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9673 lines
278 KiB
C
9673 lines
278 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) 1999-2016 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_user.c
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/// \brief New stuff?
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/// Player related stuff.
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/// Bobbing POV/weapon, movement.
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/// Pending weapon.
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#include "doomdef.h"
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#include "i_system.h"
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#include "d_event.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "r_main.h"
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#include "s_sound.h"
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#include "r_things.h"
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#include "d_think.h"
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#include "r_sky.h"
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#include "p_setup.h"
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#include "m_random.h"
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#include "m_misc.h"
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#include "i_video.h"
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#include "p_slopes.h"
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#include "p_spec.h"
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#include "r_splats.h"
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#include "z_zone.h"
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#include "w_wad.h"
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#include "hu_stuff.h"
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// We need to affect the NiGHTS hud
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#include "st_stuff.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "b_bot.h"
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// Objectplace
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#include "m_cheat.h"
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#ifdef HW3SOUND
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#include "hardware/hw3sound.h"
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#endif
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#ifdef HWRENDER
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#include "hardware/hw_light.h"
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#include "hardware/hw_main.h"
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#endif
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#if 0
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static void P_NukeAllPlayers(player_t *player);
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#endif
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//
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// Movement.
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//
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// 16 pixels of bob
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#define MAXBOB (0x10 << FRACBITS)
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static boolean onground;
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//
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// P_Thrust
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// Moves the given origin along a given angle.
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//
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void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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mo->momx += FixedMul(move, FINECOSINE(angle));
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if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
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mo->momy += FixedMul(move, FINESINE(angle));
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}
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#if 0
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static inline void P_ThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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mo->momx += FixedMul(move, FINECOSINE(angle));
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mo->momy += FixedMul(move, FINESINE(angle));
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}
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static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
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fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo)
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{
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fixed_t a1, b1, c1, a2, b2, c2, i, j, k;
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a1 = xb - xa;
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b1 = yb - ya;
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c1 = zb - za;
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a2 = xb - xc;
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b2 = yb - yc;
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c2 = zb - zc;
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/*
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// Convert to unit vectors...
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a1 = FixedDiv(a1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
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b1 = FixedDiv(b1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
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c1 = FixedDiv(c1,FixedSqrt(FixedMul(c1,c1) + FixedMul(c1,c1) + FixedMul(c1,c1)));
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a2 = FixedDiv(a2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
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b2 = FixedDiv(b2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
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c2 = FixedDiv(c2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
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*/
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// Calculate the momx, momy, and momz
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i = FixedMul(momentum, FixedMul(b1, c2) - FixedMul(c1, b2));
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j = FixedMul(momentum, FixedMul(c1, a2) - FixedMul(a1, c2));
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k = FixedMul(momentum, FixedMul(a1, b2) - FixedMul(a1, c2));
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mo->momx = i;
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mo->momy = j;
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mo->momz = k;
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}
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#endif
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//
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// P_InstaThrust
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// Moves the given origin along a given angle instantly.
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//
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// FIXTHIS: belongs in another file, not here
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//
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void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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mo->momx = FixedMul(move, FINECOSINE(angle));
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if (!(twodlevel || (mo->flags2 & MF2_TWOD)))
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mo->momy = FixedMul(move,FINESINE(angle));
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}
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void P_InstaThrustEvenIn2D(mobj_t *mo, angle_t angle, fixed_t move)
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{
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angle >>= ANGLETOFINESHIFT;
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mo->momx = FixedMul(move, FINECOSINE(angle));
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mo->momy = FixedMul(move, FINESINE(angle));
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}
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// Returns a location (hard to explain - go see how it is used)
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fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move)
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{
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(void)mo;
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angle >>= ANGLETOFINESHIFT;
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return FixedMul(move, FINECOSINE(angle));
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}
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fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
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{
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(void)mo;
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angle >>= ANGLETOFINESHIFT;
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return FixedMul(move, FINESINE(angle));
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}
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//
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// P_AutoPause
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// Returns true when gameplay should be halted even if the game isn't necessarily paused.
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//
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boolean P_AutoPause(void)
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{
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// Don't pause even on menu-up or focus-lost in netgames or record attack
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if (netgame || modeattacking)
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return false;
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return (menuactive || window_notinfocus);
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}
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//
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// P_CalcHeight
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// Calculate the walking / running height adjustment
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//
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void P_CalcHeight(player_t *player)
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{
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INT32 angle;
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fixed_t bob;
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fixed_t pviewheight;
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mobj_t *mo = player->mo;
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// Regular movement bobbing.
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// Should not be calculated when not on ground (FIXTHIS?)
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// OPTIMIZE: tablify angle
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// Note: a LUT allows for effects
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// like a ramp with low health.
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player->bob = (FixedMul(player->rmomx,player->rmomx)
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+ FixedMul(player->rmomy,player->rmomy))>>2;
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if (player->bob > FixedMul(MAXBOB, mo->scale))
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player->bob = FixedMul(MAXBOB, mo->scale);
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if (!P_IsObjectOnGround(mo))
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{
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if (mo->eflags & MFE_VERTICALFLIP)
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{
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player->viewz = mo->z + mo->height - player->viewheight;
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if (player->viewz < mo->floorz + FixedMul(FRACUNIT, mo->scale))
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player->viewz = mo->floorz + FixedMul(FRACUNIT, mo->scale);
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}
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else
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{
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player->viewz = mo->z + player->viewheight;
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if (player->viewz > mo->ceilingz - FixedMul(FRACUNIT, mo->scale))
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player->viewz = mo->ceilingz - FixedMul(FRACUNIT, mo->scale);
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}
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return;
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}
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angle = (FINEANGLES/20*localgametic)&FINEMASK;
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bob = FixedMul(player->bob/2, FINESINE(angle));
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// move viewheight
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pviewheight = FixedMul(cv_viewheight.value << FRACBITS, mo->scale); // default eye view height
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if (player->playerstate == PST_LIVE)
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{
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player->viewheight += player->deltaviewheight;
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if (player->viewheight > pviewheight)
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{
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player->viewheight = pviewheight;
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player->deltaviewheight = 0;
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}
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if (player->viewheight < pviewheight/2)
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{
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player->viewheight = pviewheight/2;
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if (player->deltaviewheight <= 0)
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player->deltaviewheight = 1;
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}
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if (player->deltaviewheight)
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{
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player->deltaviewheight += FixedMul(FRACUNIT/4, mo->scale);
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if (!player->deltaviewheight)
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player->deltaviewheight = 1;
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}
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}
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if (player->mo->eflags & MFE_VERTICALFLIP)
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player->viewz = mo->z + mo->height - player->viewheight - bob;
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else
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player->viewz = mo->z + player->viewheight + bob;
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if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale))
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player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale);
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if (player->viewz < mo->floorz+FixedMul(4*FRACUNIT, mo->scale))
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player->viewz = mo->floorz+FixedMul(4*FRACUNIT, mo->scale);
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}
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/** Decides if a player is moving.
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* \param pnum The player number to test.
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* \return True if the player is considered to be moving.
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* \author Graue <graue@oceanbase.org>
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*/
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boolean P_PlayerMoving(INT32 pnum)
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{
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player_t *p = &players[pnum];
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if (!Playing())
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return false;
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if (p->jointime < 5*TICRATE || p->playerstate == PST_DEAD || p->playerstate == PST_REBORN || p->spectator)
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return false;
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return gamestate == GS_LEVEL && p->mo && p->mo->health > 0
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&& (abs(p->rmomx) >= FixedMul(FRACUNIT/2, p->mo->scale)
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|| abs(p->rmomy) >= FixedMul(FRACUNIT/2, p->mo->scale)
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|| abs(p->mo->momz) >= FixedMul(FRACUNIT/2, p->mo->scale)
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|| p->climbing || p->powers[pw_tailsfly]
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|| (p->pflags & PF_JUMPED) || (p->pflags & PF_SPINNING));
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}
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// P_GetNextEmerald
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//
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// Gets the number (0 based) of the next emerald to obtain
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//
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UINT8 P_GetNextEmerald(void)
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{
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if (!useNightsSS) // In order
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{
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if (!(emeralds & EMERALD1)) return 0;
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if (!(emeralds & EMERALD2)) return 1;
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if (!(emeralds & EMERALD3)) return 2;
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if (!(emeralds & EMERALD4)) return 3;
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if (!(emeralds & EMERALD5)) return 4;
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if (!(emeralds & EMERALD6)) return 5;
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return 6;
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}
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else // Depends on stage
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{
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if (gamemap < sstage_start || gamemap > sstage_end)
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return 0;
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return (UINT8)(gamemap - sstage_start);
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}
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}
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//
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// P_GiveEmerald
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//
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// Award an emerald upon completion
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// of a special stage.
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//
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void P_GiveEmerald(boolean spawnObj)
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{
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INT32 i;
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UINT8 em;
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S_StartSound(NULL, sfx_cgot); // Got the emerald!
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em = P_GetNextEmerald();
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emeralds |= (1 << em);
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if (spawnObj)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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P_SetMobjState(P_SpawnMobj(players[i].mo->x, players[i].mo->y, players[i].mo->z + players[i].mo->info->height, MT_GOTEMERALD),
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mobjinfo[MT_GOTEMERALD].spawnstate + em);
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}
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}
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//
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// P_ResetScore
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//
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// This is called when your chain is reset.
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void P_ResetScore(player_t *player)
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{
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// Formally a host for Chaos mode behavior
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player->scoreadd = 0;
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}
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//
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// P_FindLowestMare
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//
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// Returns the lowest open mare available
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//
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UINT8 P_FindLowestMare(void)
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{
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thinker_t *th;
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mobj_t *mo2;
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UINT8 mare = UINT8_MAX;
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if (gametype == GT_RACE || gametype == GT_COMPETITION)
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return 0;
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// scan the thinkers
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// to find the egg capsule with the lowest mare
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_EGGCAPSULE && mo2->health > 0)
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{
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const UINT8 threshold = (UINT8)mo2->threshold;
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if (mare == 255)
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mare = threshold;
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else if (threshold < mare)
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mare = threshold;
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}
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}
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CONS_Debug(DBG_NIGHTS, "Lowest mare found: %d\n", mare);
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return mare;
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}
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//
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// P_TransferToNextMare
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//
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// Transfers the player to the next Mare.
