players[secondarydisplayplayer])
focusangle = localangle2;
else
focusangle = mo->angle;
if (thiscam == &camera)
camrotate = cv_cam_rotate.value;
else if (thiscam == &camera2)
camrotate = cv_cam2_rotate.value;
else
camrotate = 0;
thiscam->angle = focusangle + FixedAngle(camrotate*FRACUNIT);
P_ResetCamera(player, thiscam);
return true;
}
thiscam->radius = FixedMul(20*FRACUNIT, mo->scale);
thiscam->height = FixedMul(16*FRACUNIT, mo->scale);
// Don't run while respawning from a starpost
// Inu 4/8/13 Why not?!
// if (leveltime > 0 && timeinmap <= 0)
// return true;
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
focusangle = mo->angle;
focusaiming = 0;
}
else if (sign)
{
focusangle = FixedAngle(sign->spawnpoint->angle << FRACBITS) + ANGLE_180;
focusaiming = 0;
}
else if (player == &players[consoleplayer])
{
focusangle = localangle;
focusaiming = localaiming;
}
else if (player == &players[secondarydisplayplayer])
{
focusangle = localangle2;
focusaiming = localaiming2;
}
else
{
focusangle = player->cmd.angleturn << 16;
focusaiming = player->aiming;
}
if (P_CameraThinker(player, thiscam, resetcalled))
return true;
if (thiscam == &camera)
{
camspeed = cv_cam_speed.value;
camstill = cv_cam_still.value;
camorbit = cv_cam_orbit.value;
camrotate = cv_cam_rotate.value;
camdist = FixedMul(cv_cam_dist.value, mo->scale);
camheight = FixedMul(cv_cam_height.value, mo->scale);
}
else // Camera 2
{
camspeed = cv_cam2_speed.value;
camstill = cv_cam2_still.value;
camorbit = cv_cam2_orbit.value;
camrotate = cv_cam2_rotate.value;
camdist = FixedMul(cv_cam2_dist.value, mo->scale);
camheight = FixedMul(cv_cam2_height.value, mo->scale);
}
if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE))
camheight = FixedMul(camheight, player->camerascale);
#ifdef REDSANALOG
if (P_ControlStyle(player) == CS_LMAOGALOG && (player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)) {
camstill = true;
if (camspeed < 4*FRACUNIT/5)
camspeed = 4*FRACUNIT/5;
}
#endif // REDSANALOG
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (twodlevel || (mo->flags2 & MF2_TWOD))
angle = ANGLE_90;
else if (camstill || resetcalled || player->playerstate == PST_DEAD)
angle = thiscam->angle;
else if (player->powers[pw_carry] == CR_NIGHTSMODE) // NiGHTS Level
{
if ((player->pflags & PF_TRANSFERTOCLOSEST) && player->axis1 && player->axis2)
{
angle = R_PointToAngle2(player->axis1->x, player->axis1->y, player->axis2->x, player->axis2->y);
angle += ANGLE_90;
}
else if (mo->target)
{
if (mo->target->flags2 & MF2_AMBUSH)
angle = R_PointToAngle2(mo->target->x, mo->target->y, mo->x, mo->y);
else
angle = R_PointToAngle2(mo->x, mo->y, mo->target->x, mo->target->y);
}
}
else if (P_ControlStyle(player) == CS_LMAOGALOG && !sign) // Analog
angle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y);
else if (demoplayback)
{
angle = focusangle;
focusangle = R_PointToAngle2(thiscam->x, thiscam->y, mo->x, mo->y);
if (player == &players[consoleplayer])
{
if (focusangle >= localangle)
P_ForceLocalAngle(player, localangle + (abs((signed)(focusangle - localangle))>>5));
else
P_ForceLocalAngle(player, localangle - (abs((signed)(focusangle - localangle))>>5));
}
}
else
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
if (!resetcalled && (cv_analog[0].value || demoplayback) && ((thiscam == &camera && t_cam_rotate != -42) || (thiscam == &camera2
&& t_cam2_rotate != -42)))
{
angle = FixedAngle(camrotate*FRACUNIT);
thiscam->angle = angle;
}
if ((((thiscam == &camera) && cv_analog[0].value) || ((thiscam != &camera) && cv_analog[1].value) || demoplayback) && !sign && !objectplacing && !(twodlevel || (mo->flags2 & MF2_TWOD)) && (player->powers[pw_carry] != CR_NIGHTSMODE) && displayplayer == consoleplayer)
{
#ifdef REDSANALOG
if ((player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)); else
#endif
if (player->cmd.buttons & BT_CAMRIGHT)
{
if (thiscam == &camera)
angle -= FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
else
angle -= FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
}
else if (player->cmd.buttons & BT_CAMLEFT)
{
if (thiscam == &camera)
angle += FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
else
angle += FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
}
}
if (G_ControlStyle((thiscam == &camera) ? 1 : 2) == CS_SIMPLE && !sign)
{
// Shift the camera slightly to the sides depending on the player facing direction
UINT8 forplayer = (thiscam == &camera) ? 0 : 1;
fixed_t shift = FixedMul(FINESINE((player->mo->angle - angle) >> ANGLETOFINESHIFT), cv_cam_shiftfacing[forplayer].value);
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
fixed_t cos = FINECOSINE((angle_t) (player->flyangle * ANG1)>>ANGLETOFINESHIFT);
shift = FixedMul(shift, min(FRACUNIT, player->speed*abs(cos)/6000));
shift += FixedMul(camsideshift[forplayer] - shift, FRACUNIT-(camspeed>>2));
}
else if (ticcmd_centerviewdown[(thiscam == &camera) ? 0 : 1])
shift = FixedMul(camsideshift[forplayer], FRACUNIT-camspeed);
else
shift += FixedMul(camsideshift[forplayer] - shift, FRACUNIT-(camspeed>>3));
camsideshift[forplayer] = shift;
shift = FixedMul(shift, camdist);
shiftx = -FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), shift);
shifty = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), shift);
}
// sets ideal cam pos
if (twodlevel || (mo->flags2 & MF2_TWOD))
dist = 480<<FRACBITS;
else if (player->powers[pw_carry] == CR_NIGHTSMODE
|| ((maptol & TOL_NIGHTS) && player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1]))
dist = 320<<FRACBITS;
else
{
dist = camdist;
if (sign) // signpost camera has specific placement
{
camheight = mo->scale << 7;
camspeed = FRACUNIT/12;
}
else if (P_ControlStyle(player) == CS_LMAOGALOG) // x1.2 dist for analog
{
dist = FixedMul(dist, 6*FRACUNIT/5);
camheight = FixedMul(camheight, 6*FRACUNIT/5);
}
if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_GENERIC || player->powers[pw_carry] == CR_MACESPIN))
dist <<= 1;
}
if (!sign && !(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE))
dist = FixedMul(dist, player->camerascale);
checkdist = dist;
if (checkdist < 128*FRACUNIT)
checkdist = 128*FRACUNIT;
if (!(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->powers[pw_carry] == CR_NIGHTSMODE)) // This block here is like 90% Lach's work, thanks bud
{
if (!resetcalled && ((thiscam == &camera && cv_cam_adjust.value) || (thiscam == &camera2 && cv_cam2_adjust.value)))
{
if (!(mo->eflags & MFE_JUSTHITFLOOR) && (P_IsObjectOnGround(mo)) // Check that player is grounded
&& thiscam->ceilingz - thiscam->floorz >= P_GetPlayerHeight(player)) // Check that camera's sector is large enough for the player to fit into, at least
{
if (mo->eflags & MFE_VERTICALFLIP) // if player is upside-down
{
//z = min(z, thiscam->ceilingz); // solution 1: change new z coordinate to be at LEAST its ground height
slopez += min(thiscam->ceilingz - mo->z, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player
}
else // player is not upside-down
{
//z = max(z, thiscam->floorz); // solution 1: change new z coordinate to be at LEAST its ground height
slopez += max(thiscam->floorz - mo->z - mo->height, 0); // solution 2: change new z coordinate by the difference between camera's ground and top of player
}
}
}
}
if (camorbit) //Sev here, I'm guessing this is where orbital cam lives
{
#ifdef HWRENDER
if (rendermode == render_opengl && !cv_glshearing.value)
distxy = FixedMul(dist, FINECOSINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK));
else
#endif
distxy = dist;
distz = -FixedMul(dist, FINESINE((focusaiming>>ANGLETOFINESHIFT) & FINEMASK)) + slopez;
}
else
{
distxy = dist;
distz = slopez;
}
if (sign)
{
x = sign->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
y = sign->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
}
else
{
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
}
#if 0
if (twodlevel || (mo->flags2 & MF2_TWOD))
{
// Camera doesn't ALWAYS need to move, only when running...
if (abs(mo->momx) > 10)
{
// Move the camera all smooth-like, not jerk it around...
if (mo->momx > 0)
{
if (thiscam->relativex < MAXCAMERADIST)
thiscam->relativex += 4*FRACUNIT;
}
else if (mo->momx < 0)
{
if (thiscam->relativex > -MAXCAMERADIST)
thiscam->relativex -= 4*FRACUNIT;
}
}
else // If speed is less than required, start moving the camera back.
{
if (thiscam->relativex > 0)
thiscam->relativex -= 4*FRACUNIT;
else if (thiscam->relativex < 0)
thiscam->relativex += 4*FRACUNIT;
}
// Add the relative x to the global x
x += thiscam->relativex;
y += mo->momy << 1;
}
#endif // bad 2D camera code
pviewheight = FixedMul(41*player->height/48, mo->scale);
if (sign)
{
if (sign->eflags & MFE_VERTICALFLIP)
z = sign->ceilingz - pviewheight - camheight;
else
z = sign->floorz + pviewheight + camheight;
}
else
{
if (mo->eflags & MFE_VERTICALFLIP)
z = mo->z + mo->height - pviewheight - camheight + distz;
else
z = mo->z + pviewheight + camheight + distz;
}
// move camera down to move under lower ceilings
newsubsec = R_PointInSubsectorOrNull(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
if (!newsubsec)
newsubsec = thiscam->subsector;
if (newsubsec)
{
fixed_t myfloorz, myceilingz;
fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2;
fixed_t midx = ((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1);
fixed_t midy = ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1);
// Cameras use the heightsec's heights rather then the actual sector heights.
// If you can see through it, why not move the camera through it too?
if (newsubsec->sector->camsec >= 0)
{
myfloorz = sectors[newsubsec->sector->camsec].floorheight;
myceilingz = sectors[newsubsec->sector->camsec].ceilingheight;
}
else if (newsubsec->sector->heightsec >= 0)
{
myfloorz = sectors[newsubsec->sector->heightsec].floorheight;
myceilingz = sectors[newsubsec->sector->heightsec].ceilingheight;
}
else
{
myfloorz = P_CameraGetFloorZ(thiscam, newsubsec->sector, midx, midy, NULL);
myceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, midx, midy, NULL);
}
// Check list of fake floors and see if floorz/ceilingz need to be altered.
if (newsubsec->sector->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
INT32 thingtop = midz + thiscam->height;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_BLOCKOTHERS) || !(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_RENDERALL) || (rover->master->frontsector->flags & MSF_NOCLIPCAMERA))
continue;
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
delta1 = midz - (bottomheight
+ ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight
+ ((topheight - bottomheight)/2));
if (topheight > myfloorz && abs(delta1) < abs(delta2))
myfloorz = topheight;
if (bottomheight < myceilingz && abs(delta1) >= abs(delta2))
myceilingz = bottomheight;
}
}
// Check polyobjects and see if floorz/ceilingz need to be altered
{
INT32 xl, xh, yl, yh, bx, by;
validcount++;
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
BMBOUNDFIX(xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
{
INT32 offset;
polymaplink_t *plink; // haleyjd 02/22/06
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
continue;
offset = by*bmapwidth + bx;
// haleyjd 02/22/06: consider polyobject lines
plink = polyblocklinks[offset];
while (plink)
{
polyobj_t *po = plink->po;
if (po->validcount != validcount) // if polyobj hasn't been checked
{
sector_t *polysec;
fixed_t delta1, delta2, thingtop;
fixed_t polytop, polybottom;
po->validcount = validcount;
if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
{
plink = (polymaplink_t *)(plink->link.next);
continue;
}
// We're inside it! Yess...
polysec = po->lines[0]->backsector;
if (polysec->flags & MSF_NOCLIPCAMERA)
{ // Camera noclip polyobj.
