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d26ff197dc
* Update the function signature of P_MixUp to accomodate both it and drawangle instead of doing it outside of the function. * If the player is spawning from the start of the stage and it's from the ceiling, be in fall frames as requested (resolves #191).
186 lines
5.2 KiB
C
186 lines
5.2 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_telept.c
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/// \brief Teleportation
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#include "doomdef.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "s_sound.h"
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#include "r_main.h"
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/** \brief The P_MixUp function
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\param thing mobj_t to mix up
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\param x new x pos
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\param y new y pos
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\param z new y pos
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\param angle new angle to look at
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\return void
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*/
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void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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INT16 starpostx, INT16 starposty, INT16 starpostz,
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INT32 starpostnum, tic_t starposttime, angle_t starpostangle,
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fixed_t starpostscale, angle_t drawangle, INT32 flags2)
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{
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const INT32 takeflags2 = MF2_TWOD|MF2_OBJECTFLIP;
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// the move is ok,
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// so link the thing into its new position
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P_UnsetThingPosition(thing);
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// Remove touching_sectorlist from mobj.
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if (sector_list)
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{
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P_DelSeclist(sector_list);
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sector_list = NULL;
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}
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thing->x = x;
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thing->y = y;
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thing->z = z;
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if (thing->player)
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{
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if (thing->eflags & MFE_VERTICALFLIP)
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thing->player->viewz = thing->z + thing->height - thing->player->viewheight;
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else
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thing->player->viewz = thing->z + thing->player->viewheight;
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if (!thing->tracer)
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thing->reactiontime = TICRATE/2; // don't move for about half a second
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// absolute angle position
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if (thing == players[consoleplayer].mo)
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localangle = angle;
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if (thing == players[secondarydisplayplayer].mo)
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localangle2 = angle;
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// move chasecam at new player location
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if (splitscreen && camera2.chase
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&& thing->player == &players[secondarydisplayplayer])
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{
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P_ResetCamera(thing->player, &camera2);
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}
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else if (camera.chase && thing->player == &players[displayplayer])
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P_ResetCamera(thing->player, &camera);
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// don't run in place after a teleport
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thing->player->cmomx = thing->player->cmomy = 0;
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thing->player->rmomx = thing->player->rmomy = 0;
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if (!thing->tracer)
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thing->player->speed = 0;
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// Starpost information
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thing->player->starpostx = starpostx;
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thing->player->starposty = starposty;
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thing->player->starpostz = starpostz;
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thing->player->starposttime = starposttime;
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thing->player->starpostangle = starpostangle;
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thing->player->starpostscale = starpostscale;
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thing->player->starpostnum = starpostnum;
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thing->player->drawangle = drawangle;
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// Reset map starposts for the player's new info.
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P_ResetStarposts();
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P_ClearStarPost(starpostnum);
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P_ResetPlayer(thing->player);
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P_SetPlayerMobjState(thing, S_PLAY_STND);
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P_FlashPal(thing->player, PAL_MIXUP, 10);
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}
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thing->angle = angle;
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thing->momx = thing->momy = thing->momz = 0;
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thing->flags2 = (thing->flags2 & ~takeflags2) | (flags2 & takeflags2);
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}
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/** \brief The P_Teleport function
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\param thing mobj_t to teleport
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\param x new x pos
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\param y new y pos
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\param z new y pos
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\param angle new angle to look at
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\return if true, the thing "teleported"
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*/
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boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove)
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{
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if (!P_TeleportMove(thing, x, y, z))
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return false;
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if (!dontstopmove)
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thing->momx = thing->momy = thing->momz = 0;
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else // Change speed to match direction
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P_InstaThrust(thing, angle, FixedHypot(thing->momx, thing->momy));
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if (thing->player)
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{
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if (thing->eflags & MFE_VERTICALFLIP)
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thing->player->viewz = thing->z + thing->height - thing->player->viewheight;
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else
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thing->player->viewz = thing->z + thing->player->viewheight;
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// don't run in place after a teleport
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if (!dontstopmove)
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{
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INT32 p;
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// Search for any players you might be carrying, so you can get them off before they end up being taken with you!
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for (p = 0; p < MAXPLAYERS; p++)
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if (playeringame[p] && players[p].mo && players[p].powers[pw_carry] == CR_PLAYER && players[p].mo->tracer == thing)
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{
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players[p].powers[pw_carry] = CR_NONE;
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P_SetTarget(&players[p].mo->tracer, NULL);
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break;
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}
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thing->player->cmomx = thing->player->cmomy = 0;
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thing->player->rmomx = thing->player->rmomy = 0;
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thing->player->speed = 0;
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P_ResetPlayer(thing->player);
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P_SetPlayerMobjState(thing, S_PLAY_STND);
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thing->reactiontime = TICRATE/2; // don't move for about half a second
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thing->player->drawangle = angle;
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}
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else
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thing->player->drawangle += (angle - thing->angle);
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// absolute angle position
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if (thing->player == &players[consoleplayer])
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localangle = angle;
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if (thing->player == &players[secondarydisplayplayer])
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localangle2 = angle;
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// move chasecam at new player location
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if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer])
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P_ResetCamera(thing->player, &camera2);
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else if (camera.chase && thing->player == &players[displayplayer])
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P_ResetCamera(thing->player, &camera);
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if (flash)
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P_FlashPal(thing->player, PAL_MIXUP, 10);
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}
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thing->angle = angle;
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return true;
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}
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