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// (Finds the lowest mare # for capsules that have not been destroyed).
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// Returns true if successful, false if there is no other mare.
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//
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boolean P_TransferToNextMare(player_t *player)
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{
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thinker_t *th;
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mobj_t *mo2;
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mobj_t *closestaxis = NULL;
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INT32 lowestaxisnum = -1;
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UINT8 mare = P_FindLowestMare();
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fixed_t dist1, dist2 = 0;
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if (mare == 255)
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return false;
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CONS_Debug(DBG_NIGHTS, "Mare is %d\n", mare);
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player->mare = mare;
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// scan the thinkers
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// to find the closest axis point
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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if (mo2->type == MT_AXIS)
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{
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if (mo2->threshold == mare)
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{
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if (closestaxis == NULL)
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{
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closestaxis = mo2;
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lowestaxisnum = mo2->health;
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dist2 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
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}
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else if (mo2->health < lowestaxisnum)
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{
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dist1 = R_PointToDist2(player->mo->x, player->mo->y, mo2->x, mo2->y)-mo2->radius;
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if (dist1 < dist2)
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{
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closestaxis = mo2;
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lowestaxisnum = mo2->health;
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dist2 = dist1;
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}
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}
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}
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}
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}
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if (closestaxis == NULL)
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return false;
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P_SetTarget(&player->mo->target, closestaxis);
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return true;
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}
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//
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// P_FindAxis
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//
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// Given a mare and axis number, returns
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// the mobj for that axis point.
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static mobj_t *P_FindAxis(INT32 mare, INT32 axisnum)
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{
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thinker_t *th;
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mobj_t *mo2;
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// scan the thinkers
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// to find the closest axis point
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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// Axis things are only at beginning of list.
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if (!(mo2->flags2 & MF2_AXIS))
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return NULL;
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if (mo2->type == MT_AXIS)
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{
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if (mo2->health == axisnum && mo2->threshold == mare)
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return mo2;
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}
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}
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return NULL;
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}
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//
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// P_FindAxisTransfer
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//
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// Given a mare and axis number, returns
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// the mobj for that axis transfer point.
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static mobj_t *P_FindAxisTransfer(INT32 mare, INT32 axisnum, mobjtype_t type)
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{
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thinker_t *th;
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mobj_t *mo2;
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// scan the thinkers
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// to find the closest axis point
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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mo2 = (mobj_t *)th;
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// Axis things are only at beginning of list.
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if (!(mo2->flags2 & MF2_AXIS))
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return NULL;
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if (mo2->type == type)
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{
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if (mo2->health == axisnum && mo2->threshold == mare)
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return mo2;
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}
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}
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return NULL;
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}
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//
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// P_TransferToAxis
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//
|
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// Finds the CLOSEST axis with the number specified.
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void P_TransferToAxis(player_t *player, INT32 axisnum)
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{
|
|
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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type == MT_AXIS)
|
|
{
|
|
if (mo2->health == axisnum && mo2->threshold == mare)
|
|
{
|
|
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->pflags &= ~PF_NIGHTSMODE;
|
|
|
|
player->powers[pw_underwater] = 0;
|
|
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST);
|
|
player->secondjump = 0;
|
|
player->jumping = 0;
|
|
player->homing = 0;
|
|
player->climbing = 0;
|
|
player->mo->fuse = 0;
|
|
player->speed = 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->mo->color = player->skincolor;
|
|
|
|
// Restore aiming angle
|
|
if (player == &players[consoleplayer])
|
|
localaiming = 0;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localaiming2 = 0;
|
|
|
|
// If you screwed up, kiss your score goodbye.
|
|
player->marescore = 0;
|
|
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
player->pflags |= PF_NIGHTSFALL;
|
|
|
|
// 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].pflags & PF_NIGHTSMODE)
|
|
players[i].nightstime = 1; // force everyone else to fall too.
|
|
player->exiting = 3*TICRATE;
|
|
stagefailed = true; // NIGHT OVER
|
|
}
|
|
|
|
// Check to see if the player should be killed.
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
if (!(mo2->type == MT_NIGHTSDRONE))
|
|
continue;
|
|
|
|
if (mo2->flags & MF_AMBUSH)
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL);
|
|
|
|
break;
|
|
}
|
|
|
|
// Restore from drowning music
|
|
P_RestoreMusic(player);
|
|
}
|
|
|
|
//
|
|
// P_NightserizePlayer
|
|
//
|
|
// NiGHTS Time!
|
|
void P_NightserizePlayer(player_t *player, INT32 nighttime)
|
|
{
|
|
INT32 oldmare;
|
|
|
|
// Bots can't be super, silly!1 :P
|
|
if (player->bot)
|
|
return;
|
|
|
|
if (!(player->pflags & PF_NIGHTSMODE))
|
|
player->mo->height = P_GetPlayerHeight(player); // Just to make sure jumping into the drone doesn't result in a squashed hitbox.
|
|
|
|
player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_JUMPED|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->powers[pw_shield] = SH_NONE;
|
|
|
|
player->mo->flags |= MF_NOGRAVITY;
|
|
|
|
if (skins[player->skin].sprites[SPR2_NGT0].numframes == 0) // If you don't have a sprite for flying horizontally, use the default NiGHTS skin.
|
|
{
|
|
player->mo->skin = &skins[DEFAULTNIGHTSSKIN];
|
|
player->mo->color = ((skin_t *)(player->mo->skin))->prefcolor;
|
|
}
|
|
|
|
player->nightstime = player->startedtime = nighttime*TICRATE;
|
|
player->bonustime = false;
|
|
|
|
P_RestoreMusic(player);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_TRANS);
|
|
|
|
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
|
{
|
|
if (player->drillmeter < 48*20)
|
|
player->drillmeter = 48*20;
|
|
}
|
|
else
|
|
{
|
|
if (player->drillmeter < 40*20)
|
|
player->drillmeter = 40*20;
|
|
}
|
|
|
|
oldmare = player->mare;
|
|
|
|
if (P_TransferToNextMare(player) == false)
|
|
{
|
|
INT32 i;
|
|
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].pflags & PF_NIGHTSMODE*/)
|
|
total_rings += players[i].health-1;
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || !players[i].mo || players[i].spectator)
|
|
continue;
|
|
|
|
players[i].texttimer = (3 * TICRATE) - 10;
|
|
players[i].textvar = 4; // Score and grades
|
|
players[i].lastmare = players[i].mare;
|
|
if (G_IsSpecialStage(gamemap))
|
|
{
|
|
players[i].finishedrings = (INT16)total_rings;
|
|
P_AddPlayerScore(player, total_rings * 50);
|
|
}
|
|
else
|
|
{
|
|
players[i].finishedrings = (INT16)(players[i].health - 1);
|
|
P_AddPlayerScore(&players[i], (players[i].health - 1) * 50);
|
|
}
|
|
|
|
// Add score to leaderboards now
|
|
if (!(netgame||multiplayer) && P_IsLocalPlayer(&players[i]))
|
|
G_AddTempNightsRecords(players[i].marescore, leveltime - player->marebegunat, players[i].mare + 1);
|
|
|
|
// transfer scores anyway
|
|
players[i].lastmarescore = players[i].marescore;
|
|
players[i].marescore = 0;
|
|
|
|
players[i].mo->health = players[i].health = 1;
|
|
P_DoPlayerExit(&players[i]);
|
|
}
|
|
}
|
|
else if (oldmare != player->mare)
|
|
{
|
|
/// \todo Handle multi-mare special stages.
|
|
// Ring bonus
|
|
P_AddPlayerScore(player, (player->health - 1) * 50);
|
|
|
|
player->lastmare = (UINT8)oldmare;
|
|
player->texttimer = 4*TICRATE;
|
|
player->textvar = 4; // Score and grades
|
|
player->finishedrings = (INT16)(player->health - 1);
|
|
|
|
// Add score to temp leaderboards
|
|
if (!(netgame||multiplayer) && P_IsLocalPlayer(player))
|
|
G_AddTempNightsRecords(player->marescore, leveltime - player->marebegunat, (UINT8)(oldmare + 1));
|
|
|
|
// Starting a new mare, transfer scores
|
|
player->lastmarescore = player->marescore;
|
|
player->marescore = 0;
|
|
player->marebegunat = leveltime;
|
|
|
|
player->mo->health = player->health = 1;
|
|
}
|
|
else
|
|
{
|
|
player->textvar = 5; // Nothing, just tells it to go to the GET n RINGS/SPHERES text in a bit
|
|
player->texttimer = 40;
|
|
|
|
// Don't show before title card
|
|
// Not consistency safe, but this only affects drawing
|
|
if (timeinmap + 40 < 110)
|
|
player->texttimer = (UINT8)(110 - timeinmap);
|
|
}
|
|
|
|
player->pflags |= PF_NIGHTSMODE;
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_DoPlayerPain
|
|
//
|
|
// Player was hit,
|
|
// put them in pain.
|
|
//
|
|
void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
|
|
{
|
|
angle_t ang;
|
|
fixed_t fallbackspeed;
|
|
|
|
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)
|
|
{
|
|
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 = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0);
|
|
fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
|
|
}
|
|
|
|
P_InstaThrust(player->mo, ang, fallbackspeed);
|
|
|
|
if (player->powers[pw_carry] == CR_ROPEHANG)
|
|
P_SetTarget(&player->mo->tracer, NULL);
|
|
|
|
// Point penalty for hitting a hazard during tag.
|
|
// Discourages players from intentionally hurting themselves to avoid being tagged.
|
|
if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT)))
|
|
{
|
|
if (player->score >= 50)
|
|
player->score -= 50;
|
|
else
|
|
player->score = 0;
|
|
}
|
|
|
|
P_ResetPlayer(player);
|
|
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
|
|
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)
|
|
{
|
|
if (player->mo
|
|
&& player->powers[pw_shield] & SH_FORCE // Dash.