plink = (polymaplink_t *)(plink->link.next);
continue;
}
if (po->flags & POF_CLIPPLANES)
{
polytop = polysec->ceilingheight;
polybottom = polysec->floorheight;
}
else
{
polytop = INT32_MAX;
polybottom = INT32_MIN;
}
thingtop = midz + thiscam->height;
delta1 = midz - (polybottom + ((polytop - polybottom)/2));
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
if (polytop > myfloorz && abs(delta1) < abs(delta2))
myfloorz = polytop;
if (polybottom < myceilingz && abs(delta1) >= abs(delta2))
myceilingz = polybottom;
}
plink = (polymaplink_t *)(plink->link.next);
}
}
}
// crushed camera
if (myceilingz <= myfloorz + thiscam->height && !resetcalled && !cameranoclip)
{
P_ResetCamera(player, thiscam);
return true;
}
// camera fit?
if (myceilingz != myfloorz
&& myceilingz - thiscam->height < z)
{
/* // no fit
if (!resetcalled && !cameranoclip)
{
P_ResetCamera(player, thiscam);
return true;
}
*/
z = myceilingz - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
// is the camera fit is there own sector
}
// Make the camera a tad smarter with 3d floors
if (newsubsec->sector->ffloors && !cameranoclip)
{
ffloor_t *rover;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if ((rover->fofflags & FOF_BLOCKOTHERS) && (rover->fofflags & FOF_RENDERALL) && (rover->fofflags & FOF_EXISTS) && !(rover->master->frontsector->flags & MSF_NOCLIPCAMERA))
{
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
if (bottomheight - thiscam->height < z
&& midz < bottomheight)
z = bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
else if (topheight + thiscam->height > z
&& midz > topheight)
z = topheight;
if ((mo->z >= topheight && midz < bottomheight)
|| ((mo->z < bottomheight && mo->z+mo->height < topheight) && midz >= topheight))
{
// Can't see
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}
}
}
}
if (mo->type == MT_EGGTRAP)
z = mo->z + 128*FRACUNIT + pviewheight + camheight;
if (thiscam->z < thiscam->floorz && !cameranoclip)
thiscam->z = thiscam->floorz;
// point viewed by the camera
// this point is just 64 unit forward the player
dist = FixedMul(64 << FRACBITS, mo->scale);
if (sign)
{
viewpointx = sign->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
viewpointy = sign->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
}
else
{
viewpointx = mo->x + shiftx + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
viewpointy = mo->y + shifty + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
}
if (!camstill && !resetcalled && !paused)
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
/*
if (twodlevel || (mo->flags2 & MF2_TWOD))
thiscam->angle = angle;
*/
// follow the player
/*if (player->playerstate != PST_DEAD && (camspeed) != 0)
{
if (P_AproxDistance(mo->x - thiscam->x, mo->y - thiscam->y) > (checkdist + P_AproxDistance(mo->momx, mo->momy)) * 4
|| abs(mo->z - thiscam->z) > checkdist * 3)
{
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}*/
if (twodlevel || (mo->flags2 & MF2_TWOD))
{
thiscam->momx = x-thiscam->x;
thiscam->momy = y-thiscam->y;
thiscam->momz = z-thiscam->z;
}
else
{
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
thiscam->momy = FixedMul(y - thiscam->y, camspeed);
if (thiscam->subsector->sector->damagetype == SD_DEATHPITTILT
&& thiscam->z < thiscam->subsector->sector->floorheight + 256*FRACUNIT
&& FixedMul(z - thiscam->z, camspeed) < 0)
{
thiscam->momz = 0; // Don't go down a death pit
}
else
thiscam->momz = FixedMul(z - thiscam->z, camspeed);
thiscam->momx += FixedMul(shiftx, camspeed);
thiscam->momy += FixedMul(shifty, camspeed);
}
// compute aming to look the viewed point
f1 = viewpointx-thiscam->x;
f2 = viewpointy-thiscam->y;
dist = FixedHypot(f1, f2);
if (mo->eflags & MFE_VERTICALFLIP)
angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, (sign ? sign->ceilingz : mo->z + mo->height) - P_GetPlayerHeight(player));
else
angle = R_PointToAngle2(0, thiscam->z, dist, (sign ? sign->floorz : mo->z) + P_GetPlayerHeight(player));
if (player->playerstate != PST_DEAD)
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
if (twodlevel || (mo->flags2 & MF2_TWOD) || !camstill) // Keep the view still...
{
G_ClipAimingPitch((INT32 *)&angle);
dist = thiscam->aiming - angle;
thiscam->aiming -= (dist>>3);
}
// Make player translucent if camera is too close (only in single player).
if (!(multiplayer || netgame) && !splitscreen)
{
fixed_t vx = thiscam->x, vy = thiscam->y;
fixed_t vz = thiscam->z + thiscam->height / 2;
if (player->awayviewtics && player->awayviewmobj != NULL && !P_MobjWasRemoved(player->awayviewmobj)) // Camera must obviously exist
{
vx = player->awayviewmobj->x;
vy = player->awayviewmobj->y;
vz = player->awayviewmobj->z + player->awayviewmobj->height / 2;
}
/* check z distance too for orbital camera */
if (P_AproxDistance(P_AproxDistance(vx - mo->x, vy - mo->y),
vz - ( mo->z + mo->height / 2 )) < FixedMul(48*FRACUNIT, mo->scale))
mo->flags2 |= MF2_SHADOW;
else
mo->flags2 &= ~MF2_SHADOW;
}
else
mo->flags2 &= ~MF2_SHADOW;
/* if (!resetcalled && (player->powers[pw_carry] == CR_NIGHTSMODE && player->exiting))
{
// Don't let the camera match your movement.
thiscam->momz = 0;
// Only let the camera go a little bit upwards.
if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming < ANGLE_315 && thiscam->aiming > ANGLE_180)
thiscam->aiming = ANGLE_315;
else if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming > ANGLE_45 && thiscam->aiming < ANGLE_180)
thiscam->aiming = ANGLE_45;
}
else */if (!resetcalled && (player->playerstate == PST_DEAD || player->playerstate == PST_REBORN))
{
// Don't let the camera match your movement.
thiscam->momz = 0;
// Only let the camera go a little bit downwards.
if (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming < ANGLE_337h && thiscam->aiming > ANGLE_180)
thiscam->aiming = ANGLE_337h;
else if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming > ANGLE_22h && thiscam->aiming < ANGLE_180)
thiscam->aiming = ANGLE_22h;
}
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
}
boolean P_SpectatorJoinGame(player_t *player)
{
if (!G_CoopGametype() && !cv_allowteamchange.value)
{
if (P_IsLocalPlayer(player))
CONS_Printf(M_GetText("Server does not allow team change.\n"));
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
}
// Team changing in Team Match and CTF
// Pressing fire assigns you to a team that needs players if allowed.
// Partial code reproduction from p_tick.c autobalance code.
else if (G_GametypeHasTeams())
{
INT32 changeto = 0;
INT32 z, numplayersred = 0, numplayersblue = 0;
//find a team by num players, score, or random if all else fails.
for (z = 0; z < MAXPLAYERS; ++z)
if (playeringame[z])
{
if (players[z].ctfteam == 1)
++numplayersred;
else if (players[z].ctfteam == 2)
++numplayersblue;
}
// for z
if (numplayersblue > numplayersred)
changeto = 1;
else if (numplayersred > numplayersblue)
changeto = 2;
else if (bluescore > redscore)
changeto = 1;
else if (redscore > bluescore)
changeto = 2;
else
changeto = (P_RandomFixed() & 1) + 1;
if (!LUA_HookTeamSwitch(player, changeto, true, false, false))
return false;
if (player->mo)
{
P_RemoveMobj(player->mo);
player->mo = NULL;
}
player->spectator = false;
player->ctfteam = changeto;
player->playerstate = PST_REBORN;
//Reset away view
if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
{
// Call ViewpointSwitch hooks here.
// The viewpoint was forcibly changed.
LUA_HookViewpointSwitch(player, &players[consoleplayer], true);
displayplayer = consoleplayer;
}
if (changeto == 1)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red team"), '\x80');
else if (changeto == 2)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x84', M_GetText("Blue team"), '\x80');
return true; // no more player->mo, cannot continue.
}
// Joining in game from firing.
else
{
// Exception for hide and seek. Don't join a game when you simply
// respawn in place and sit there for the rest of the round.
if (!((gametyperules & GTR_HIDEFROZEN) && leveltime > (hidetime * TICRATE)))
{
if (!LUA_HookTeamSwitch(player, 3, true, false, false))
return false;
if (player->mo)
{
P_RemoveMobj(player->mo);
player->mo = NULL;
}
player->spectator = player->outofcoop = false;
player->playerstate = PST_REBORN;
if ((gametyperules & (GTR_TAG|GTR_HIDEFROZEN)) == GTR_TAG)
{
//Make joining players "it" after hidetime.
if (leveltime > (hidetime * TICRATE))
{
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[player-players]); // Tell everyone who is it!
player->pflags |= PF_TAGIT;
}
P_CheckSurvivors();
}
//Reset away view
if (P_IsLocalPlayer(player) && displayplayer != consoleplayer)
{
// Call ViewpointSwitch hooks here.
// The viewpoint was forcibly changed.
LUA_HookViewpointSwitch(player, &players[consoleplayer], true);
displayplayer = consoleplayer;
}
if (!G_CoopGametype())
CONS_Printf(M_GetText("%s entered the game.\n"), player_names[player-players]);
return true; // no more player->mo, cannot continue.
}
else
{
if (P_IsLocalPlayer(player))
CONS_Printf(M_GetText("You must wait until next round to enter the game.\n"));
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
}
}
return false;
}
// the below is first person only, if you're curious. check out P_CalcChasePostImg in p_mobj.c for chasecam
static void P_CalcPostImg(player_t *player)
{
sector_t *sector = player->mo->subsector->sector;
postimg_t *type;
INT32 *param;
fixed_t pviewheight;
if (player->mo->eflags & MFE_VERTICALFLIP)
pviewheight = player->mo->z + player->mo->height - player->viewheight;
else
pviewheight = player->mo->z + player->viewheight;
if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj))
{
sector = player->awayviewmobj->subsector->sector;
pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
}
if (splitscreen && player == &players[secondarydisplayplayer])
{
type = &postimgtype2;
param = &postimgparam2;
}
else
{
type = &postimgtype;
param = &postimgparam;
}
// see if we are in heat (no, not THAT kind of heat...)
if (sector->flags & MSF_HEATWAVE)
*type = postimg_heat;
else if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
if (rover->master->frontsector->flags & MSF_HEATWAVE)
{
*type = postimg_heat;
break;
}
}
}
// see if we are in water (water trumps heat)
if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE) || rover->fofflags & FOF_BLOCKPLAYER)
continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
*type = postimg_water;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
*type = postimg_flip;
#if 1
(void)param;
#else
// Motion blur
if (player->speed > (35<<FRACBITS))
{
*type = postimg_motion;
*param = (player->speed - 32)/4;
if (*param > 5)
*param = 5;
}
#endif
}
void P_DoPityCheck(player_t *player)
{
// No pity outside of match or CTF.
if (player->spectator
|| !(gametyperules & GTR_PITYSHIELD))
return;
// Apply pity shield if available.
if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE)
{
P_SwitchShield(player, SH_PITY);
if (player->pity > 0)
S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound);
player->pity = 0;
}
}
static sector_t *P_GetMinecartSector(fixed_t x, fixed_t y, fixed_t z, fixed_t *nz)
{
sector_t *sec = R_PointInSubsector(x, y)->sector;
if ((sec->ceilingheight - sec->floorheight) < 64*FRACUNIT)
return NULL;
if (sec->ffloors)
{
ffloor_t *rover;
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & (FOF_EXISTS|FOF_BLOCKOTHERS)))
continue;
*nz = P_GetFFloorTopZAt(rover, x, y);
if (abs(z - *nz) <= 56*FRACUNIT)
{
sec = &sectors[rover->secnum];
return sec;
}
}
}
*nz = P_GetSectorFloorZAt(sec, x, y);
if (abs(z - *nz) > 56*FRACUNIT)
return NULL;
return sec;
}
static INT32 P_GetMinecartSpecialLine(sector_t *sec)
{
INT32 line = -1;
size_t i;
if (!sec)
return line;
for (i = 0; i < sec->tags.count; i++)
if (sec->tags.tags[i] != 0)
line = Tag_FindLineSpecial(16, sec->tags.tags[i]);
// Also try for lines facing the sector itself, with tag 0.
for (i = 0; i < sec->linecount; i++)
{
line_t *li = sec->lines[i];
if (Tag_Find(&li->tags, 0) && li->special == 16 && li->frontsector == sec)
line = li - lines;
}
return line;
}
// Get an axis of a certain ID number
static mobj_t *P_GetAxis(INT32 num)
{
thinker_t *th;
mobj_t *mobj;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mobj = (mobj_t *)th;
// NiGHTS axes spawn before anything else. If this mobj doesn't have MF2_AXIS, it means we reached the axes' end.