|
|
&& player->pflags & PF_SHIELDABILITY)
|
|
{
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
player->pflags &= ~PF_FULLSTASIS;
|
|
}
|
|
|
|
player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY);
|
|
player->powers[pw_carry] = CR_NONE;
|
|
player->jumping = 0;
|
|
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_analog2, true);
|
|
}
|
|
|
|
//
|
|
// 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->bot)
|
|
player = &players[consoleplayer];
|
|
|
|
if (!player->mo)
|
|
return;
|
|
|
|
player->mo->health += num_rings;
|
|
player->health += num_rings;
|
|
|
|
if (!G_IsSpecialStage(gamemap) || !useNightsSS)
|
|
player->totalring += num_rings;
|
|
|
|
// Can only get up to 9999 rings, sorry!
|
|
if (player->mo->health > 10000)
|
|
{
|
|
player->mo->health = 10000;
|
|
player->health = 10000;
|
|
}
|
|
else if (player->mo->health < 1)
|
|
{
|
|
player->mo->health = 1;
|
|
player->health = 1;
|
|
}
|
|
|
|
// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
|
|
if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives())
|
|
{
|
|
INT32 gainlives = 0;
|
|
|
|
while (player->xtralife < maxXtraLife && player->health > 100 * (player->xtralife+1))
|
|
{
|
|
++gainlives;
|
|
++player->xtralife;
|
|
}
|
|
|
|
if (gainlives)
|
|
{
|
|
P_GivePlayerLives(player, gainlives);
|
|
P_PlayLivesJingle(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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)
|
|
{
|
|
player->lives += numlives;
|
|
|
|
if (player->lives > 99)
|
|
player->lives = 99;
|
|
else if (player->lives < 1)
|
|
player->lives = 1;
|
|
}
|
|
|
|
//
|
|
// 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))
|
|
{
|
|
S_StopMusic();
|
|
S_ChangeMusicInternal("supers", true);
|
|
}
|
|
|
|
S_StartSound(NULL, sfx_supert); //let all players hear it -mattw_cfi
|
|
|
|
// Transformation animation
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_TRANS);
|
|
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
|
|
if (giverings)
|
|
{
|
|
player->mo->health = 51;
|
|
player->health = player->mo->health;
|
|
}
|
|
|
|
// 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 (gametype != GT_COOP)
|
|
{
|
|
HU_SetCEchoFlags(0);
|
|
HU_SetCEchoDuration(5);
|
|
HU_DoCEcho(va("%s\\is now super.\\\\\\\\", player_names[player-players]));
|
|
}
|
|
|
|
P_PlayerFlagBurst(player, false);
|
|
}
|
|
// Adds to the player's score
|
|
void P_AddPlayerScore(player_t *player, UINT32 amount)
|
|
{
|
|
UINT32 oldscore;
|
|
|
|
if (player->bot)
|
|
player = &players[consoleplayer];
|
|
|
|
// NiGHTS does it different!
|
|
if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->typeoflevel & TOL_NIGHTS)
|
|
{
|
|
if ((netgame || multiplayer) && G_IsSpecialStage(gamemap))
|
|
{ // Pseudo-shared score for multiplayer special stages.
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].pflags & PF_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 && players[i].marescore > 50000
|
|
&& oldscore < 50000)
|
|
{
|
|
players[i].continues += 1;
|
|
players[i].gotcontinue = true;
|
|
if (P_IsLocalPlayer(player))
|
|
S_StartSound(NULL, sfx_flgcap);
|
|
} */
|
|
}
|
|
}
|
|
else
|
|
{
|
|
oldscore = player->marescore;
|
|
|
|
// Don't go above MAXSCORE.
|
|
if (player->marescore + amount < MAXSCORE)
|
|
player->marescore += amount;
|
|
else
|
|
player->marescore = MAXSCORE;
|
|
|
|
if (!ultimatemode && !(netgame || multiplayer) && G_IsSpecialStage(gamemap)
|
|
&& player->marescore >= 50000 && oldscore < 50000)
|
|
{
|
|
player->continues += 1;
|
|
player->gotcontinue = true;
|
|
if (P_IsLocalPlayer(player))
|
|
S_StartSound(NULL, sfx_flgcap);
|
|
}
|
|
}
|
|
|
|
if (gametype == GT_COOP)
|
|
return;
|
|
}
|
|
|
|
oldscore = player->score;
|
|
|
|
// Don't go above MAXSCORE.
|
|
if (player->score + amount < MAXSCORE)
|
|
player->score += amount;
|
|
else
|
|
player->score = MAXSCORE;
|
|
|
|
// check for extra lives every 50000 pts
|
|
if (!ultimatemode && !modeattacking && player->score > oldscore && player->score % 50000 < amount && (gametype == GT_COMPETITION || gametype == GT_COOP))
|
|
{
|
|
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 (gametype == GT_TEAMMATCH)
|
|
{
|
|
if (player->ctfteam == 1)
|
|
redscore += amount;
|
|
else if (player->ctfteam == 2)
|
|
bluescore += amount;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_PlayLivesJingle
|
|
//
|
|
void P_PlayLivesJingle(player_t *player)
|
|
{
|
|
if (player && !P_IsLocalPlayer(player))
|
|
return;
|
|
|
|
if (use1upSound)
|
|
S_StartSound(NULL, sfx_oneup);
|
|
else if (mariomode)
|
|
S_StartSound(NULL, sfx_marioa);
|
|
else
|
|
{
|
|
if (player)
|
|
player->powers[pw_extralife] = extralifetics + 1;
|
|
S_StopMusic(); // otherwise it won't restart if this is done twice in a row
|
|
S_ChangeMusicInternal("xtlife", false);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
if (player->powers[pw_extralife] > 1)
|
|
return;
|
|
S_SpeedMusic(1.0f);
|
|
if (player->powers[pw_super] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOSSMUSIC))
|
|
S_ChangeMusicInternal("supers", true);
|
|
else if (player->powers[pw_invulnerability] > 1)
|
|
S_ChangeMusicInternal((mariomode) ? "minvnc" : "invinc", false);
|
|
else if (player->powers[pw_sneakers] > 1 && !player->powers[pw_super])
|
|
{
|
|
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
|
|
{
|
|
S_SpeedMusic(1.4f);
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
}
|
|
else
|
|
S_ChangeMusicInternal("shoes", true);
|
|
}
|
|
else
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
}
|
|
|
|
//
|
|
// 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))
|
|
{
|
|
/*
|
|
// It's a crazy hack that checking if you're on the ground
|
|
// would actually CHANGE your position and momentum,
|
|
if (mo->z < mo->floorz)
|
|
{
|
|
mo->z = mo->floorz;
|
|
mo->momz = 0;
|
|
}
|
|
else if (mo->z + mo->height > mo->ceilingz)
|
|
{
|
|
mo->z = mo->ceilingz - mo->height;
|
|
mo->momz = 0;
|
|
}
|
|
*/
|
|
// but I don't want you to ever 'stand' while submerged in goo.
|
|
// You're in constant vertical momentum, even if you get stuck on something.
|
|
// No exceptions.
|
|
return false;
|
|
}
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (mo->z+mo->height >= mo->ceilingz)
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
if (mo->z <= mo->floorz)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_IsObjectOnGroundIn
|
|
//
|
|
// Returns true if the player is
|
|
// on the ground in a specific sector. Takes reverse
|
|
// gravity and FOFs into account.
|
|
//
|
|
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
// Is the object in reverse gravity?
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
// Detect if the player is on the ceiling.
|
|
if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
|
|
return true;
|
|
// Otherwise, detect if the player is on the bottom of a FOF.
|
|
else
|
|
{
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
// If the FOF doesn't exist, continue.
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
// If the FOF is configured to let players through, continue.
|
|
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
|
|
continue;
|
|
|
|
// If the the platform is intangile from below, continue.
|
|
if (rover->flags & FF_PLATFORM)
|
|
continue;
|
|
|
|
// If the FOF is a water block, continue. (Unnecessary check?)
|
|
if (rover->flags & FF_SWIMMABLE)
|
|
continue;
|
|
|
|
// Actually check if the player is on the suitable FOF.
|
|
if (mo->z+mo->height == P_GetSpecialBottomZ(mo, sectors + rover->secnum, sec))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
// Nope!
|
|
else
|
|
{
|
|
// Detect if the player is on the floor.
|
|
if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
|
|
return true;
|
|
// Otherwise, detect if the player is on the top of a FOF.
|
|
else
|
|
{
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
// If the FOF doesn't exist, continue.
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
// If the FOF is configured to let players through, continue.
|
|
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS))
|
|
continue;
|
|
|
|
// If the the platform is intangile from above, continue.
|
|
if (rover->flags & FF_REVERSEPLATFORM)
|
|
continue;
|
|
|
|
// If the FOF is a water block, continue. (Unnecessary check?)
|
|
if (rover->flags & FF_SWIMMABLE)
|
|
continue;
|
|
|
|
// Actually check if the player is on the suitable FOF.
|
|
if (mo->z == P_GetSpecialTopZ(mo, sectors + rover->secnum, sec))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_SetObjectMomZ
|
|
//
|
|
// Sets the player momz appropriately.
|
|
// Takes reverse gravity into account.
|
|
//
|
|
void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative)
|
|
{
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
value = -value;
|
|
|
|
if (mo->scale != FRACUNIT)
|
|
value = FixedMul(value, mo->scale);
|
|
|
|
if (relative)
|
|
mo->momz += value;
|
|
else
|
|
mo->momz = value;
|
|
}
|
|
|
|
//
|
|
// P_IsLocalPlayer
|
|
//
|
|
// Returns true if player is
|
|
// on the local machine.
|
|
//
|
|
boolean P_IsLocalPlayer(player_t *player)
|
|
{
|
|
return ((splitscreen && player == &players[secondarydisplayplayer]) || player == &players[consoleplayer]);
|
|
}
|
|
|
|
//
|
|
// P_SpawnShieldOrb
|
|
//
|
|
// Spawns the shield orb on the player
|
|
// depending on which shield they are
|
|
// supposed to have.
|
|
//
|
|
void P_SpawnShieldOrb(player_t *player)
|
|
{
|
|
mobjtype_t orbtype;
|
|
thinker_t *th;
|
|
mobj_t *shieldobj, *ov;
|
|
|
|
#ifdef PARANOIA
|
|
if (!player->mo)
|
|
I_Error("P_SpawnShieldOrb: player->mo is NULL!\n");
|
|
#endif
|
|
|
|
player->pflags &= ~PF_SHIELDABILITY; // Prevent edge cases when switching shields.
|
|
|
|
if (player->powers[pw_shield] & SH_FORCE)
|
|
orbtype = MT_BLUEORB;
|
|
else switch (player->powers[pw_shield] & SH_NOSTACK)
|
|
{
|
|
case SH_JUMP:
|
|
orbtype = MT_WHITEORB;
|
|
break;
|
|
case SH_ATTRACT:
|
|
orbtype = MT_YELLOWORB;
|
|
break;
|
|
case SH_ELEMENTAL:
|
|
orbtype = MT_GREENORB;
|
|
break;
|
|
case SH_BOMB:
|
|
orbtype = MT_BLACKORB;
|
|
break;
|
|
case SH_PITY:
|
|
orbtype = MT_PITYORB;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
// blaze through the thinkers to see if an orb already exists!
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
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);
|
|
P_SetTarget(&shieldobj->target, player->mo);
|
|
shieldobj->color = (UINT8)shieldobj->info->painchance;
|
|
|
|
if (shieldobj->info->seestate)
|
|
{
|
|
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
|
|
P_SetTarget(&ov->target, shieldobj);
|
|
P_SetMobjState(ov, shieldobj->info->seestate);
|
|
}
|
|
if (shieldobj->info->meleestate)
|
|
{
|
|
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
|
|
P_SetTarget(&ov->target, shieldobj);
|
|
P_SetMobjState(ov, shieldobj->info->meleestate);
|
|
}
|
|
if (shieldobj->info->missilestate)
|
|
{
|
|
ov = P_SpawnMobj(shieldobj->x, shieldobj->y, shieldobj->z, MT_OVERLAY);
|
|
P_SetTarget(&ov->target, shieldobj);
|
|
P_SetMobjState(ov, shieldobj->info->missilestate);
|
|
}
|
|
if (player->powers[pw_shield] & SH_FORCE)
|
|
{
|
|
//Copy and pasted from P_ShieldLook in p_mobj.c
|
|
shieldobj->movecount = (player->powers[pw_shield] & SH_FORCEHP);
|
|
if (shieldobj->movecount < 1)
|
|
{
|
|
if (shieldobj->info->painstate)
|
|
P_SetMobjState(shieldobj,shieldobj->info->painstate);
|
|
else
|
|
shieldobj->flags2 |= MF2_SHADOW;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SwitchShield
|
|
//
|
|
// Handles the possibility of switching
|
|
// between shields thoroughly, then
|
|
// adds the desired one.
|
|
//
|
|
// Not for use if shieldtype would be SH_FORCE.
|
|
//
|
|
void P_SwitchShield(player_t *player, UINT16 shieldtype)
|
|
{
|
|
if ((player->powers[pw_shield] & SH_NOSTACK) != shieldtype)
|
|
{
|
|
// Just in case.
|
|
if (player->pflags & PF_SHIELDABILITY)
|
|
{
|
|
player->pflags &= ~PF_SPINNING|PF_SHIELDABILITY; // They'll still have PF_THOKKED...
|
|
player->homing = 0;
|
|
if (player->powers[pw_shield] & SH_FORCE) // Dash.
|
|
{
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
player->mo->flags &= ~MF_NOGRAVITY;
|
|
player->pflags &= ~PF_FULLSTASIS;
|
|
player->mo->momx >>= 3;
|
|
player->mo->momy >>= 3;
|
|
}
|
|
}
|
|
|
|
player->powers[pw_shield] = shieldtype|(player->powers[pw_shield] & SH_STACK);
|
|
P_SpawnShieldOrb(player);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SpawnGhostMobj
|
|
//
|
|
// Spawns a ghost object on the player
|
|
//
|
|
mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
|
|
{
|
|
mobj_t *ghost;
|
|
|
|
ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST);
|
|
|
|
P_SetScale(ghost, mobj->scale);
|
|
ghost->destscale = mobj->scale;
|
|
|
|
if (mobj->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
ghost->eflags |= MFE_VERTICALFLIP;
|
|
ghost->z += mobj->height - ghost->height;
|
|
}
|
|
|
|
ghost->color = mobj->color;
|
|
|
|
ghost->angle = mobj->angle;
|
|
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->fuse = ghost->info->damage;
|
|
ghost->skin = mobj->skin;
|
|
|
|
if (mobj->flags2 & MF2_OBJECTFLIP)
|
|
ghost->flags |= MF2_OBJECTFLIP;
|
|
|
|
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 == MT_GHOST)
|
|
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
|
|
else
|
|
{
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
|
|
else
|
|
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
|
|
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
|
|
zheight = player->mo->floorz;
|
|
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
|
|
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
|
|
|
|
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
|
|
|
|
// set to player's angle, just in case
|
|
mobj->angle = player->mo->angle;
|
|
|
|
// color and skin
|
|
mobj->color = player->mo->color;
|
|
mobj->skin = player->mo->skin;
|
|
|
|
// vertical flip
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
mobj->flags2 |= MF2_OBJECTFLIP;
|
|
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
|
|
|
|
// scale
|
|
P_SetScale(mobj, player->mo->scale);
|
|
mobj->destscale = player->mo->scale;
|
|
}
|
|
|
|
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
|
|
if (demorecording)
|
|
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 == MT_GHOST)
|
|
mobj = P_SpawnGhostMobj(player->mo); // virtually does everything here for us
|
|
else
|
|
{
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
zheight = player->mo->z + player->mo->height + FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT) - FixedMul(mobjinfo[type].height, player->mo->scale);
|
|
else
|
|
zheight = player->mo->z - FixedDiv(P_GetPlayerHeight(player) - player->mo->height, 3*FRACUNIT);
|
|
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP) && zheight < player->mo->floorz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
|
|
zheight = player->mo->floorz;
|
|
else if (player->mo->eflags & MFE_VERTICALFLIP && zheight + FixedMul(mobjinfo[type].height, player->mo->scale) > player->mo->ceilingz && !(mobjinfo[type].flags & MF_NOCLIPHEIGHT))
|
|
zheight = player->mo->ceilingz - FixedMul(mobjinfo[type].height, player->mo->scale);
|
|
|
|
mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type);
|
|
|
|
// set to player's angle, just in case
|
|
mobj->angle = player->mo->angle;
|
|
|
|
// color and skin
|
|
mobj->color = player->mo->color;
|
|
mobj->skin = player->mo->skin;
|
|
|
|
// vertical flip
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
mobj->flags2 |= MF2_OBJECTFLIP;
|
|
mobj->eflags |= (player->mo->eflags & MFE_VERTICALFLIP);
|
|
|
|
// scale
|
|
P_SetScale(mobj, player->mo->scale);
|
|
mobj->destscale = player->mo->scale;
|
|
}
|
|
|
|
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
|
|
}
|
|
|
|
//
|
|
// P_DoPlayerExit
|
|
//
|
|
// Player exits the map via sector trigger
|
|
void P_DoPlayerExit(player_t *player)
|
|
{
|
|
if (player->exiting)
|
|
return;
|
|
|
|
if (cv_allowexitlevel.value == 0 && !G_PlatformGametype())
|
|
return;
|
|
else if (gametype == GT_RACE || gametype == GT_COMPETITION) // If in Race Mode, allow
|
|
{
|
|
if (!countdown) // a 60-second wait ala Sonic 2.
|
|
countdown = cv_countdowntime.value*TICRATE + 1; // Use cv_countdowntime
|
|
|
|
player->exiting = 3*TICRATE;
|
|
|
|
if (!countdown2)
|
|
countdown2 = (8 + cv_countdowntime.value)*TICRATE + 1; // 8 sec more than countdowntime -- 11 is too much
|
|
|
|
if (P_CheckRacers())
|
|
player->exiting = (14*TICRATE)/5 + 1;
|
|
}
|
|
else
|
|
player->exiting = (14*TICRATE)/5 + 2; // Accidental death safeguard???
|
|
|
|
//player->pflags &= ~PF_GLIDING;
|
|
if (player->climbing)
|
|
{
|
|
player->climbing = 0;
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
player->powers[pw_underwater] = 0;
|
|
player->powers[pw_spacetime] = 0;
|
|
P_RestoreMusic(player);
|
|
|
|
if (playeringame[player-players] && netgame && !circuitmap)
|
|
CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]);
|
|
}
|
|
|
|
#define SPACESPECIAL 12
|
|
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
|
|
{
|
|
sector_t *sector;
|
|
|
|
sector = mo->subsector->sector;
|
|
|
|
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
|
|
return true;
|
|
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
|
|
continue;
|
|
|
|
if (mo->z > *rover->topheight)
|
|
continue;
|
|
|
|
if (mo->z + (mo->height/2) < *rover->bottomheight)
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false; // No vacuum here, Captain!
|
|
}
|
|
|
|
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
|
{
|
|
sector_t *sector;
|
|
|
|
sector = mo->subsector->sector;
|
|
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_QUICKSAND))
|
|
continue;
|
|
|
|
if (mo->z > *rover->topheight)
|
|
continue;
|
|
|
|
if (mo->z + (mo->height/2) < *rover->bottomheight)
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false; // No sand here, Captain!
|
|
}
|
|
|
|
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;
|
|
|
|
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)
|
|
{
|
|
if (!node->m_sector)
|
|
break;
|
|
|
|
if (node->m_sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
if ((rover->flags & FF_BUSTUP)/* && !rover->master->frontsector->crumblestate*/)
|
|
{
|
|
// If it's an FF_SPINBUST, you have to either be jumping, or coming down
|
|
// onto the top from a spin.