if (!(mobj->flags2 & MF2_AXIS))
break;
// Skip if this axis isn't the one we want.
if (mobj->health != num)
continue;
return mobj;
}
CONS_Alert(CONS_WARNING, "P_GetAxis: Track segment %d is missing!\n", num);
return NULL;
}
// Auxiliary function. For a given position and axis, it calculates the nearest "valid" snap-on position.
static void P_GetAxisPosition(fixed_t x, fixed_t y, mobj_t *amo, fixed_t *newx, fixed_t *newy, angle_t *targetangle, angle_t *grind)
{
fixed_t ax = amo->x;
fixed_t ay = amo->y;
angle_t ang;
angle_t gr = 0;
if (amo->type == MT_AXISTRANSFERLINE)
{
ang = amo->angle;
// Extra security for cardinal directions.
if (ang == ANGLE_90 || ang == ANGLE_270) // Vertical lines
x = ax;
else if (ang == 0 || ang == ANGLE_180) // Horizontal lines
y = ay;
else // Diagonal lines
{
fixed_t distance = R_PointToDist2(ax, ay, x, y);
angle_t fad = ((R_PointToAngle2(ax, ay, x, y) - ang) >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t cosine = FINECOSINE(fad);
angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
distance = FixedMul(distance, cosine);
x = ax + FixedMul(distance, FINECOSINE(fa));
y = ay + FixedMul(distance, FINESINE(fa));
}
}
else // Keep minecart to circle
{
fixed_t rad = amo->radius;
fixed_t distfactor = FixedDiv(rad, R_PointToDist2(ax, ay, x, y));
gr = R_PointToAngle2(ax, ay, x, y);
ang = gr + ANGLE_90;
x = ax + FixedMul(x - ax, distfactor);
y = ay + FixedMul(y - ay, distfactor);
}
*newx = x;
*newy = y;
*targetangle = ang;
*grind = gr;
}
static void P_SpawnSparks(mobj_t *mo, angle_t maindir)
{
angle_t fa = (mo->angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FixedMul(FINECOSINE(fa), mo->radius);
fixed_t s = FixedMul(FINESINE(fa), mo->radius);
mobj_t *spark;
SINT8 b1 = (leveltime & 1) ? 1 : -1;
SINT8 b2 = (leveltime & 2) ? 1 : -1;
fixed_t r1 = FRACUNIT*P_RandomRange(-1, 1);
fixed_t r2 = FRACUNIT*P_RandomRange(-1, 1);
fixed_t r3 = FRACUNIT*P_RandomRange(-1, 1);
fixed_t fm = (maindir >> ANGLETOFINESHIFT) & FINEMASK;
spark = P_SpawnMobj(mo->x - b2*s + b1*c, mo->y + b2*c + b1*s, mo->z, MT_MINECARTSPARK);
if (P_MobjWasRemoved(spark))
return;
spark->momx = mo->momx + r1 + 8*FINECOSINE(fm);
spark->momy = mo->momy + r2 + 8*FINESINE(fm);
spark->momz = mo->momz + r3;
P_Thrust(spark, R_PointToAngle2(mo->x, mo->y, spark->x, spark->y), 8*FRACUNIT);
P_SetScale(spark, FRACUNIT/4, true);
spark->fuse = TICRATE/3;
}
// Performs a proximity check on a given direction looking for rails.
static mobj_t *P_LookForRails(mobj_t* mobj, fixed_t c, fixed_t s, angle_t targetangle, fixed_t xcom, fixed_t ycom)
{
INT16 interval = 16;
INT16 fwooffset = FixedHypot(mobj->momx, mobj->momy) >> FRACBITS;
fixed_t x = mobj->x;
fixed_t y = mobj->y;
fixed_t z = mobj->z;
UINT8 i;
for (i = 4; i <= 10; i++)
{
fixed_t nz;
INT32 lline;
x += interval*xcom*i + fwooffset*c*i;
y += interval*ycom*i + fwooffset*s*i;
lline = P_GetMinecartSpecialLine(P_GetMinecartSector(x, y, z, &nz));
if (lline != -1)
{
fixed_t nx, ny;
angle_t nang, dummy, angdiff;
mobj_t *mark;
mobj_t *snax = P_GetAxis(lines[lline].args[0]);
if (!snax)
return NULL;
P_GetAxisPosition(x, y, snax, &nx, &ny, &nang, &dummy);
angdiff = ((nang - targetangle) + ANG10/2) & ~ANGLE_180;
//Axes must be directly parallel or antiparallel, give or take 5 degrees.
if (angdiff < ANG10)
{
mark = P_SpawnMobj(nx, ny, nz, (mobjtype_t)mobj->info->raisestate);
return mark;
}
}
}
return NULL;
}
static void P_ParabolicMove(mobj_t *mo, fixed_t x, fixed_t y, fixed_t z, fixed_t g, fixed_t speed)
{
fixed_t dx = x - mo->x;
fixed_t dy = y - mo->y;
fixed_t dz = z - mo->z;
fixed_t dh = P_AproxDistance(dx, dy);
fixed_t c = FixedDiv(dx, dh);
fixed_t s = FixedDiv(dy, dh);
fixed_t fixConst = FixedDiv(speed, g);
mo->momx = FixedMul(c, speed);
mo->momy = FixedMul(s, speed);
mo->momz = FixedDiv(dh, 2*fixConst) + FixedDiv(dz, FixedDiv(dh, fixConst/2));
}
static void P_MinecartThink(player_t *player)
{
mobj_t *minecart = player->mo->tracer;
angle_t fa;
if (!minecart || P_MobjWasRemoved(minecart) || !minecart->health)
{
// Minecart died on you, so kill yourself.
P_KillMobj(player->mo, NULL, NULL, 0);
return;
}
//Limit player's angle to a cone.
#define MINECARTCONEMAX FixedAngle(20*FRACUNIT)
{
angle_t angdiff = player->mo->angle - minecart->angle;
if (angdiff < ANGLE_180 && angdiff > MINECARTCONEMAX)
player->mo->angle = minecart->angle + MINECARTCONEMAX;
else if (angdiff > ANGLE_180 && angdiff < InvAngle(MINECARTCONEMAX))
player->mo->angle = minecart->angle - MINECARTCONEMAX;
if (angdiff + minecart->angle != player->mo->angle && (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG))
{
angdiff = P_GetLocalAngle(player) - minecart->angle;
if (angdiff < ANGLE_180 && angdiff > MINECARTCONEMAX)
P_SetLocalAngle(player, minecart->angle + MINECARTCONEMAX);
else if (angdiff > ANGLE_180 && angdiff < InvAngle(MINECARTCONEMAX))
P_SetLocalAngle(player, minecart->angle - MINECARTCONEMAX);
}
}
// Player holding jump?
if (!(player->cmd.buttons & BT_JUMP))
player->pflags &= ~PF_JUMPDOWN;
// Handle segments.
P_HandleMinecartSegments(minecart);
// Force 0 friction.
minecart->friction = FRACUNIT;
fa = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK;
if (!P_TryMove(minecart, minecart->x + FINECOSINE(fa), minecart->y + FINESINE(fa), true))
{
if (!P_MobjWasRemoved(minecart))
P_KillMobj(minecart, NULL, NULL, 0);
return;
}
if (P_IsObjectOnGround(minecart))
{
sector_t *sec;
INT32 lnum = -1;
fixed_t dummy;
// Just hit floor.
if (minecart->eflags & MFE_JUSTHITFLOOR)
{
S_StopSound(minecart);
S_StartSound(minecart, sfx_s3k96);
}
sec = P_GetMinecartSector(minecart->x, minecart->y, minecart->z, &dummy);
if (sec)
lnum = P_GetMinecartSpecialLine(sec);
// Update axis if the cart is standing on a rail.
if (sec && lnum != -1)
{
mobj_t *axis = P_GetAxis(lines[lnum].args[0]);
fixed_t newx, newy;
angle_t targetangle, grind;
angle_t prevangle, angdiff;
mobj_t *detleft = NULL;
mobj_t *detright = NULL;
mobj_t *sidelock = NULL;
boolean jumped = false;
fixed_t currentSpeed;
if (!axis)
{
P_KillMobj(minecart, NULL, NULL, 0);
return;
}
minecart->movefactor = 0;
P_ResetScore(player);
// Handle angle and position
P_GetAxisPosition(minecart->x, minecart->y, axis, &newx, &newy, &targetangle, &grind);
if (axis->type != MT_AXISTRANSFERLINE)
P_SpawnSparks(minecart, grind);
P_TryMove(minecart, newx, newy, true);
// Set angle based on target
prevangle = minecart->angle;
angdiff = targetangle - minecart->angle;
if (angdiff < ANGLE_90 + ANG2 || angdiff > ANGLE_270 - ANG2)
minecart->angle = targetangle;
else
minecart->angle = targetangle + ANGLE_180;
angdiff = (minecart->angle - prevangle);
if (angdiff && (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)) // maintain relative angle on turns
{
player->mo->angle += angdiff;
P_SetPlayerAngle(player, (angle_t)(player->angleturn << 16) + angdiff);
}
// Sideways detection
if (minecart->flags2 & MF2_AMBUSH)
{
angle_t fa2 = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t c = FINECOSINE(fa2);
fixed_t s = FINESINE(fa2);
detleft = P_LookForRails(minecart, c, s, targetangle, -s, c);
detright = P_LookForRails(minecart, c, s, targetangle, s, -c);
}
// How fast are we going?
currentSpeed = FixedHypot(minecart->momx, minecart->momy);
angdiff = R_PointToAngle2(0, 0, minecart->momx, minecart->momy) - minecart->angle;
if (angdiff > ANGLE_90 && angdiff < ANGLE_270)
currentSpeed *= -1;
// Player-specific behavior.
if (detleft && player->cmd.sidemove < 0)
sidelock = detleft;
else if (detright && player->cmd.sidemove > 0)
sidelock = detright;
//if (player->cmd.buttons & BT_SPIN && currentSpeed > 4*FRACUNIT)
// currentSpeed -= FRACUNIT/8;
// Jumping
if (sidelock || ((player->cmd.buttons & BT_JUMP) && !(player->pflags & PF_JUMPDOWN)))
{
player->pflags |= PF_JUMPDOWN;
if (minecart->eflags & MFE_ONGROUND)
minecart->eflags &= ~MFE_ONGROUND;
minecart->z += P_MobjFlip(minecart);
if (sidelock)
P_ParabolicMove(minecart, sidelock->x, sidelock->y, sidelock->z, gravity, max(currentSpeed, 10 * FRACUNIT));
else
minecart->momz = 10 * FRACUNIT;
S_StartSound(minecart, sfx_s3k51);
jumped = true;
}
if (!jumped)
{
// Natural acceleration and boosters
if (currentSpeed < minecart->info->speed)
currentSpeed += FRACUNIT/4;
if (minecart->standingslope)
{
fixed_t fa2 = (minecart->angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t front = P_GetSlopeZAt(minecart->standingslope, minecart->x, minecart->y);
fixed_t back = P_GetSlopeZAt(minecart->standingslope, minecart->x - FINECOSINE(fa2), minecart->y - FINESINE(fa2));
if (abs(front - back) < 3*FRACUNIT)
currentSpeed += (back - front)/3;
}
// Go forward at our current speed
P_InstaThrust(minecart, minecart->angle, currentSpeed);
// On-track ka-klong sound FX.
minecart->movecount += abs(currentSpeed);
if (minecart->movecount > 128*FRACUNIT)
{
minecart->movecount %= 128*FRACUNIT;
S_StartSound(minecart, minecart->info->activesound);
}
}
// Mark interpolation; the old positions need to be relative to the displacement from the minecart _after_ it's moved.
// This isn't quite correct (it captures the landing wobble) but it works well enough
// Additionally, hide other players' marks
if (detleft)
{
if (P_IsLocalPlayer(player))
{
detleft->old_x = detleft->x - (minecart->old_x - minecart->old_x2);
detleft->old_y = detleft->y - (minecart->old_y - minecart->old_y2);
detleft->old_z = detleft->z - (minecart->old_z - minecart->old_z2);
detleft->drawonlyforplayer = player; // Hide it from the other player in splitscreen, and yourself when spectating
}
else // Don't see others' marks when spectating others
P_RemoveMobj(detleft); // Lock-on markers are only spawned client-side, so this SHOULD be safe too...
}
if (detright)
{
if (P_IsLocalPlayer(player))
{
detright->old_x = detright->x - (minecart->old_x - minecart->old_x2);
detright->old_y = detright->y - (minecart->old_y - minecart->old_y2);
detright->old_z = detright->z - (minecart->old_z - minecart->old_z2);
detright->drawonlyforplayer = player;
}
else
P_RemoveMobj(detright);
}
}
else
{
minecart->movefactor++;
if ((P_IsObjectOnGround(minecart) && minecart->movefactor >= 5) // off rail
|| (abs(minecart->momx) < minecart->scale/2 && abs(minecart->momy) < minecart->scale/2)) // hit a wall
{
P_KillMobj(minecart, NULL, NULL, 0);
return;
}
}
}
if (player->mo->state-states != S_PLAY_STND)
{
P_SetMobjState(player->mo, S_PLAY_STND);
player->mo->tics = -1;
}
// Move player to minecart.