|
|
if (rover->flags & FF_SPINBUST && ((!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING)) || (player->pflags & PF_STARTDASH)))
|
|
continue;
|
|
|
|
// if it's not an FF_SHATTER, you must be spinning (and not jumping)
|
|
// or be super
|
|
// or have CA_GLIDEANDCLIMB
|
|
// or be in dashmode with CA_DASHMODE
|
|
// or be using CA_TWINSPIN
|
|
// or be using CA2_MELEE
|
|
// or are drilling in NiGHTS
|
|
// or are recording for Metal Sonic
|
|
if (!(rover->flags & FF_SHATTER) && !(rover->flags & FF_SPINBUST)
|
|
&& !((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
|
&& !(player->powers[pw_super])
|
|
&& !(player->charability == CA_GLIDEANDCLIMB)
|
|
&& !((player->charability == CA_DASHMODE) && (player->dashmode >= 3*TICRATE))
|
|
&& !((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
|
&& !(player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
|
&& !(player->pflags & PF_DRILLING)
|
|
&& !metalrecording)
|
|
continue;
|
|
|
|
// Only players with CA_GLIDEANDCLIMB, or CA_TWINSPIN/CA2_MELEE users can break this rock...
|
|
if (!(rover->flags & FF_SHATTER) && (rover->flags & FF_ONLYKNUX)
|
|
&& !(player->charability == CA_GLIDEANDCLIMB
|
|
|| ((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
|
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)))
|
|
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 (rover->flags & FF_SHATTERBOTTOM)
|
|
{
|
|
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
|
continue;
|
|
|
|
if (player->mo->z+player->mo->height > bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->flags & FF_SPINBUST)
|
|
{
|
|
if (player->mo->z+player->mo->momz > topheight)
|
|
continue;
|
|
|
|
if (player->mo->z + player->mo->height < bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->flags & FF_SHATTER)
|
|
{
|
|
if (player->mo->z + player->mo->momz > topheight)
|
|
continue;
|
|
|
|
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
if (player->mo->z >= topheight)
|
|
continue;
|
|
|
|
if (player->mo->z + player->mo->height < bottomheight)
|
|
continue;
|
|
}
|
|
|
|
// Impede the player's fall a bit
|
|
if (((rover->flags & FF_SPINBUST) || (rover->flags & FF_SHATTER)) && player->mo->z >= topheight)
|
|
player->mo->momz >>= 1;
|
|
else if (rover->flags & FF_SHATTER)
|
|
{
|
|
player->mo->momx >>= 1;
|
|
player->mo->momy >>= 1;
|
|
}
|
|
|
|
//if (metalrecording)
|
|
// G_RecordBustup(rover);
|
|
|
|
EV_CrumbleChain(node->m_sector, rover);
|
|
|
|
// Run a linedef executor??
|
|
if (rover->master->flags & ML_EFFECT5)
|
|
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
|
|
|
|
goto bustupdone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bustupdone:
|
|
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;
|
|
#ifdef ESLOPE
|
|
vector3_t momentum;
|
|
#endif
|
|
|
|
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)
|
|
{
|
|
if (!node->m_sector)
|
|
break;
|
|
|
|
if (node->m_sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
boolean top = true;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
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))
|
|
top = false;
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 1) == 15)
|
|
{
|
|
fixed_t linedist;
|
|
|
|
linedist = P_AproxDistance(rover->master->v1->x-rover->master->v2->x, rover->master->v1->y-rover->master->v2->y);
|
|
|
|
linedist = FixedDiv(linedist,100*FRACUNIT);
|
|
|
|
if (top)
|
|
{
|
|
fixed_t newmom;
|
|
|
|
#ifdef ESLOPE
|
|
pslope_t *slope;
|
|
if (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) { // Hit top
|
|
slope = *rover->t_slope;
|
|
} else { // Hit bottom
|
|
slope = *rover->b_slope;
|
|
}
|
|
|
|
momentum.x = player->mo->momx;
|
|
momentum.y = player->mo->momy;
|
|
momentum.z = player->mo->momz*2;
|
|
|
|
if (slope)
|
|
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
|
|
|
|
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
|
|
#else
|
|
newmom = -FixedMul(player->mo->momz,linedist);
|
|
#endif
|
|
|
|
if (abs(newmom) < (linedist*2))
|
|
{
|
|
goto bouncydone;
|
|
}
|
|
|
|
if (!(rover->master->flags & ML_BOUNCY))
|
|
{
|
|
if (newmom > 0)
|
|
{
|
|
if (newmom < 8*FRACUNIT)
|
|
newmom = 8*FRACUNIT;
|
|
}
|
|
else if (newmom > -8*FRACUNIT && newmom != 0)
|
|
newmom = -8*FRACUNIT;
|
|
}
|
|
|
|
if (newmom > P_GetPlayerHeight(player)/2)
|
|
newmom = P_GetPlayerHeight(player)/2;
|
|
else if (newmom < -P_GetPlayerHeight(player)/2)
|
|
newmom = -P_GetPlayerHeight(player)/2;
|
|
|
|
#ifdef ESLOPE
|
|
momentum.z = newmom*2;
|
|
|
|
if (slope)
|
|
P_QuantizeMomentumToSlope(&momentum, slope);
|
|
|
|
player->mo->momx = momentum.x;
|
|
player->mo->momy = momentum.y;
|
|
player->mo->momz = momentum.z/2;
|
|
#else
|
|
player->mo->momz = newmom;
|
|
#endif
|
|
|
|
if (player->pflags & PF_SPINNING)
|
|
{
|
|
player->pflags &= ~PF_SPINNING;
|
|
player->pflags |= PF_JUMPED;
|
|
player->pflags |= PF_THOKKED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->mo->momx = -FixedMul(player->mo->momx,linedist);
|
|
player->mo->momy = -FixedMul(player->mo->momy,linedist);
|
|
|
|
if (player->pflags & PF_SPINNING)
|
|
{
|
|
player->pflags &= ~PF_SPINNING;
|
|
player->pflags |= PF_JUMPED;
|
|
player->pflags |= PF_THOKKED;
|
|
}
|
|
}
|
|
|
|
if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<<FRACBITS, player->mo->scale) && player->mo->momz)
|
|
{
|
|
player->pflags &= ~PF_SPINNING;
|
|
player->pflags |= PF_JUMPED;
|
|
}
|
|
|
|
goto bouncydone;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
bouncydone:
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x = oldx;
|
|
player->mo->y = oldy;
|
|
player->mo->z = oldz;
|
|
P_SetThingPosition(player->mo);
|
|
}
|
|
|
|
static void P_CheckQuicksand(player_t *player)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t sinkspeed, friction;
|
|
|
|
if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0))
|
|
return;
|
|
|
|
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
if (!(rover->flags & FF_QUICKSAND))
|
|
continue;
|
|
|
|
if (*rover->topheight >= player->mo->z && *rover->bottomheight < player->mo->z + player->mo->height)
|
|
{
|
|
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
|
|
|
|
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
|
|
|
|
player->mo->z -= sinkspeed;
|
|
|
|
if (player->mo->z <= player->mo->subsector->sector->floorheight)
|
|
player->mo->z = player->mo->subsector->sector->floorheight;
|
|
|
|
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
|
|
|
|
player->mo->momx = FixedMul(player->mo->momx, friction);
|
|
player->mo->momy = FixedMul(player->mo->momy, friction);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_CheckSneakerAndLivesTimer
|
|
//
|
|
// Restores music from sneaker and life fanfares
|
|
//
|
|
static void P_CheckSneakerAndLivesTimer(player_t *player)
|
|
{
|
|
if ((player->powers[pw_underwater] <= 11*TICRATE + 1)
|
|
&& (player->powers[pw_underwater] > 1))
|
|
return; // don't restore music if drowning music is playing
|
|
|
|
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 ((timeleft == 11*TICRATE + 1) // 5
|
|
|| (timeleft == 9*TICRATE + 1) // 4
|
|
|| (timeleft == 7*TICRATE + 1) // 3
|
|
|| (timeleft == 5*TICRATE + 1) // 2
|
|
|| (timeleft == 3*TICRATE + 1) // 1
|
|
|| (timeleft == 1*TICRATE + 1) // 0
|
|
) {
|
|
fixed_t height = (player->mo->eflags & MFE_VERTICALFLIP)
|
|
? player->mo->z - FixedMul(8*FRACUNIT - mobjinfo[MT_DROWNNUMBERS].height, player->mo->scale)
|
|
: player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale);
|
|
|
|
mobj_t *numbermobj = P_SpawnMobj(player->mo->x, player->mo->y, height, MT_DROWNNUMBERS);
|
|
|
|
timeleft /= (2*TICRATE); // To be strictly accurate it'd need to be (((timeleft - 1)/TICRATE) - 1)/2, but integer division rounds down for us
|
|
|
|
if (player->charflags & SF_MACHINE)
|
|
{
|
|
S_StartSound(player->mo, sfx_buzz1);
|
|
timeleft += 6;
|
|
}
|
|
else
|
|
S_StartSound(player->mo, sfx_dwnind);
|
|
|
|
if (timeleft) // Don't waste time setting the state if the time is 0.
|
|
P_SetMobjState(numbermobj, numbermobj->info->spawnstate+timeleft);
|
|
|
|
P_SetTarget(&numbermobj->target, player->mo);
|
|
numbermobj->threshold = 40;
|
|
numbermobj->destscale = player->mo->scale;
|
|
P_SetScale(numbermobj, player->mo->scale);
|
|
}
|
|
// Underwater timer runs out
|
|
else if (timeleft == 1)
|
|
{
|
|
if ((netgame || multiplayer) && P_IsLocalPlayer(player))
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
|
|
if (player->powers[pw_spacetime] == 1)
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPACEDROWN);
|
|
else
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DROWNED);
|
|
}
|
|
|
|
if (!(player->mo->eflags & MFE_UNDERWATER) && player->powers[pw_underwater])
|
|
{
|
|
if (player->powers[pw_underwater] <= 12*TICRATE + 1)
|
|
P_RestoreMusic(player);
|
|
|
|
player->powers[pw_underwater] = 0;
|
|
}
|
|
|
|
if (player->powers[pw_spacetime] > 1 && !P_InSpaceSector(player->mo))
|
|
{
|
|
P_RestoreMusic(player);
|
|
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])
|
|
{
|
|
S_StopMusic();
|
|
S_ChangeMusicInternal("drown", false);
|
|
}
|
|
}
|
|
|
|
if (player->exiting)
|
|
{
|
|
if (player->powers[pw_underwater] > 1)
|
|
player->powers[pw_underwater] = 0;
|
|
|
|
player->powers[pw_spacetime] = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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 = (UINT8)(SKINCOLOR_RED + (leveltime % (MAXSKINCOLORS - SKINCOLOR_RED))); // Passes through all saturated colours
|
|
else if (leveltime % (TICRATE/7) == 0)
|
|
{
|
|
mobj_t *sparkle = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_IVSP);
|
|
sparkle->destscale = player->mo->scale;
|
|
P_SetScale(sparkle, player->mo->scale);
|
|
}
|
|
|
|
// Resume normal music stuff.
|
|
if (player->powers[pw_invulnerability] == 1)
|
|
{
|
|
if (!player->powers[pw_super])
|
|
{
|
|
if (mariomode)
|
|
{
|
|
if (player->powers[pw_shield] & SH_FIREFLOWER)
|
|
{
|
|
player->mo->color = SKINCOLOR_WHITE;
|
|
G_GhostAddColor(GHC_FIREFLOWER);
|
|
}
|
|
else
|
|
{
|
|
player->mo->color = player->skincolor;
|
|
G_GhostAddColor(GHC_NORMAL);
|
|
}
|
|
}
|
|
|
|
// If you had a shield, restore its visual significance
|
|
P_SpawnShieldOrb(player);
|
|
}
|
|
|
|
if ((player->powers[pw_underwater] <= 11*TICRATE + 1)
|
|
&& (player->powers[pw_underwater] > 1))
|
|
return; // don't restore music if drowning music is playing
|
|
|
|
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_NOSTACK) == SH_ELEMENTAL && !(player->pflags & PF_NIGHTSMODE)) || player->spectator)
|
|
return;
|
|
|
|
if (player->charflags & SF_MACHINE)
|
|
{
|
|
if (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);
|
|
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;
|
|
bubble->destscale = player->mo->scale;
|
|
P_SetScale(bubble, bubble->destscale);
|
|
}
|
|
|
|
if (player->pflags & PF_NIGHTSMODE) // NiGHTS Super doesn't spawn flight bubbles
|
|
return;
|
|
|
|
// Tails stirs up the water while flying in it
|
|
if (player->powers[pw_tailsfly] && (leveltime & 1) && player->charability != CA_SWIM)
|
|
{
|
|
fixed_t radius = (3*player->mo->radius)>>1;
|
|
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 - FixedDiv(player->mo->height,3*FRACUNIT/2);
|
|
else
|
|
stirwaterz = player->mo->z + FixedDiv(player->mo->height,3*FRACUNIT/2);
|
|
|
|
bubble = P_SpawnMobj(
|
|
player->mo->x + stirwaterx,
|
|
player->mo->y + stirwatery,
|
|
stirwaterz, MT_SMALLBUBBLE);
|
|
bubble->destscale = player->mo->scale;
|
|
P_SetScale(bubble,bubble->destscale);
|
|
|
|
bubble = P_SpawnMobj(
|
|
player->mo->x - stirwaterx,
|
|
player->mo->y - stirwatery,
|
|
stirwaterz, MT_SMALLBUBBLE);
|
|
bubble->destscale = player->mo->scale;
|
|
P_SetScale(bubble,bubble->destscale);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_DoPlayerHeadSigns
|
|
//
|
|
// Spawns "IT" and "GOT FLAG" signs for Tag and CTF respectively
|
|
//
|
|
static void P_DoPlayerHeadSigns(player_t *player)
|
|
{
|
|
if (G_TagGametype())
|
|
{
|
|
// If you're "IT", show a big "IT" over your head for others to see.
|
|
if (player->pflags & PF_TAGIT)
|
|
{
|
|
if (!(player == &players[consoleplayer] || player == &players[secondarydisplayplayer] || player == &players[displayplayer])) // Don't display it on your own view.
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP))
|
|
P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height, MT_TAG);
|
|
else
|
|
P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z - mobjinfo[MT_TAG].height, MT_TAG)->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
}
|
|
}
|
|
else if (gametype == GT_CTF)
|
|
{
|
|
if (player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)) // If you have the flag (duh).
|
|
{
|
|
// Spawn a got-flag message over the head of the player that
|
|
// has it (but not on your own screen if you have the flag).
|
|
if (splitscreen || player != &players[consoleplayer])
|
|
{
|
|
if (player->gotflag & GF_REDFLAG)
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP))
|
|
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
|
|
player->mo->z+P_GetPlayerHeight(player)+FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG);
|
|
else
|
|
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
|
|
player->mo->z+player->mo->height-P_GetPlayerHeight(player)-mobjinfo[MT_GOTFLAG].height-FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG)->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
if (player->gotflag & GF_BLUEFLAG)
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP))
|
|
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
|
|
player->mo->z+P_GetPlayerHeight(player)+FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG2);
|
|
else
|
|
P_SpawnMobj(player->mo->x+player->mo->momx, player->mo->y+player->mo->momy,
|
|
player->mo->z+player->mo->height-P_GetPlayerHeight(player)-mobjinfo[MT_GOTFLAG2].height-FixedMul(16*FRACUNIT, player->mo->scale)+player->mo->momz, MT_GOTFLAG2)->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
boolean onesided = ((player->lastsidehit != -1 && player->lastlinehit != -1) && !(lines[player->lastlinehit].backsector));
|
|
|
|
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_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
|
|
|
|
if (onesided || glidesector->sector != player->mo->subsector->sector)
|
|
{
|
|
boolean floorclimb = false;
|
|
boolean thrust = false;
|
|
boolean boostup = false;
|
|
boolean skyclimber = false;
|
|
fixed_t floorheight, ceilingheight; // ESLOPE
|
|
|
|
if (onesided)
|
|
floorclimb = true;
|
|
else
|
|
{
|
|
#ifdef ESLOPE
|
|
floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
|
|
: glidesector->sector->floorheight;
|
|
ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
|
|
: glidesector->sector->ceilingheight;
|
|
#else
|
|
floorheight = glidesector->sector->floorheight;
|
|
ceilingheight = glidesector->sector->ceilingheight;
|
|
#endif
|
|
|
|
if (glidesector->sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight; // ESLOPE
|
|
|
|
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
|
continue;
|
|
|
|
floorclimb = true;
|
|
|
|
#ifdef ESLOPE
|
|
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
|
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
|
#else
|
|
bottomheight = *rover->bottomheight;
|
|
topheight = *rover->topheight;
|
|
#endif
|
|
|
|
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
|
|
if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
|
|
{
|
|
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
|
|
&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
|
|
|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
|
|
&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
|
|
{
|
|
if (cmd->forwardmove != 0)
|
|
player->mo->momz += rover->master->frontsector->floorspeed;
|
|
else
|
|
{
|
|
player->mo->momz = rover->master->frontsector->floorspeed;
|
|
climb = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gravity is flipped, so the comments are, too.
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
// Trying to climb down past the bottom of the FOF
|
|
if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
|
|
{
|
|
fixed_t bottomheight2;
|
|
ffloor_t *roverbelow;
|
|
boolean foundfof = false;
|
|
floorclimb = true;
|
|
boostup = false;
|
|
|
|
// Is there a FOF directly below this one that we can move onto?
|
|
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
|
|
{
|
|
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
|
|
continue;
|
|
|
|
if (roverbelow == rover)
|
|
continue;
|
|
|
|
#ifdef ESLOPE
|
|
bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
|
|
#else
|
|
bottomheight2 = *roverbelow->bottomheight;
|
|
#endif
|
|
|
|
if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
|
|
foundfof = true;
|
|
}
|
|
|
|
if (!foundfof)
|
|
player->mo->momz = 0;
|
|
}
|
|
|
|
// Below the FOF
|
|
if (topheight <= player->mo->z)
|
|
{
|
|
floorclimb = false;
|
|
boostup = false;
|
|
thrust = false;
|
|
}
|
|
|
|
// Above the FOF
|
|
if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
|
|
{
|
|
floorclimb = false;
|
|
thrust = true;
|
|
boostup = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Trying to climb down past the bottom of a FOF
|
|
if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
|
|
{
|
|
fixed_t topheight2;
|
|
ffloor_t *roverbelow;
|
|
boolean foundfof = false;
|
|
floorclimb = true;
|
|
boostup = false;
|
|
|
|
// Is there a FOF directly below this one that we can move onto?
|
|
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
|
|
{
|
|
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
|
|
continue;
|
|
|
|
if (roverbelow == rover)
|
|
continue;
|
|
|
|
#ifdef ESLOPE
|
|
topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
|
|
#else
|
|
topheight2 = *roverbelow->topheight;
|
|
#endif
|
|
|
|
if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
|
|
foundfof = true;
|
|
}
|
|
|
|
if (!foundfof)
|
|
player->mo->momz = 0;
|
|
}
|
|
|
|
// Below the FOF
|
|
if (bottomheight >= player->mo->z + player->mo->height)
|
|
{
|
|
floorclimb = false;
|
|
boostup = false;
|
|
thrust = false;
|
|
}
|
|
|
|
// Above the FOF
|
|
if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
|
|
{
|
|
floorclimb = false;
|
|
thrust = true;
|
|
boostup = true;
|
|
}
|
|
}
|
|
|
|
if (floorclimb)
|
|
{
|
|
if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
|
|
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Gravity is flipped, so are comments.