P_MoveOrigin(player->mo, minecart->x - minecart->momx, minecart->y - minecart->momy, minecart->z + max(minecart->momz, 0) + 8*FRACUNIT);
if (player->powers[pw_carry] != CR_MINECART)
return;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
P_TryMove(player->mo, player->mo->x + minecart->momx, player->mo->y + minecart->momy, true);
if (player->powers[pw_flashing] == flashingtics)
player->powers[pw_flashing]--;
}
// Handle Tails' fluff
void P_DoTailsOverlay(player_t *player, mobj_t *tails)
{
// init...
boolean smilesonground = P_IsObjectOnGround(player->mo);
angle_t horizangle = player->drawangle;
fixed_t zoffs = 0;
fixed_t backwards = -1*FRACUNIT;
boolean doswim = (player->panim == PA_ABILITY && (player->mo->eflags & MFE_UNDERWATER));
boolean doroll = (player->panim == PA_ROLL || (player->panim == PA_JUMP && !(player->charflags & SF_NOJUMPSPIN)) || doswim);
angle_t rollangle = 0;
boolean panimchange;
INT32 ticnum = 0;
statenum_t chosenstate;
if (!tails->skin)
{
tails->skin = player->mo->skin;
P_SetMobjState(tails, S_TAILSOVERLAY_STAND);
tails->movecount = -1;
}
panimchange = (tails->movecount != (INT32)player->panim);
// initial position...
if (doroll)
{
fixed_t testval, zdist;
if (player->speed < FRACUNIT)
testval = FRACUNIT;
else
{
testval = (FixedMul(player->speed, FINECOSINE((horizangle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT)));
if (testval < FRACUNIT)
testval = FRACUNIT;
}
if (doswim)
zdist = player->mo->momz<<1;
else if (smilesonground && !player->mo->reactiontime)
zdist = (player->mo->z - tails->threshold);
else
zdist = player->mo->momz;
rollangle = R_PointToAngle2(0, 0, testval, -P_MobjFlip(player->mo)*zdist);
if (!doswim)
{
zoffs = 3*FRACUNIT + 12*FINESINE(rollangle >> ANGLETOFINESHIFT);
backwards = -12*FINECOSINE(rollangle >> ANGLETOFINESHIFT);
}
}
else if (player->panim == PA_RUN)
backwards = -5*FRACUNIT;
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
{
zoffs += 4*FRACUNIT;
backwards /= 2;
}
else if (player->panim == PA_PAIN)
backwards /= 16;
else if (player->mo->state-states == S_PLAY_GASP)
{
backwards /= 16;
zoffs += 12*FRACUNIT;
}
else if (player->mo->state-states == S_PLAY_EDGE)
{
backwards /= 16;
zoffs = 3*FRACUNIT;
}
else if (player->panim == PA_ABILITY2)
{
zoffs = -7*FRACUNIT;
backwards = -9*FRACUNIT;
}
else if (player->panim == PA_ABILITY)
backwards = -5*FRACUNIT;
// sprite...
if (doroll)
{
statenum_t add = ((rollangle > ANGLE_180) ? 2 : 0);
if (add)
rollangle = InvAngle(rollangle);
rollangle += ANG15; // modify the thresholds to be nice clean numbers
if (rollangle > ANG60)
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES + add;
else if (rollangle > ANG30)
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES + add;
else
chosenstate = S_TAILSOVERLAY_0DEGREES;
}
else if (player->panim == PA_SPRING || player->panim == PA_JUMP)
chosenstate = S_TAILSOVERLAY_MINUS60DEGREES;
else if (player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
chosenstate = S_TAILSOVERLAY_PLUS60DEGREES;
else if (player->panim == PA_PAIN)
chosenstate = S_TAILSOVERLAY_PAIN;
else if (player->mo->state-states == S_PLAY_GASP)
chosenstate = S_TAILSOVERLAY_GASP;
else if (player->mo->state-states == S_PLAY_EDGE)
chosenstate = S_TAILSOVERLAY_EDGE;
else if (player->panim == PA_DASH)
chosenstate = S_TAILSOVERLAY_DASH;
else if (player->panim == PA_RUN)
chosenstate = S_TAILSOVERLAY_RUN;
else if (player->panim == PA_WALK)
{
if (!smilesonground || player->mo->state-states == S_PLAY_SKID)
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
else if (player->speed >= FixedMul(player->runspeed/2, player->mo->scale))
chosenstate = S_TAILSOVERLAY_0DEGREES;
else
chosenstate = S_TAILSOVERLAY_MINUS30DEGREES;
}
else if (player->mo->sprite2 == SPR2_FLY)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_SWIM)
chosenstate = S_TAILSOVERLAY_FLY;
else if (player->mo->sprite2 == SPR2_TIRE)
chosenstate = S_TAILSOVERLAY_TIRE;
else if (player->panim == PA_ABILITY2)
chosenstate = S_TAILSOVERLAY_PLUS30DEGREES;
else if (player->panim == PA_IDLE)
chosenstate = S_TAILSOVERLAY_STAND;
else
chosenstate = S_INVISIBLE;
// state...
if (panimchange)
{
tails->sprite2 = -1;
P_SetMobjState(tails, chosenstate);
}
else
{
if (tails->state != &states[chosenstate])
{
if (states[chosenstate].sprite == SPR_PLAY)
tails->sprite2 = P_GetSkinSprite2(((skin_t *)tails->skin), P_GetStateSprite2(&states[chosenstate]), player);
P_SetMobjState(tails, chosenstate);
}
}
#if 0
if (player->fly1 != 0 && player->powers[pw_tailsfly] != 0 && !smilesonground)
P_SetMobjState(tails, chosenstate);
#endif
// animation...
if (player->panim == PA_SPRING || player->panim == PA_FALL || player->mo->state-states == S_PLAY_RIDE)
{
if (FixedDiv(abs(player->mo->momz), player->mo->scale) < 20<<FRACBITS)
ticnum = 2;
else
ticnum = 1;
}
else if (player->panim == PA_PAIN)
ticnum = 2;
else if (player->mo->state-states == S_PLAY_GASP)
tails->tics = -1;
else if (player->mo->sprite2 == SPR2_TIRE)
ticnum = (doswim ? 2 : 4);
else if (player->panim != PA_IDLE)
ticnum = player->mo->tics;
if (ticnum && tails->tics > ticnum)
tails->tics = ticnum;
// final handling...
tails->color = player->mo->color;
tails->threshold = player->mo->z;
tails->movecount = player->panim;
tails->angle = horizangle;
P_SetScale(tails, player->mo->scale, false);
tails->destscale = player->mo->destscale;
tails->old_scale = player->mo->old_scale;
tails->radius = player->mo->radius;
tails->height = player->mo->height;
zoffs = FixedMul(zoffs, tails->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
tails->eflags |= MFE_VERTICALFLIP;
tails->flags2 |= MF2_OBJECTFLIP;
zoffs = player->mo->height - tails->height - zoffs;
}
else
{
tails->eflags &= ~MFE_VERTICALFLIP;
tails->flags2 &= ~MF2_OBJECTFLIP;
}
P_UnsetThingPosition(tails);
tails->x = player->mo->x + P_ReturnThrustX(tails, tails->angle, FixedMul(backwards, tails->scale));
tails->y = player->mo->y + P_ReturnThrustY(tails, tails->angle, FixedMul(backwards, tails->scale));
tails->z = player->mo->z + zoffs;
P_SetThingPosition(tails);
if (player->mo->flags2 & MF2_SHADOW)
tails->flags2 |= MF2_SHADOW;
else
tails->flags2 &= ~MF2_SHADOW;
}
// Metal Sonic's jet fume
void P_DoMetalJetFume(player_t *player, mobj_t *fume)
{
static const UINT8 FUME_SKINCOLORS[] =
{
SKINCOLOR_ICY,
SKINCOLOR_SKY,
SKINCOLOR_CYAN,
SKINCOLOR_WAVE,
SKINCOLOR_TEAL,
SKINCOLOR_AQUA,
SKINCOLOR_SEAFOAM,
SKINCOLOR_MINT,
SKINCOLOR_PERIDOT,
SKINCOLOR_LIME,
SKINCOLOR_YELLOW,
SKINCOLOR_SANDY,
SKINCOLOR_GOLD,
SKINCOLOR_APRICOT,
SKINCOLOR_SUNSET
};
mobj_t *mo = player->mo;
angle_t angle = player->drawangle;
fixed_t dist;
fixed_t heightoffset = ((mo->eflags & MFE_VERTICALFLIP) ? mo->height - (P_GetPlayerHeight(player) >> 1) : (P_GetPlayerHeight(player) >> 1));
panim_t panim = player->panim;
tic_t dashmode = min(player->dashmode, DASHMODE_MAX);
boolean underwater = mo->eflags & MFE_UNDERWATER;
statenum_t stat = fume->state-states;
boolean resetinterp = false;
if (panim != PA_WALK && panim != PA_RUN && panim != PA_DASH) // turn invisible when not in a coherent movement state
{
if (stat != fume->info->spawnstate)
P_SetMobjState(fume, fume->info->spawnstate);
return;
}
if (underwater) // No fume underwater; spawn bubbles instead!
{
fume->movedir += FixedAngle(FixedDiv(2 * player->speed, 3 * mo->scale));
fume->movefactor += player->speed;
if (fume->movefactor > FixedDiv(2 * player->normalspeed, 3 * mo->scale))
{
INT16 i;
fixed_t radiusV = 4*FRACUNIT;
fixed_t radiusX = P_ReturnThrustX(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t radiusY = P_ReturnThrustY(mo, angle, -mo->radius >> (panim == PA_WALK ? 1 : 0));
fixed_t factorX = P_ReturnThrustX(mo, angle + ANGLE_90, mo->scale);
fixed_t factorY = P_ReturnThrustY(mo, angle + ANGLE_90, mo->scale);
fixed_t offsetH, offsetV, x, y, z;
for (i = -1; i < 2; i += 2)
{
mobj_t *bubble;
offsetH = i*P_ReturnThrustX(fume, fume->movedir, radiusV);
offsetV = i*P_ReturnThrustY(fume, fume->movedir, radiusV);
x = mo->x + radiusX + FixedMul(offsetH, factorX);
y = mo->y + radiusY + FixedMul(offsetH, factorY);
z = mo->z + heightoffset + offsetV;
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
P_SetScale(bubble, mo->scale/2, true);
bubble->destscale = mo->scale;
bubble->scalespeed = FixedMul(bubble->scalespeed, mo->scale);
P_SetTarget(&bubble->dontdrawforviewmobj, mo); // Hide the bubble in first-person
}
fume->movefactor = 0;
}
if (panim == PA_WALK)
{
if (stat != fume->info->spawnstate)
{
fume->threshold = 0;
P_SetMobjState(fume, fume->info->spawnstate);
}
return;
}
}
if (stat == fume->info->spawnstate) // If currently inivisble, activate!
{
P_SetMobjState(fume, (stat = fume->info->seestate));
P_SetScale(fume, mo->scale, false);
resetinterp = true;
}
if (dashmode > DASHMODE_THRESHOLD && stat != fume->info->seestate) // If in dashmode, grow really big and flash
{
fume->destscale = mo->scale;
fume->flags2 ^= MF2_DONTDRAW;
fume->flags2 |= mo->flags2 & MF2_DONTDRAW;
}
else // Otherwise, pick a size and color depending on speed and proximity to dashmode
{
if (dashmode == DASHMODE_THRESHOLD && dashmode > (tic_t)fume->movecount) // If just about to enter dashmode, play the startup animation again
{
P_SetMobjState(fume, (stat = fume->info->seestate));
P_SetScale(fume, 2*mo->scale, true);
}
fume->flags2 = (fume->flags2 & ~MF2_DONTDRAW) | (mo->flags2 & MF2_DONTDRAW);
fume->destscale = (mo->scale + FixedDiv(player->speed, player->normalspeed)) / (underwater ? 6 : 3);
fume->color = FUME_SKINCOLORS[(dashmode * sizeof(FUME_SKINCOLORS)) / (DASHMODE_MAX + 1)];
if (underwater)
{
fume->frame = (fume->frame & FF_FRAMEMASK) | FF_ANIMATE | (P_RandomRange(0, 9) * FF_TRANS10);
fume->threshold = 1;
}
else if (fume->threshold)
{
fume->frame = (fume->frame & FF_FRAMEMASK) | fume->state->frame;
fume->threshold = 0;
}
}
fume->movecount = dashmode; // keeps track of previous dashmode value so we know whether Metal is entering or leaving it
fume->flags2 = (fume->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); // Make sure to flip in reverse gravity!
fume->eflags = (fume->eflags & ~MFE_VERTICALFLIP) | (mo->eflags & MFE_VERTICALFLIP); // Make sure to flip in reverse gravity!