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
// Trying to climb down past the upper texture area
|
|
if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
|
|
{
|
|
boolean foundfof = false;
|
|
floorclimb = true;
|
|
|
|
// Is there a FOF directly below that we can move onto?
|
|
if (glidesector->sector->ffloors)
|
|
{
|
|
fixed_t bottomheight;
|
|
ffloor_t *rover;
|
|
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
|
continue;
|
|
|
|
#ifdef ESLOPE
|
|
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
|
#else
|
|
bottomheight = *rover->bottomheight;
|
|
#endif
|
|
|
|
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)
|
|
{
|
|
ffloor_t *rover;
|
|
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
|
|
continue;
|
|
|
|
if (*rover->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 = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)T_Scroll)
|
|
continue;
|
|
|
|
scroller = (scroll_t *)think;
|
|
|
|
if (scroller->type != sc_side)
|
|
continue;
|
|
|
|
if (scroller->affectee != player->lastsidehit)
|
|
continue;
|
|
|
|
if (scroller->accel)
|
|
{
|
|
dx = scroller->vdx;
|
|
dy = scroller->vdy;
|
|
}
|
|
else
|
|
{
|
|
dx = scroller->dx;
|
|
dy = scroller->dy;
|
|
}
|
|
|
|
if (cmd->forwardmove != 0)
|
|
{
|
|
player->mo->momz += dy;
|
|
climb = true;
|
|
}
|
|
else
|
|
{
|
|
player->mo->momz = dy;
|
|
climb = false;
|
|
}
|
|
|
|
sideangle = R_PointToAngle2(lines[player->lastlinehit].v2->x,lines[player->lastlinehit].v2->y,lines[player->lastlinehit].v1->x,lines[player->lastlinehit].v1->y);
|
|
|
|
if (cmd->sidemove != 0)
|
|
{
|
|
P_Thrust(player->mo, sideangle, dx);
|
|
climb = true;
|
|
}
|
|
else
|
|
{
|
|
P_InstaThrust(player->mo, sideangle, dx);
|
|
climb = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
|
|
climb = true;
|
|
else
|
|
climb = false;
|
|
|
|
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
|
|
&& player->mo->state-states != S_PLAY_CLIMB)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB);
|
|
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_CLING);
|
|
|
|
if (!floorclimb)
|
|
{
|
|
if (boostup)
|
|
P_SetObjectMomZ(player->mo, 2*FRACUNIT, true);
|
|
if (thrust)
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(4*FRACUNIT, player->mo->scale)); // Lil' boost up.
|
|
|
|
player->climbing = 0;
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
|
|
if (skyclimber)
|
|
{
|
|
player->climbing = 0;
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->climbing = 0;
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
|
|
if (cmd->sidemove != 0 || cmd->forwardmove != 0)
|
|
climb = true;
|
|
else
|
|
climb = false;
|
|
|
|
if (player->climbing && climb && (player->mo->momx || player->mo->momy || player->mo->momz)
|
|
&& player->mo->state-states != S_PLAY_CLIMB)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_CLIMB);
|
|
else if ((!(player->mo->momx || player->mo->momy || player->mo->momz) || !climb) && player->mo->state-states != S_PLAY_CLING)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_CLING);
|
|
|
|
if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPSTASIS))
|
|
{
|
|
player->climbing = 0;
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
P_SetObjectMomZ(player->mo, 4*FRACUNIT, false);
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(-4*FRACUNIT, player->mo->scale));
|
|
}
|
|
|
|
if (!demoplayback || P_AnalogMove(player))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
}
|
|
|
|
if (player->climbing == 0)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
|
|
if (player->climbing && P_IsObjectOnGround(player->mo))
|
|
{
|
|
P_ResetPlayer(player);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
}
|
|
}
|
|
|
|
//
|
|
// PIT_CheckSolidsTeeter
|
|
// AKA: PIT_HacksToStopPlayersTeeteringOnGargoyles
|
|
//
|
|
|
|
static mobj_t *teeterer; // the player checking for teetering
|
|
static boolean solidteeter; // saves whether the player can teeter on this or not
|
|
static fixed_t highesttop; // highest floor found so far
|
|
// reserved for standing on multiple objects
|
|
static boolean couldteeter;
|
|
static fixed_t teeterxl, teeterxh;
|
|
static fixed_t teeteryl, teeteryh;
|
|
|
|
static boolean PIT_CheckSolidsTeeter(mobj_t *thing)
|
|
{
|
|
fixed_t blockdist;
|
|
fixed_t tiptop = FixedMul(MAXSTEPMOVE, teeterer->scale);
|
|
fixed_t thingtop = thing->z + thing->height;
|
|
fixed_t teeterertop = teeterer->z + teeterer->height;
|
|
|
|
if (!teeterer || !thing)
|
|
return true;
|
|
|
|
if (!(thing->flags & MF_SOLID))
|
|
return true;
|
|
|
|
if (thing->flags & MF_NOCLIP)
|
|
return true;
|
|
|
|
if (thing == teeterer)
|
|
return true;
|
|
|
|
if (thing->player && cv_tailspickup.value && gametype != GT_HIDEANDSEEK)
|
|
return true;
|
|
|
|
blockdist = teeterer->radius + thing->radius;
|
|
|
|
if (abs(thing->x - teeterer->x) >= blockdist || abs(thing->y - teeterer->y) >= blockdist)
|
|
return true; // didn't hit it
|
|
|
|
if (teeterer->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (thingtop < teeterer->z)
|
|
return true;
|
|
if (thing->z > highesttop)
|
|
return true;
|
|
highesttop = thing->z;
|
|
if (thing->z > teeterertop + tiptop)
|
|
{
|
|
solidteeter = true;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (thing->z > teeterertop)
|
|
return true;
|
|
if (thingtop < highesttop)
|
|
return true;
|
|
highesttop = thingtop;
|
|
if (thingtop < teeterer->z - tiptop)
|
|
{
|
|
solidteeter = true;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// are you standing on this?
|
|
if ((teeterer->eflags & MFE_VERTICALFLIP && thing->z - FixedMul(FRACUNIT, teeterer->scale) == teeterertop)
|
|
|| (!(teeterer->eflags & MFE_VERTICALFLIP) && thingtop + FixedMul(FRACUNIT, teeterer->scale) == teeterer->z))
|
|
{
|
|
fixed_t teeterdist = thing->radius - FixedMul(5*FRACUNIT, teeterer->scale);
|
|
// how far are you from the edge?
|
|
if (abs(teeterer->x - thing->x) > teeterdist || abs(teeterer->y - thing->y) > teeterdist)
|
|
{
|
|
if (couldteeter) // player is standing on another object already, see if we can stand on both and not teeter!
|
|
{
|
|
if (thing->x - teeterdist < teeterxl)
|
|
teeterxl = thing->x - teeterdist;
|
|
if (thing->x + teeterdist > teeterxh)
|
|
teeterxh = thing->x + teeterdist;
|
|
if (thing->y - teeterdist < teeteryl)
|
|
teeteryl = thing->y - teeterdist;
|
|
if (thing->y + teeterdist > teeteryh)
|
|
teeteryh = thing->y + teeterdist;
|
|
|
|
if (teeterer->x < teeterxl)
|
|
return true;
|
|
if (teeterer->x > teeterxh)
|
|
return true;
|
|
if (teeterer->y < teeteryl)
|
|
return true;
|
|
if (teeterer->y > teeteryh)
|
|
return true;
|
|
|
|
solidteeter = false; // you can stop teetering now!
|
|
couldteeter = false; // just in case...
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
// too far! don't change teeter status though
|
|
// save teeter x/y limits to bring up later
|
|
teeterxl = thing->x - teeterdist;
|
|
teeterxh = thing->x + teeterdist;
|
|
teeteryl = thing->y - teeterdist;
|
|
teeteryh = thing->y + teeterdist;
|
|
}
|
|
couldteeter = true;
|
|
return true;
|
|
}
|
|
solidteeter = false;
|
|
couldteeter = false;
|
|
return false; // you're definitely not teetering, that's the end of the matter
|
|
}
|
|
solidteeter = false;
|
|
return true; // you're not teetering but it's not neccessarily over, YET
|
|
}
|
|
|
|
//
|
|
// P_DoTeeter
|
|
//
|
|
// Handles player teetering
|
|
//
|
|
static void P_DoTeeter(player_t *player)
|
|
{
|
|
boolean teeter = false;
|
|
boolean roverfloor; // solid 3d floors?
|
|
fixed_t floorheight, ceilingheight;
|
|
fixed_t topheight, bottomheight; // for 3d floor usage
|
|
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
|
|
|
|
if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
|
|
teeter = true;
|
|
else // Let's do some checks...
|
|
{
|
|
UINT8 i;
|
|
sector_t *sec;
|
|
fixed_t highestceilingheight = INT32_MIN;
|
|
fixed_t lowestfloorheight = INT32_MAX;
|
|
|
|
teeter = false;
|
|
roverfloor = false;
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
#define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1
|
|
#define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1
|
|
fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale));
|
|
fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale));
|
|
#undef xsign
|
|
#undef ysign
|
|
|
|
sec = R_PointInSubsector(checkx, checky)->sector;
|
|
|
|
ceilingheight = sec->ceilingheight;
|
|
floorheight = sec->floorheight;
|
|
#ifdef ESLOPE
|
|
if (sec->c_slope)
|
|
ceilingheight = P_GetZAt(sec->c_slope, checkx, checky);
|
|
if (sec->f_slope)
|
|
floorheight = P_GetZAt(sec->f_slope, checkx, checky);
|
|
#endif
|
|
highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight;
|
|
lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight;
|
|
|
|
if (!(sec->ffloors))
|
|
continue; // move on to the next subsector
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
|
|
topheight = *rover->topheight;
|
|
bottomheight = *rover->bottomheight;
|
|
|
|
#ifdef ESLOPE
|
|
if (*rover->t_slope)
|
|
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
|
|
if (*rover->b_slope)
|
|
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
|
|
#endif
|
|
|
|
if (P_CheckSolidLava(player->mo, rover))
|
|
;
|
|
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
|
|
continue; // intangible 3d floor
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (bottomheight > ceilingheight) // Above the ceiling
|
|
continue;
|
|
|
|
if (bottomheight > player->mo->z + player->mo->height + tiptop
|
|
|| (topheight < player->mo->z
|
|
&& player->mo->z + player->mo->height < ceilingheight - tiptop))
|
|
{
|
|
teeter = true;
|
|
roverfloor = true;
|
|
}
|
|
else
|
|
{
|
|
teeter = false;
|
|
roverfloor = true;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (topheight < floorheight) // Below the floor
|
|
continue;
|
|
|
|
if (topheight < player->mo->z - tiptop
|
|
|| (bottomheight > player->mo->z + player->mo->height
|
|
&& player->mo->z > floorheight + tiptop))
|
|
{
|
|
teeter = true;
|
|
roverfloor = true;
|
|
}
|
|
else
|
|
{
|
|
teeter = false;
|
|
roverfloor = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break; // break out of loop now, we're done
|
|
}
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop))
|
|
teeter = true;
|
|
}
|
|
else
|
|
{
|
|
if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop))
|
|
teeter = true;
|
|
}
|
|
}
|
|
|
|
{
|
|
INT32 bx, by, xl, xh, yl, yh;
|
|
|
|
yh = (unsigned)(player->mo->y + player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(player->mo->y - player->mo->radius - bmaporgy)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(player->mo->x + player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xl = (unsigned)(player->mo->x - player->mo->radius - bmaporgx)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
// Polyobjects
|
|
#ifdef 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);
|
|
}
|
|
}
|
|
#endif
|
|
if (teeter) // only bother with objects as a last resort if you were already teetering
|
|
{
|
|
mobj_t *oldtmthing = tmthing;
|
|
tmthing = teeterer = player->mo;
|
|
teeterxl = teeterxh = player->mo->x;
|
|
teeteryl = teeteryh = player->mo->y;
|
|
couldteeter = false;
|
|
solidteeter = teeter;
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
highesttop = INT32_MIN;
|
|
if (!P_BlockThingsIterator(bx, by, PIT_CheckSolidsTeeter))
|
|
goto teeterdone; // we've found something that stops us teetering at all, how about we stop already
|
|
}
|
|
teeterdone:
|
|
teeter = solidteeter;
|
|
tmthing = oldtmthing; // restore old tmthing, goodness knows what the game does with this before mobj thinkers
|
|
}
|
|
}
|
|
if (teeter)
|
|
{
|
|
if (player->panim == PA_IDLE)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_EDGE);
|
|
}
|
|
else if (player->panim == PA_EDGE)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
}
|
|
|
|
//
|
|
// P_SetWeaponDelay
|
|
//
|
|
// Sets weapon delay. Properly accounts for Knux's firing rate bonus.