// Finally, set its position
dist = -mo->radius - FixedMul(fume->info->radius, fume->destscale - mo->scale/3);
P_UnsetThingPosition(fume);
fume->x = mo->x + P_ReturnThrustX(fume, angle, dist);
fume->y = mo->y + P_ReturnThrustY(fume, angle, dist);
fume->z = mo->z + heightoffset - (fume->height >> 1);
P_SetThingPosition(fume);
if (resetinterp) R_ResetMobjInterpolationState(fume);
// If dashmode is high enough, spawn a trail
if (player->normalspeed >= skins[player->skin]->normalspeed*2)
{
mobj_t *ghost = P_SpawnGhostMobj(fume);
if (!P_MobjWasRemoved(ghost))
P_SetTarget(&ghost->dontdrawforviewmobj, mo); // Hide the trail in first-person
}
}
// Handle Followmobj behavior
void P_DoFollowMobj(player_t *player, mobj_t *followmobj)
{
if (LUA_HookFollowMobj(player, followmobj) || P_MobjWasRemoved(followmobj))
{;}
else
{
switch (followmobj->type)
{
case MT_TAILSOVERLAY: // c:
P_DoTailsOverlay(player, followmobj);
break;
case MT_METALJETFUME:
P_DoMetalJetFume(player, followmobj);
break;
default:
var1 = 1;
var2 = 0;
A_CapeChase(followmobj);
break;
}
}
}
//
// P_PlayerThink
//
void P_PlayerThink(player_t *player)
{
ticcmd_t *cmd;
const size_t playeri = (size_t)(player - players);
#ifdef PARANOIA
if (!player->mo)
I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri));
#endif
// Reset terrain blocked status for this frame
player->blocked = false;
// todo: Figure out what is actually causing these problems in the first place...
if (player->mo->health <= 0 && player->playerstate == PST_LIVE) //you should be DEAD!
{
CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri));
player->playerstate = PST_DEAD;
}
if (player->bot == BOT_2PAI || player->bot == BOT_2PHUMAN)
{
if (player->playerstate == PST_LIVE || player->playerstate == PST_DEAD)
{
if (B_CheckRespawn(player))
player->playerstate = PST_REBORN;
else
B_HandleFlightIndicator(player);
}
if (player->playerstate == PST_REBORN)
{
LUA_HookPlayer(player, HOOK(PlayerThink));
return;
}
}
if (netgame && player == &players[displayplayer] && !(leveltime % (TICRATE/5)))
{
seenplayer = NULL;
if (cv_seenames.value && cv_allowseenames.value &&
!(G_TagGametype() && (player->pflags & PF_TAGIT)))
{
mobj_t *mo = P_SpawnNameFinder(player->mo, MT_NAMECHECK);
if (mo)
{
short int i;
mo->flags |= MF_NOCLIPHEIGHT;
for (i = 0; i < 32; i++)
{
// Debug drawing
// if (i&1)
// P_SpawnMobj(mo->x, mo->y, mo->z, MT_SPARK);
if (P_RailThinker(mo))
break; // mobj was removed (missile hit a wall) or couldn't move
}
}
}
}
if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
{
P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid
player->awayviewtics = 1; // reset to one, the below code will immediately set it to zero
}
if (player->awayviewtics && player->awayviewtics != -1)
{
player->awayviewtics--;
if (!(player->awayviewtics))
{
if (player == &players[displayplayer])
P_ResetCamera(player, &camera); // reset p1 camera on p1 running out of awayviewtics
else if (splitscreen && player == &players[secondarydisplayplayer])
P_ResetCamera(player, &camera2); // reset p2 camera on p2 running out of awayviewtics
}
}
if (player->flashcount)
player->flashcount--;
/// \note do this in the cheat code
if (player->pflags & PF_NOCLIP)
player->mo->flags |= MF_NOCLIP;
else
player->mo->flags &= ~MF_NOCLIP;
cmd = &player->cmd;
if (demoplayback && demo_forwardmove_rng)
{
// Smelly demo backwards compatibility
if (cmd->forwardmove)
P_RandomFixed();
}
#ifdef PARANOIA
if (player->playerstate == PST_REBORN)
I_Error("player %s is in PST_REBORN\n", sizeu1(playeri));
#endif
if (gametyperules & GTR_RACE)
{
INT32 i;
// Check if all the players in the race have finished. If so, end the level.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
if (!players[i].exiting && players[i].lives > 0)
break;
}
}
if (i == MAXPLAYERS && player->exiting == 3*TICRATE) // finished
player->exiting = (14*TICRATE)/5 + 1;
// If 11 seconds are left on the timer,
// begin the drown music for countdown!
if (countdown == 11*TICRATE - 1 && P_IsLocalPlayer(player))
P_PlayJingle(player, JT_DROWN);
// If you've hit the countdown and you haven't made
// it to the exit, you're a goner!
else if (countdown == 1 && !player->exiting && player->lives > 0)
{
if (netgame && player->mo->health > 0)
CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
player->pflags |= PF_GAMETYPEOVER;
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
P_DeNightserizePlayer(player);
S_StartScreamSound(player->mo, sfx_s3k66);
}
player->lives = 2; // Don't start the game over music!
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
player->lives = 0;
if (player->playerstate == PST_DEAD)
{
LUA_HookPlayer(player, HOOK(PlayerThink));
return;
}
}
}
// If it is set, start subtracting
// Don't allow it to go back to 0
if (player->exiting > 1 && player->exiting < 3*TICRATE)
player->exiting--;
if (player->exiting && countdown2)
player->exiting = 5;
// The following code is disabled for now as this causes the game to freeze sometimes
// Monster Iestyn -- 16/08/19
#if 0
// Same check as below, just at 1 second before
// so we can fade music
if (!exitfadestarted &&
player->exiting > 0 && player->exiting <= 1*TICRATE &&
(!multiplayer || G_CoopGametype() ? !mapheaderinfo[gamemap-1]->musinterfadeout : true) &&
// don't fade if we're fading during intermission. follows Y_StartIntermission intertype = int_coop
((gametyperules & GTR_RACE) ? countdown2 == 0 : true) && // don't fade on timeout
player->lives > 0 && // don't fade on game over (competition)
P_IsLocalPlayer(player))
{
if (cv_playersforexit.value)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
continue;
if (players[i].lives <= 0)
continue;
if (!players[i].exiting || players[i].exiting > 1*TICRATE)
break;
}
if (i == MAXPLAYERS)
{
exitfadestarted = true;
S_FadeOutStopMusic(1*MUSICRATE);
}
}
else
{
exitfadestarted = true;
S_FadeOutStopMusic(1*MUSICRATE);
}
}
#endif
if (player->exiting == 2 || countdown2 == 2)
{
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
if (numneeded) // Count to be sure everyone's exited
{
INT32 i, total = 0, exiting = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
continue;
if (players[i].quittime > 30 * TICRATE)
continue;
if (players[i].lives <= 0)
continue;
total++;
if (players[i].exiting && players[i].exiting < 4)
exiting++;
}
if (!total || ((4*exiting)/total) >= numneeded)
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
else
player->exiting = 3;
}
else
{
if (server)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
}
if (player->pflags & PF_FINISHED)
{
if (((gametyperules & GTR_FRIENDLY) && cv_exitmove.value) && !G_EnoughPlayersFinished())
player->exiting = 0;
else
P_DoPlayerExit(player, false);
}
// check water content, set stuff in mobj
P_MobjCheckWater(player->mo);
#ifndef SECTORSPECIALSAFTERTHINK
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
else if (
#else
if (player->spectator &&
#endif
G_GametypeUsesCoopStarposts() && (netgame || multiplayer) && cv_coopstarposts.value == 2)
P_ConsiderAllGone();
if (player->playerstate == PST_DEAD)
{
player->mo->flags2 &= ~MF2_SHADOW;
P_DeathThink(player);
LUA_HookPlayer(player, HOOK(PlayerThink));
return;
}
// Make sure spectators always have a score and ring count of 0.
if (player->spectator)
{
if (!(gametyperules & GTR_CAMPAIGN))
player->score = player->recordscore = 0;
}
else if ((netgame || multiplayer) && player->lives <= 0 && !G_CoopGametype())
{
// Outside of Co-Op, replenish a user's lives if they are depleted.
// of course, this is just a cheap hack, meh...
player->lives = cv_startinglives.value;
}
if ((gametyperules & GTR_RACE) && leveltime < 4*TICRATE)
{
cmd->buttons &= BT_SPIN; // Remove all buttons except BT_SPIN
cmd->forwardmove = 0;
cmd->sidemove = 0;
}
// Synchronizes the "real" amount of time spent in the level.
if (!player->exiting && !(player->pflags & PF_FINISHED) && !stoppedclock)
{
if (gametyperules & GTR_RACE)
{
if (leveltime >= 4*TICRATE)
player->realtime = leveltime - 4*TICRATE;
else
player->realtime = 0;
}
else
player->realtime = leveltime;
}
if (player->spectator && cmd->buttons & BT_ATTACK && !player->powers[pw_flashing] && G_GametypeHasSpectators())
{
if (P_SpectatorJoinGame(player))
{
LUA_HookPlayer(player, HOOK(PlayerThink));
return; // player->mo was removed.
}
}
// Even if not NiGHTS, pull in nearby objects when walking around as John Q. Elliot.
if (!objectplacing && !((netgame || multiplayer) && player->spectator)
&& maptol & TOL_NIGHTS && (player->powers[pw_carry] != CR_NIGHTSMODE || player->powers[pw_nights_helper]))
{
thinker_t *th;
mobj_t *mo2;
fixed_t x = player->mo->x;
fixed_t y = player->mo->y;
fixed_t z = player->mo->z;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo2 = (mobj_t *)th;
if (!(mo2->type == MT_RING || mo2->type == MT_COIN
|| mo2->type == MT_BLUESPHERE // || mo2->type == MT_BOMBSPHERE
|| mo2->type == MT_NIGHTSCHIP || mo2->type == MT_NIGHTSSTAR))
continue;
if (mo2->flags2 & MF2_NIGHTSPULL)
continue;
if (P_AproxDistance(P_AproxDistance(mo2->x - x, mo2->y - y), mo2->z - z) > FixedMul(128*FRACUNIT, player->mo->scale))
continue;
// Yay! The thing's in reach! Pull it in!
mo2->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT;
mo2->flags2 |= MF2_NIGHTSPULL;
// New NiGHTS attract speed dummied out because the older behavior
// is exploited as a mechanic. Uncomment to enable.
mo2->movefactor = 0; // 40*FRACUNIT; // initialize the NightsItemChase timer
P_SetTarget(&mo2->tracer, player->mo);
}
}
if (player->linktimer && !player->powers[pw_nights_linkfreeze])
{
if (--player->linktimer <= 0) // Link timer
player->linkcount = 0;
}
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if (player->mo->reactiontime)
player->mo->reactiontime--;
else if (player->powers[pw_carry] == CR_MINECART)
{
if (P_ControlStyle(player) != CS_LMAOGALOG)
player->mo->angle = (cmd->angleturn << 16 /* not FRACBITS */);
ticruned++;
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
ticmiss++;
P_MinecartThink(player);
}
else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && (player->powers[pw_carry] == CR_ROPEHANG || player->powers[pw_carry] == CR_ZOOMTUBE))
{
if (player->powers[pw_carry] == CR_ROPEHANG)
{
if (P_ControlStyle(player) != CS_LMAOGALOG)
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
ticruned++;
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
ticmiss++;
P_DoRopeHang(player);
P_DoJumpStuff(player, &player->cmd, false); // P_DoRopeHang would set PF_SPINDOWN, so no spinshieldhack here
}
else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
{
P_DoZoomTube(player);
if (!(player->panim == PA_ROLL))
P_SetMobjState(player->mo, S_PLAY_ROLL);
}
player->rmomx = player->rmomy = 0; // no actual momentum from your controls
P_ResetScore(player);
}
else
{
if (player->bumpertime == TICRATE/2 && player->mo->hnext)
{
// Center player to NiGHTS bumper here because if you try to set player's position in
// P_TouchSpecialThing case MT_NIGHTSBUMPER, that position is fudged in the time
// between that routine in the previous tic
// and reaching here in the current tic
P_MoveOrigin(player->mo, player->mo->hnext->x, player->mo->hnext->y
, player->mo->hnext->z + FixedMul(player->mo->hnext->height/4, player->mo->hnext->scale));
P_SetTarget(&player->mo->hnext, NULL);
}
P_MovePlayer(player);
}
if (!player->mo)
{
LUA_HookPlayer(player, HOOK(PlayerThink));
return; // P_MovePlayer removed player->mo.
}
// deez New User eXperiences.
{
angle_t oldang = player->drawangle, diff = 0;
UINT8 factor = 0;
// Directionchar!
// Camera angle stuff.
if (player->exiting // no control, no modification
|| player->powers[pw_carry] == CR_NIGHTSMODE)
;
else if (!(player->pflags & PF_DIRECTIONCHAR)
|| (player->climbing) // stuff where the direction is forced at all times
|| (twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens
|| G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming
player->drawangle = player->mo->angle;
else if (P_PlayerInPain(player))
;
else if (player->powers[pw_justsprung]) // restricted, potentially by lua
{
#ifdef SPRINGSPIN
if (player->powers[pw_justsprung] & (1<<15))
player->drawangle += (player->powers[pw_justsprung] & ~(1<<15))*(ANG2+ANG1);
#endif
}
else if (player->powers[pw_carry] && player->mo->tracer) // carry
{
switch (player->powers[pw_carry])
{
case CR_PLAYER:
if (player->mo->tracer->player)
{
player->drawangle = player->mo->tracer->player->drawangle;
break;
}
/* FALLTHRU */
case CR_MINECART:
case CR_GENERIC:
case CR_PTERABYTE:
player->drawangle = player->mo->tracer->angle;
break;
case CR_ROLLOUT:
if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
{ // inverse direction!
diff = (((player->cmd.angleturn<<16) + R_PointToAngle2(0, 0, -cmd->forwardmove<<FRACBITS, cmd->sidemove<<FRACBITS)) - player->drawangle);
factor = 4;
}
break;
case CR_DUSTDEVIL:
player->drawangle += ANG20;
break;
/* -- in case we wanted to have the camera freely movable during zoom tubes
case CR_ZOOMTUBE:*/
case CR_ROPEHANG:
if (player->mo->momx || player->mo->momy)
{
player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
break;
}
/* FALLTHRU */
default:
player->drawangle = player->mo->angle;
break;
}
}
else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force
player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime)
;
else
{
if (player->pflags & PF_GLIDING)
{
if (player->speed < player->mo->scale)
diff = player->mo->angle - player->drawangle;
else
diff = (R_PointToAngle2(0, 0, player->rmomx, player->rmomy) - player->drawangle);
factor = 4;
}
else if (player->pflags & PF_SLIDING)
{
#if 0 // fun hydrocity style horizontal spin
if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3)
{
diff = (player->mo->angle - player->drawangle);
factor = 16;
}
else
{
diff = factor = 0;
player->drawangle += ANGLE_22h;
}
#else
diff = (player->mo->angle - player->drawangle);
factor = 16;
#endif
}
else if (player->pflags & PF_STARTDASH)
{
diff = (player->mo->angle - player->drawangle);
factor = 4;
}
else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys
{
diff = ((player->mo->angle + ((player->pflags & PF_ANALOGMODE) ? 0 : R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS))) - player->drawangle);
factor = 4;
}
else if (player->rmomx || player->rmomy)
diff = factor = 0;
else
{
diff = (player->mo->angle - player->drawangle);
factor = 8;
}
}
if (diff)
{
if (diff > ANGLE_180)
diff = InvAngle(InvAngle(diff)/factor);
else
diff /= factor;
player->drawangle += diff;
}
// reset from waiting to standing when turning on the spot
if (player->panim == PA_IDLE)
{
diff = player->drawangle - oldang;
if (diff > ANGLE_180)
diff = InvAngle(diff);
if (diff > ANG10/2)
{
statenum_t stat = player->mo->state-states;
if (stat == S_PLAY_WAIT)
P_SetMobjState(player->mo, S_PLAY_STND);
else if (stat == S_PLAY_STND && player->mo->tics != -1)
player->mo->tics++;
}
}
// Autobrake! check ST_drawInput if you modify this
{
boolean currentlyonground = P_IsObjectOnGround(player->mo);
if (player->powers[pw_noautobrake])
;
else if (!player->powers[pw_carry] && !player->powers[pw_nocontrol]
&& ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE|PF_STASIS)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE))
&& !(cmd->forwardmove || cmd->sidemove)
&& (player->rmomx || player->rmomy)
&& (!player->capsule || (player->capsule->reactiontime != (player-players)+1)))
{
fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20;
angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
if (!currentlyonground)
acceleration /= 2;
// fake skidding! see P_SkidStuff for reference on conditionals
else if (!player->skidtime && !(player->mo->eflags & MFE_GOOWATER) && !(player->pflags & (PF_JUMPED|PF_SPINNING|PF_SLIDING)) && !(player->charflags & SF_NOSKID) && P_AproxDistance(player->mo->momx, player->mo->momy) >= FixedMul(player->runspeed, player->mo->scale)) // modified from player->runspeed/2 'cuz the skid was just TOO frequent ngl
{
if (player->mo->state-states != S_PLAY_SKID)
P_SetMobjState(player->mo, S_PLAY_SKID);
player->mo->tics = player->skidtime = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS;
if (P_IsLocalPlayer(player)) // the sound happens way more frequently now, so give co-op players' ears a brake...
S_StartSound(player->mo, sfx_skid);
}
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
acceleration = FixedMul(acceleration<<FRACBITS, player->mo->movefactor)>>FRACBITS;
P_Thrust(player->mo, moveAngle, FixedMul(-acceleration, player->mo->scale));
}
if (!(player->pflags & PF_AUTOBRAKE)
|| player->powers[pw_carry]
|| player->panim == PA_SPRING
|| player->panim == PA_PAIN
|| !player->mo->health
|| player->climbing
|| player->pflags & (PF_SPINNING|PF_SLIDING)
|| player->bumpertime)
player->pflags &= ~PF_APPLYAUTOBRAKE;
else if (currentlyonground || player->powers[pw_tailsfly])
player->pflags |= PF_APPLYAUTOBRAKE;
}
}
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
// Unset statis flags after moving.
// In other words, if you manually set stasis via code,
// it lasts for one tic.
player->pflags &= ~PF_FULLSTASIS;
if (player->onconveyor == 1)
player->onconveyor = 3;
else if (player->onconveyor == 3)
player->cmomy = player->cmomx = 0;
P_DoSuperStuff(player);
P_CheckSneakerAndLivesTimer(player);
P_DoBubbleBreath(player); // Spawn Sonic's bubbles
P_CheckUnderwaterAndSpaceTimer(player); // Display the countdown drown numbers!
P_CheckInvincibilityTimer(player); // Spawn Invincibility Sparkles
#if 1
// "Blur" a bit when you have speed shoes and are going fast enough
if ((player->powers[pw_super] || player->powers[pw_sneakers]) && (player->speed + abs(player->mo->momz)) > FixedMul(20*FRACUNIT,player->mo->scale))
{
mobj_t *gmobj = P_SpawnGhostMobj(player->mo);
if (!P_MobjWasRemoved(gmobj))
{
gmobj->fuse = 2;
if (gmobj->tracer)
gmobj->tracer->fuse = 2;
if (leveltime & 1)
{
gmobj->frame &= ~FF_TRANSMASK;
gmobj->frame |= tr_trans70<<FF_TRANSSHIFT;
if (gmobj->tracer)
{
gmobj->tracer->frame &= ~FF_TRANSMASK;
gmobj->tracer->frame |= tr_trans70<<FF_TRANSSHIFT;
}
}
}
}
#endif
// check for use
if (player->powers[pw_carry] != CR_NIGHTSMODE)
{
if (cmd->buttons & BT_SPIN)
player->pflags |= PF_SPINDOWN;
else
player->pflags &= ~PF_SPINDOWN;
}
// Check for Shield button
if (cmd->buttons & BT_SHIELD)
player->pflags |= PF_SHIELDDOWN;
else
player->pflags &= ~PF_SHIELDDOWN;
// IF PLAYER NOT HERE THEN FLASH END IF
if (player->quittime && player->powers[pw_flashing] < flashingtics - 1
&& !(G_TagGametype() && !(player->pflags & PF_TAGIT)) && !player->gotflag)
player->powers[pw_flashing] = flashingtics - 1;
// Counters, time dependent power ups.
// Time Bonus & Ring Bonus count settings
if (player->ammoremovaltimer)
{
if (--player->ammoremovaltimer == 0)
player->ammoremoval = 0;
}
// Strength counts up to diminish fade.
if (player->powers[pw_sneakers] && player->powers[pw_sneakers] < UINT16_MAX)
player->powers[pw_sneakers]--;
if (player->powers[pw_invulnerability] && player->powers[pw_invulnerability] < UINT16_MAX)
player->powers[pw_invulnerability]--;
if (player->powers[pw_flashing] && player->powers[pw_flashing] < UINT16_MAX && ((player->powers[pw_carry] == CR_NIGHTSMODE) || player->powers[pw_flashing] < flashingtics))
player->powers[pw_flashing]--;
if (player->powers[pw_tailsfly] && player->powers[pw_tailsfly] < UINT16_MAX && player->charability != CA_SWIM) // tails fly counter
player->powers[pw_tailsfly]--;
if (player->powers[pw_pushing] && player->powers[pw_pushing] < UINT16_MAX)
player->powers[pw_pushing]--;
if (player->powers[pw_justsprung] & ((1<<15)-1) && player->powers[pw_justsprung] < UINT16_MAX)
player->powers[pw_justsprung]--;
else
player->powers[pw_justsprung] = 0;
if (player->powers[pw_noautobrake] && player->powers[pw_noautobrake] < UINT16_MAX)
player->powers[pw_noautobrake]--;
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
{
if (player->powers[pw_underwater] <= 12*TICRATE+1)
{
player->powers[pw_underwater] = 0;
P_RestoreMusic(player); //incase they were about to drown
}
else
player->powers[pw_underwater] = 0;
}
else if (player->powers[pw_underwater] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && (player->spectator || player->quittime))) // underwater timer
player->powers[pw_underwater]--;
if (player->powers[pw_spacetime] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_PROTECTWATER)))
player->powers[pw_spacetime] = 0;
else if (player->powers[pw_spacetime] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && (player->spectator || player->quittime))) // underwater timer
player->powers[pw_spacetime]--;
if (player->powers[pw_gravityboots] && player->powers[pw_gravityboots] < UINT16_MAX)
player->powers[pw_gravityboots]--;
if (player->powers[pw_extralife] && player->powers[pw_extralife] < UINT16_MAX)
player->powers[pw_extralife]--;
if (player->powers[pw_nights_linkfreeze] && player->powers[pw_nights_linkfreeze] < UINT16_MAX)
player->powers[pw_nights_linkfreeze]--;
if (player->powers[pw_nights_superloop] && player->powers[pw_nights_superloop] < UINT16_MAX)
player->powers[pw_nights_superloop]--;
if (player->powers[pw_nights_helper] && player->powers[pw_nights_helper] < UINT16_MAX)
player->powers[pw_nights_helper]--;
if (player->powers[pw_nocontrol] & ((1<<15)-1) && player->powers[pw_nocontrol] < UINT16_MAX)
player->powers[pw_nocontrol]--;
else
player->powers[pw_nocontrol] = 0;
if (player->powers[pw_ignorelatch] & ((1<<15)-1) && player->powers[pw_ignorelatch] < UINT16_MAX)
player->powers[pw_ignorelatch]--;
else
player->powers[pw_ignorelatch] = 0;
if (player->powers[pw_strong] & STR_ANIM)
{
if (!(player->stronganim))
player->stronganim = player->panim;
else if (player->panim != player->stronganim)
player->powers[pw_strong] = STR_NONE;
}
else if (player->stronganim)
player->stronganim = 0;
//pw_super acts as a timer now
if (player->powers[pw_super]
&& (player->mo->state < &states[S_PLAY_SUPER_TRANS1]
|| player->mo->state > &states[S_PLAY_SUPER_TRANS6]))
player->powers[pw_super]++;
if (player->powers[pw_carry] == CR_BRAKGOOP)
{
if (!player->powers[pw_flashing])
{
if (player->mo->state != &states[S_PLAY_STND])
P_SetMobjState(player->mo, S_PLAY_STND);
else
player->mo->tics = 2;
}
else
P_SetTarget(&player->mo->tracer, NULL);
if (!player->mo->tracer)
player->powers[pw_carry] = CR_NONE;
}
if (player->bumpertime)
player->bumpertime--;
if (player->skidtime)
player->skidtime--;
if (player->weapondelay)
player->weapondelay--;
if (player->tossdelay)
player->tossdelay--;
if (player->homing)
player->homing--;
if (player->texttimer)
{
--player->texttimer;
if (!player->texttimer && !player->exiting && (player->textvar == NTV_NONE || player->textvar == NTV_BONUSTIMEEND))
{
player->texttimer = 4*TICRATE;
player->textvar = NTV_GETSPHERES; // GET n SPHERES/CHIPS!
if (!P_MobjWasRemoved(player->capsule) && player->capsule->health != player->capsule->spawnpoint->args[1])
player->textvar = NTV_GETMORESPHERES; // GET n MORE SPHERES/CHIPS!
}
}
if (player->losstime && !player->powers[pw_flashing])
player->losstime--;
// Flash player after being hit.
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1) && player->playerstate == PST_LIVE)
player->mo->flags2 |= MF2_DONTDRAW;
else
player->mo->flags2 &= ~MF2_DONTDRAW;
player->pflags &= ~PF_SLIDING;
#define dashmode player->dashmode
// Dash mode - thanks be to VelocitOni
if ((player->charflags & SF_DASHMODE) && !player->gotflag && !player->powers[pw_carry] && !player->exiting && !(maptol & TOL_NIGHTS) && !metalrecording) // woo, dashmode! no nights tho.
{
tic_t prevdashmode = dashmode;
boolean totallyradical = player->speed >= FixedMul(player->runspeed, player->mo->scale);
boolean floating = (player->secondjump == 1);
if ((totallyradical && !floating) || (player->pflags & PF_STARTDASH))
{
if (dashmode < DASHMODE_MAX)
dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
if (dashmode == DASHMODE_THRESHOLD) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
S_StartSound(player->mo, (player->charflags & SF_MACHINE) ? sfx_kc4d : sfx_cdfm40); // If the player enters dashmode, play this sound on the the tic it starts.
}
else if ((!totallyradical || !floating) && !(player->pflags & PF_SPINNING))
{
if (dashmode > 3)
{
dashmode -= 3; // Rather than lose it all, it gently counts back down!
if ((dashmode+3) >= DASHMODE_THRESHOLD && dashmode < DASHMODE_THRESHOLD)
S_StartSound(player->mo, sfx_kc65);
}
else
dashmode = 0;
}
if (dashmode < DASHMODE_THRESHOLD) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
{
if (prevdashmode >= DASHMODE_THRESHOLD)
{
player->normalspeed = skins[player->skin]->normalspeed; // Reset to default if not capable of entering dash mode.
player->jumpfactor = skins[player->skin]->jumpfactor;
if (player->powers[pw_strong] & STR_DASH)
player->powers[pw_strong] = STR_NONE;
}
}
else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground.
{
if (player->normalspeed < skins[player->skin]->normalspeed*2) // If the player normalspeed is not currently at normalspeed*2 in dash mode, add speed each tic
player->normalspeed += FRACUNIT/5; // Enter Dash Mode smoothly.
if (player->jumpfactor < FixedMul(skins[player->skin]->jumpfactor, 5*FRACUNIT/4)) // Boost jump height.
player->jumpfactor += FRACUNIT/300;
if ((player->charflags & SF_MACHINE) && (!(player->powers[pw_strong] == STR_METAL)))
player->powers[pw_strong] = STR_METAL;
}
if (player->normalspeed >= skins[player->skin]->normalspeed*2)
{
mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages
if (!P_MobjWasRemoved(ghost))
{
ghost->fuse = 2; // Makes the images fade quickly
if (ghost->tracer && !P_MobjWasRemoved(ghost->tracer))
ghost->tracer->fuse = ghost->fuse;
}
}
}
else if (dashmode)
{
if (dashmode >= DASHMODE_THRESHOLD) // catch getting the flag!
{
player->normalspeed = skins[player->skin]->normalspeed;
player->jumpfactor = skins[player->skin]->jumpfactor;
S_StartSound(player->mo, sfx_kc65);
if (player->powers[pw_strong] & STR_DASH)
player->powers[pw_strong] = STR_NONE;
}
dashmode = 0;
}
#undef dashmode
LUA_HookPlayer(player, HOOK(PlayerThink));
/*
// Colormap verification
{
INT32 i,j;
sector_t *controlsec;
for (j=0; j<numsectors; j++)
{
mtag_t sectag = Tag_FGet(&sectors[j].tags);
controlsec = NULL;
// Does this sector have a water linedef?
for (i=0; i<numlines;i++)
{
mtag_t linetag = Tag_FGet(&lines[i].tags);
if ((lines[i].special == 121 || lines[i].special == 123)
&& linetag == sectag)
{
controlsec = lines[i].frontsector;
break;
}
}
if (i < numlines && controlsec)
{
controlsectag = Tag_FGet(&controlsec->tags);
// Does this sector have a colormap?
for (i=0; i<numlines;i++)
{
if (lines[i].special == 606 && linetag == controlsectag)
break;
}
if (i == numlines)
CONS_Debug(DBG_GAMELOGIC, "%d, %d\n", j, sectag);
}
}
I_Error("I'm done!\n");
}*/
}
// Checks if the mobj is above lava. Used by Pterabyte.
static boolean P_MobjAboveLava(mobj_t *mobj)
{
sector_t *sector = mobj->subsector->sector;
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE))
continue;
if (rover->master->frontsector->damagetype != SD_FIRE && rover->master->frontsector->damagetype != SD_LAVA)
continue;
if (mobj->eflags & MFE_VERTICALFLIP)
{
if (*rover->bottomheight <= mobj->ceilingz && *rover->bottomheight >= mobj->z)
return true;
}
else
{
if (*rover->topheight >= mobj->floorz && *rover->topheight <= mobj->z)
return true;
}
}
}
return false;
}
//
// P_PlayerAfterThink
//
// Thinker for player after all other thinkers have run
//
void P_PlayerAfterThink(player_t *player)
{
ticcmd_t *cmd;
INT32 oldweapon = player->currentweapon;
camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother
#ifdef PARANOIA
if (!player->mo)
{
const size_t playeri = (size_t)(player - players);
I_Error("P_PlayerAfterThink: players[%s].mo == NULL", sizeu1(playeri));
}
#endif
cmd = &player->cmd;
#ifdef SECTORSPECIALSAFTERTHINK
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
#endif
if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2;
else if (player == &players[displayplayer])
thiscam = &camera;
if (player->playerstate == PST_DEAD)
{
// camera may still move when guy is dead
//if (!netgame)
{
if (thiscam && thiscam->chase)
P_MoveChaseCamera(player, thiscam, false);
}
if (player->followmobj)
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
return;
}
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
player->powers[pw_gravityboots] = 0;
//player->mo->eflags &= ~MFE_VERTICALFLIP;
}
if (!(player->pflags & PF_WPNDOWN))
{
if (cmd->buttons & BT_WEAPONNEXT)
{
player->currentweapon++;
player->currentweapon %= NUM_WEAPONS;
player->pflags |= PF_WPNDOWN;
}
if (cmd->buttons & BT_WEAPONPREV)
{
player->currentweapon--;
if (player->currentweapon < 0)
player->currentweapon = NUM_WEAPONS - 1;
player->pflags |= PF_WPNDOWN;
if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring]))
player->currentweapon--;
if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring]))
player->currentweapon--;
if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering]))
player->currentweapon--;
if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring]))
player->currentweapon--;
if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering]))
player->currentweapon--;
if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring]))
player->currentweapon = 0;
}
if (cmd->buttons & BT_WEAPONMASK)
{
//Read the bits to determine individual weapon ring selection.
INT32 weapon = (cmd->buttons & BT_WEAPONMASK);
switch (weapon)
{
case 1: //normal / infinity
player->currentweapon = 0;
player->pflags |= PF_WPNDOWN;
break;
case 2: //automatic
if ((player->ringweapons & RW_AUTO) && player->powers[pw_automaticring])
{
player->currentweapon = WEP_AUTO;
player->pflags |= PF_WPNDOWN;
}
break;
case 3: //bounce
if ((player->ringweapons & RW_BOUNCE) && player->powers[pw_bouncering])
{
player->currentweapon = WEP_BOUNCE;
player->pflags |= PF_WPNDOWN;
}
break;
case 4: //scatter
if ((player->ringweapons & RW_SCATTER) && player->powers[pw_scatterring])
{
player->currentweapon = WEP_SCATTER;
player->pflags |= PF_WPNDOWN;
}
break;
case 5: //grenade
if ((player->ringweapons & RW_GRENADE) && player->powers[pw_grenadering])
{
player->currentweapon = WEP_GRENADE;
player->pflags |= PF_WPNDOWN;
}
break;
case 6: //explosion
if ((player->ringweapons & RW_EXPLODE) && player->powers[pw_explosionring])
{
player->currentweapon = WEP_EXPLODE;
player->pflags |= PF_WPNDOWN;
}
break;
case 7: //rail
if ((player->ringweapons & RW_RAIL) && player->powers[pw_railring])
{
player->currentweapon = WEP_RAIL;
player->pflags |= PF_WPNDOWN;
}
break;
}
}
}
if (!(cmd->buttons & (BT_WEAPONNEXT|BT_WEAPONPREV|BT_WEAPONMASK)))
player->pflags &= ~PF_WPNDOWN;
// Weapon cycling if out of ammo for a certain weapon
if (player->currentweapon == WEP_AUTO && (!(player->ringweapons & RW_AUTO) || !player->powers[pw_automaticring]))
player->currentweapon++;
if (player->currentweapon == WEP_BOUNCE && (!(player->ringweapons & RW_BOUNCE) || !player->powers[pw_bouncering]))
player->currentweapon++;
if (player->currentweapon == WEP_SCATTER && (!(player->ringweapons & RW_SCATTER) || !player->powers[pw_scatterring]))
player->currentweapon++;
if (player->currentweapon == WEP_GRENADE && (!(player->ringweapons & RW_GRENADE) || !player->powers[pw_grenadering]))
player->currentweapon++;
if (player->currentweapon == WEP_EXPLODE && (!(player->ringweapons & RW_EXPLODE) || !player->powers[pw_explosionring]))
player->currentweapon++;
if (player->currentweapon == WEP_RAIL && (!(player->ringweapons & RW_RAIL) || !player->powers[pw_railring]))
player->currentweapon = 0;
if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
S_StartSound(NULL, sfx_wepchg);
if ((player->pflags & PF_SLIDING) && ((player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE)) != PF_JUMPED))
P_SetMobjState(player->mo, player->mo->info->painstate);
/* if (player->powers[pw_carry] == CR_NONE && player->mo->tracer && !player->homing)
P_SetTarget(&player->mo->tracer, NULL);
else */
if (player->mo->tracer)
{
switch (player->powers[pw_carry])
{
case CR_PLAYER: // being carried by a flying character (such as Tails)
{
mobj_t *tails = player->mo->tracer;
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
if (tails->player && !(tails->player->pflags & PF_CANCARRY))
player->powers[pw_carry] = CR_NONE;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if ((tails->z + tails->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= tails->ceilingz
&& (tails->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
player->mo->z = tails->z + tails->height + 12*player->mo->scale;
else
player->powers[pw_carry] = CR_NONE;
}
else
{
if ((tails->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= tails->floorz
&& !(tails->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
player->mo->z = tails->z - player->mo->height - 12*player->mo->scale;
else
player->powers[pw_carry] = CR_NONE;
}
if (tails->health <= 0)
player->powers[pw_carry] = CR_NONE;
else
{
if (tails->player)
P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->player->drawangle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->player->drawangle, 4*FRACUNIT), true);
else
P_TryMove(player->mo, tails->x + P_ReturnThrustX(tails, tails->angle, 4*FRACUNIT), tails->y + P_ReturnThrustY(tails, tails->angle, 4*FRACUNIT), true);
player->mo->momx = tails->momx;
player->mo->momy = tails->momy;
player->mo->momz = tails->momz;
}
if (G_CoopGametype() && tails->player && tails->player->bot != BOT_2PAI)
{
player->mo->angle = tails->angle;
if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
P_SetPlayerAngle(player, player->mo->angle);
}
if (P_AproxDistance(player->mo->x - tails->x, player->mo->y - tails->y) > player->mo->radius)
player->powers[pw_carry] = CR_NONE;
if (player->powers[pw_carry] == CR_PLAYER)
{
if (player->mo->state-states != S_PLAY_RIDE)
P_SetMobjState(player->mo, S_PLAY_RIDE);
if (tails->player && (tails->skin && ((skin_t *)(tails->skin))->sprites[SPR2_SWIM].numframes) && (tails->eflags & MFE_UNDERWATER))
tails->player->powers[pw_tailsfly] = 0;
}
else if (player->powers[pw_carry] == CR_NONE)
P_SetTarget(&player->mo->tracer, NULL);
if (player-players == consoleplayer && botingame)
CV_SetValue(&cv_analog[1], (player->powers[pw_carry] != CR_PLAYER));
break;
}
case CR_GENERIC: // being carried by some generic item
{
mobj_t *item = player->mo->tracer;
// tracer is what you're hanging onto
P_UnsetThingPosition(player->mo);
player->mo->x = item->x;
player->mo->y = item->y;
if (player->mo->eflags & MFE_VERTICALFLIP)
player->mo->z = item->z + item->height - FixedDiv(player->mo->height, 3*FRACUNIT);
else
player->mo->z = item->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
P_SetThingPosition(player->mo);
if (player->mo->state-states != S_PLAY_RIDE)
P_SetMobjState(player->mo, S_PLAY_RIDE);
// Controllable missile
if (item->type == MT_BLACKEGGMAN_MISSILE)
{
if (cmd->forwardmove > 0)
item->momz += FixedMul(FRACUNIT/4, item->scale);
else if (cmd->forwardmove < 0)
item->momz -= FixedMul(FRACUNIT/4, item->scale);
item->angle = player->mo->angle;
P_InstaThrust(item, item->angle, FixedMul(item->info->speed, item->scale));
if (player->mo->z <= player->mo->floorz || item->health <= 0)
{
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
}
}
break;
}
case CR_MACESPIN: // being carried by a spinning chain
{
mobj_t *chain;
mobj_t *macecenter;
if (!player->mo->tracer->tracer) // can't spin around a point if... there is no point in doing so
break;
chain = player->mo->tracer;
macecenter = player->mo->tracer->tracer;
player->mo->height = P_GetPlayerSpinHeight(player);
// tracer is what you're hanging onto....
player->mo->momx = (chain->x - player->mo->x)*2;
player->mo->momy = (chain->y - player->mo->y)*2;
player->mo->momz = (chain->z - (player->mo->height-chain->height/2) - player->mo->z)*2;
P_MoveOrigin(player->mo, chain->x, chain->y, chain->z - (player->mo->height-chain->height/2));
if (!player->powers[pw_flashing]) // handle getting hurt
{
player->pflags |= PF_JUMPED;
player->pflags &= ~PF_NOJUMPDAMAGE;
player->secondjump = 0;
player->pflags &= ~PF_THOKKED;
if ((macecenter->flags & MF_SLIDEME) // Noclimb on chain parameters gives this
&& !(twodlevel || player->mo->flags2 & MF2_TWOD)) // why on earth would you want to turn them in 2D mode?
{
macecenter->angle += cmd->sidemove<<ANGLETOFINESHIFT;
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
P_SetPlayerAngle(player, player->mo->angle);
}
}
break;
}
case CR_DUSTDEVIL:
{
mobj_t *mo = player->mo, *dustdevil = player->mo->tracer;
if (abs(mo->x - dustdevil->x) > dustdevil->radius || abs(mo->y - dustdevil->y) > dustdevil->radius)
{
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
break;
}
break;
}
case CR_FAN:
{
fixed_t zdist;
mobj_t *mo = player->mo, *fan = player->mo->tracer;
if (!(player->pflags & PF_JUMPSTASIS))
player->pflags |= PF_JUMPSTASIS;
if (fan->eflags & MFE_VERTICALFLIP)
zdist = (mo->z + mo->height) - (fan->z + fan->height);
else
zdist = mo->z - fan->z;
if ((fan->type != MT_FAN && !P_PlayerTouchingSectorSpecialFlag(player, SSF_FAN))
|| (fan->type == MT_FAN && (abs(mo->x - fan->x) > fan->radius || abs(mo->y - fan->y) > fan->radius || zdist > (fan->health << FRACBITS))))
{
P_SetTarget(&player->mo->tracer, NULL);
player->pflags &= ~PF_JUMPSTASIS;
player->powers[pw_carry] = CR_NONE;
break;
}
break;
}
case CR_ROLLOUT:
{
mobj_t *mo = player->mo, *rock = player->mo->tracer;
UINT8 walktics = mo->state->tics - P_GetPlayerControlDirection(player);
if (!rock || P_MobjWasRemoved(rock))
{
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
break;
}
if (player->cmd.forwardmove || player->cmd.sidemove)
{
rock->flags2 |= MF2_STRONGBOX; // signifies the rock should not slow to a halt
if (twodlevel || (mo->flags2 & MF2_TWOD))
rock->movedir = mo->angle;
else
rock->movedir = (player->cmd.angleturn << FRACBITS) + R_PointToAngle2(0, 0, player->cmd.forwardmove << FRACBITS, -player->cmd.sidemove << FRACBITS);
P_Thrust(rock, rock->movedir, rock->scale >> 1);
}
else
rock->flags2 &= ~MF2_STRONGBOX;
mo->momx = rock->momx;
mo->momy = rock->momy;
mo->momz = 0;
if (player->panim == PA_IDLE && (mo->momx || mo->momy))
{
P_SetMobjState(player->mo, S_PLAY_WALK);
}
if (player->panim == PA_WALK && mo->tics > walktics)
{
mo->tics = walktics;
}
P_MoveOrigin(player->mo, rock->x, rock->y, rock->z + ((mo->eflags & MFE_VERTICALFLIP) ? -mo->height : rock->height));
break;
}
case CR_PTERABYTE: // being carried by a Pterabyte
{
#define DROPTHRESHOLD TICRATE
mobj_t *ptera = player->mo->tracer;
mobj_t *spawnpoint = ptera->tracer->tracer;
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14 * FRACUNIT, 10 * FRACUNIT));
if (ptera->health <= 0)
goto dropoff;
if (P_MobjAboveLava(ptera) && ptera->movefactor < DROPTHRESHOLD)
goto dropoff;
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if ((ptera->z + ptera->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= ptera->ceilingz
&& (ptera->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
player->mo->z = ptera->z + ptera->height + FixedMul(FRACUNIT, player->mo->scale);
if (ptera->ceilingz - ptera->z > spawnpoint->ceilingz - spawnpoint->z + 512*FRACUNIT && ptera->movefactor < DROPTHRESHOLD)
goto dropoff;
}
else
{
if ((ptera->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= ptera->floorz
&& !(ptera->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
player->mo->z = ptera->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale);
if (ptera->z - ptera->floorz > spawnpoint->z - spawnpoint->floorz + 512 * FRACUNIT && ptera->movefactor < DROPTHRESHOLD)
goto dropoff;
}
ptera->movefactor--;
if (!ptera->movefactor)
goto dropoff;
if (ptera->cusval >= 50) // breaking free
{
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
P_KillMobj(ptera, player->mo, player->mo, 0);
P_SetObjectMomZ(player->mo, 12*FRACUNIT, false);
player->pflags |= PF_APPLYAUTOBRAKE|PF_JUMPED|PF_THOKKED;
P_SetMobjState(player->mo, S_PLAY_ROLL);
break;
}
if (ptera->cusval)
ptera->cusval--;
P_TryMove(player->mo, ptera->x + ptera->watertop, ptera->y + ptera->waterbottom, true);
player->mo->z += ptera->cvmem;
player->mo->momx = ptera->momx;
player->mo->momy = ptera->momy;
player->mo->momz = ptera->momz;
if (P_AproxDistance(player->mo->x - ptera->x - ptera->watertop, player->mo->y - ptera->y - ptera->waterbottom) > player->mo->radius)
goto dropoff;
ptera->watertop >>= 1;
ptera->waterbottom >>= 1;
ptera->cvmem >>= 1;
if (player->mo->state-states != S_PLAY_FALL)
P_SetMobjState(player->mo, S_PLAY_FALL);
break;
dropoff:
player->powers[pw_carry] = CR_NONE;
P_SetTarget(&player->mo->tracer, NULL);
ptera->movefactor = TICRATE;
ptera->extravalue1 |= 4;
break;
}
default:
break;
}
}
if (thiscam)
{
if (!thiscam->chase) // bob view only if looking through the player's eyes
{
P_CalcHeight(player);
P_CalcPostImg(player);
}
else
{
// defaults to make sure 1st person cam doesn't do anything weird on startup
player->deltaviewheight = 0;
player->viewheight = FixedMul(41*player->height/48, player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = player->mo->z + player->mo->height - player->viewheight;
else
player->viewz = player->mo->z + player->viewheight;
if (server || addedtogame)
P_MoveChaseCamera(player, thiscam, false); // calculate the camera movement
}
}
// spectator invisibility and nogravity.
if ((netgame || multiplayer) && player->spectator)
{
player->mo->flags2 |= MF2_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY;
}
if (player->powers[pw_dye])
{
player->mo->colorized = true;
player->mo->color = player->powers[pw_dye];
}
if (player->followmobj && (player->spectator || player->mo->health <= 0 || player->followmobj->type != player->followitem))
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
if (!player->spectator && player->mo->health && player->followitem)
{
if (!player->followmobj || P_MobjWasRemoved(player->followmobj))
{
P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem));
if (!P_MobjWasRemoved(player->followmobj))
{
P_SetTarget(&player->followmobj->tracer, player->mo);
switch (player->followmobj->type)
{
case MT_METALJETFUME:
player->followmobj->colorized = true;
break;
default:
player->followmobj->flags2 |= MF2_LINKDRAW;
break;
}
}
}
if (player->followmobj)
P_DoFollowMobj(player, player->followmobj);
}
P_DoPlayerHeadSigns(player); // Spawn Tag/CTF signs over player's head
}
void P_SetPlayerAngle(player_t *player, angle_t angle)
{
INT16 delta = (INT16)(angle >> 16) - player->angleturn;
P_ForceLocalAngle(player, P_GetLocalAngle(player) + (delta << 16));
player->angleturn += delta;
}
void P_SetLocalAngle(player_t *player, angle_t angle)
{
INT16 delta = (INT16)((angle - P_GetLocalAngle(player)) >> 16);
P_ForceLocalAngle(player, P_GetLocalAngle(player) + (angle_t)(delta << 16));
if (player == &players[consoleplayer])
ticcmd_oldangleturn[0] += delta;
else if (player == &players[secondarydisplayplayer])
ticcmd_oldangleturn[1] += delta;
}
angle_t P_GetLocalAngle(player_t *player)
{
if (player == &players[consoleplayer])
return localangle;
else if (player == &players[secondarydisplayplayer])
return localangle2;
else
return 0;
}
void P_ForceLocalAngle(player_t *player, angle_t angle)
{
angle = angle & ~UINT16_MAX;
if (player == &players[consoleplayer])
localangle = angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = angle;
}
boolean P_PlayerFullbright(player_t *player)
{
return (player->powers[pw_super]
|| ((player->powers[pw_carry] == CR_NIGHTSMODE && (player->charflags & (SF_SUPER|SF_NONIGHTSSUPER)) == SF_SUPER) // Super colours? Super bright!
&& (player->exiting
|| !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS1]
&& player->mo->state < &states[S_PLAY_NIGHTS_TRANS6])))); // Note the < instead of <=
}
#define JUMPCURLED(player) ((player->pflags & PF_JUMPED)\
&& (!(player->charflags & SF_NOJUMPSPIN))\
&& (player->panim == PA_JUMP || player->panim == PA_ROLL))\
// returns true if the player can enter a sector that they could not if standing at their skin's full height
boolean P_PlayerCanEnterSpinGaps(player_t *player)
{
UINT8 canEnter = LUA_HookPlayerCanEnterSpinGaps(player);
if (canEnter == 1)
return true;
else if (canEnter == 2)
return false;
return ((player->pflags & (PF_SPINNING|PF_SLIDING|PF_GLIDING)) // players who are spinning, sliding, or gliding
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING) // players who are landing from a glide
|| ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& player->dashmode >= DASHMODE_THRESHOLD && player->mo->state-states == S_PLAY_DASH) // machine players in dashmode
|| JUMPCURLED(player)); // players who are jumpcurled, but only if they would normally jump that way
}
// returns true if the player should use their skin's spinheight instead of their skin's height
boolean P_PlayerShouldUseSpinHeight(player_t *player)
{
return ((player->pflags & (PF_SPINNING|PF_SLIDING|PF_GLIDING))
|| (player->mo->state == &states[player->mo->info->painstate])
|| (player->panim == PA_ROLL)
|| ((player->powers[pw_tailsfly] || (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
&& !(player->charflags & SF_NOJUMPSPIN))
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
|| ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)
&& player->dashmode >= DASHMODE_THRESHOLD && player->mo->state-states == S_PLAY_DASH)
|| JUMPCURLED(player));
}
UINT16 P_GetPlayerColor(player_t *player)
{
if (G_GametypeHasTeams() && player->ctfteam)
{
if (player->ctfteam == 1)
return skincolor_redteam;
else if (player->ctfteam == 2)
return skincolor_blueteam;
}
return player->skincolor;
}