|
|
//
|
|
static void P_SetWeaponDelay(player_t *player, INT32 delay)
|
|
{
|
|
player->weapondelay = delay;
|
|
|
|
if (player->skin == 2) // Knuckles
|
|
{
|
|
// Multiply before dividing.
|
|
// Loss of precision can make a surprisingly large difference.
|
|
player->weapondelay *= 2;
|
|
player->weapondelay /= 3;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_DoFiring()
|
|
//
|
|
// Handles firing ring weapons and Mario fireballs.
|
|
//
|
|
static void P_DoFiring(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
INT32 i;
|
|
|
|
I_Assert(player != NULL);
|
|
I_Assert(!P_MobjWasRemoved(player->mo));
|
|
|
|
if (cmd->buttons & BT_ATTACK || cmd->buttons & BT_FIRENORMAL)
|
|
{
|
|
if (!(player->pflags & PF_ATTACKDOWN) && player->powers[pw_shield] & SH_FIREFLOWER && !player->climbing)
|
|
{
|
|
player->pflags |= PF_ATTACKDOWN;
|
|
P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
|
|
S_StartSound(player->mo, sfx_mario7);
|
|
}
|
|
else if (G_RingSlingerGametype() && (!G_TagGametype() || player->pflags & PF_TAGIT)
|
|
&& !player->weapondelay && !player->climbing
|
|
&& !(player->pflags & PF_ATTACKDOWN))
|
|
{
|
|
mobj_t *mo = NULL;
|
|
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])
|
|
{
|
|
if (player->health <= 1)
|
|
return;
|
|
P_SetWeaponDelay(player, TICRATE/4);
|
|
|
|
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
|
|
|
|
if (mo)
|
|
mo->fuse = 3*TICRATE; // Bounce Ring time
|
|
|
|
player->powers[pw_bouncering]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
// Rail ring
|
|
else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
|
|
{
|
|
if (player->health <= 1)
|
|
return;
|
|
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);
|
|
|
|
player->powers[pw_railring]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
// Automatic
|
|
else if (player->currentweapon == WEP_AUTO && player->powers[pw_automaticring])
|
|
{
|
|
if (player->health <= 1)
|
|
return;
|
|
player->pflags &= ~PF_ATTACKDOWN;
|
|
P_SetWeaponDelay(player, 2);
|
|
|
|
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNAUTOMATIC, MF2_AUTOMATIC);
|
|
|
|
player->powers[pw_automaticring]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
// Explosion
|
|
else if (player->currentweapon == WEP_EXPLODE && player->powers[pw_explosionring])
|
|
{
|
|
if (player->health <= 1)
|
|
return;
|
|
P_SetWeaponDelay(player, (3*TICRATE)/2);
|
|
|
|
mo = P_SpawnPlayerMissile(player->mo, MT_THROWNEXPLOSION, MF2_EXPLOSION);
|
|
|
|
player->powers[pw_explosionring]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
// Grenade
|
|
else if (player->currentweapon == WEP_GRENADE && player->powers[pw_grenadering])
|
|
{
|
|
if (player->health <= 1)
|
|
return;
|
|
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->mass;
|
|
}
|
|
|
|
player->powers[pw_grenadering]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
// 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;
|
|
|
|
if (player->health <= 1)
|
|
return;
|
|
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;
|
|
|
|
player->powers[pw_scatterring]--;
|
|
player->mo->health--;
|
|
player->health--;
|
|
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->health <= 1)
|
|
return;
|
|
P_SetWeaponDelay(player, TICRATE/4);
|
|
|
|
mo = P_SpawnPlayerMissile(player->mo, MT_REDRING, 0);
|
|
|
|
if (mo)
|
|
P_ColorTeamMissile(mo, player);
|
|
|
|
player->mo->health--;
|
|
player->health--;
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Not holding any firing buttons anymore.
|
|
// Release the grenade / whatever.
|
|
player->pflags &= ~PF_ATTACKDOWN;
|
|
}
|
|
|
|
//
|
|
// 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_TRANS] && player->mo->state <= &states[S_PLAY_SUPER_TRANS9])
|
|
return; // don't do anything right now, we're in the middle of transforming!
|
|
|
|
if (player->pflags & PF_NIGHTSMODE)
|
|
return; // NiGHTS Super doesn't mix with normal super
|
|
|
|
// Does player have all emeralds? If so, flag the "Ready For Super!"
|
|
if ((ALL7EMERALDS(emeralds) || ALL7EMERALDS(player->powers[pw_emeralds])) && player->health > 50)
|
|
player->pflags |= PF_SUPERREADY;
|
|
else
|
|
player->pflags &= ~PF_SUPERREADY;
|
|
|
|
if (player->powers[pw_super])
|
|
{
|
|
// If you're super and not Sonic, de-superize!
|
|
if (!((ALL7EMERALDS(emeralds)) && (player->charflags & SF_SUPER)) && !(ALL7EMERALDS(player->powers[pw_emeralds])))
|
|
{
|
|
player->powers[pw_super] = 0;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
P_RestoreMusic(player);
|
|
P_SpawnShieldOrb(player);
|
|
|
|
// Restore color
|
|
if (player->powers[pw_shield] & SH_FIREFLOWER)
|
|
{
|
|
player->mo->color = SKINCOLOR_WHITE;
|
|
G_GhostAddColor(GHC_FIREFLOWER);
|
|
}
|
|
else
|
|
{
|
|
player->mo->color = player->skincolor;
|
|
G_GhostAddColor(GHC_NORMAL);
|
|
}
|
|
|
|
if (gametype != GT_COOP)
|
|
{
|
|
HU_SetCEchoFlags(0);
|
|
HU_SetCEchoDuration(5);
|
|
HU_DoCEcho(va("%s\\is no longer super.\\\\\\\\", player_names[player-players]));
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Deplete one ring every second while super
|
|
if ((leveltime % TICRATE == 0) && !(player->exiting))
|
|
{
|
|
player->health--;
|
|
player->mo->health--;
|
|
}
|
|
|
|
player->mo->color = (player->pflags & PF_GODMODE && cv_debug == 0)
|
|
? (SKINCOLOR_SUPERSILVER1 + 5*((leveltime >> 1) % 7)) // A wholesome easter egg.
|
|
: skins[player->skin].supercolor + (unsigned)abs( ( (signed)(leveltime >> 1) % 9) - 4); // This is where super flashing is handled.
|
|
|
|
if ((cmd->forwardmove != 0 || cmd->sidemove != 0 || player->powers[pw_carry])
|
|
&& !(leveltime % TICRATE) && (player->mo->momx || player->mo->momy))
|
|
{
|
|
spark = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_SUPERSPARK);
|
|
spark->destscale = player->mo->scale;
|
|
P_SetScale(spark, player->mo->scale);
|
|
}
|
|
|
|
G_GhostAddColor(GHC_SUPER);
|
|
|
|
// Ran out of rings while super!
|
|
if (player->health <= 1 || player->exiting)
|
|
{
|
|
player->powers[pw_emeralds] = 0; // lost the power stones
|
|
P_SpawnGhostMobj(player->mo);
|
|
|
|
player->powers[pw_super] = 0;
|
|
|
|
// Restore color
|
|
if (player->powers[pw_shield] & SH_FIREFLOWER)
|
|
{
|
|
player->mo->color = SKINCOLOR_WHITE;
|
|
G_GhostAddColor(GHC_FIREFLOWER);
|
|
}
|
|
else
|
|
{
|
|
player->mo->color = player->skincolor;
|
|
G_GhostAddColor(GHC_NORMAL);
|
|
}
|
|
|
|
if (gametype != GT_COOP)
|
|
player->powers[pw_flashing] = flashingtics-1;
|
|
|
|
if (player->mo->health > 0)
|
|
{
|
|
if (player->pflags & PF_JUMPED)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
else if (player->pflags & PF_SPINNING && player->mo->state-states != S_PLAY_DASH)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
else switch (player->mo->state-states)
|
|
{
|
|
default:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
break;
|
|
case S_PLAY_DASH:
|
|
break;
|
|
case S_PLAY_SUPER_WALK:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
break;
|
|
case S_PLAY_SUPER_RUN:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
|
break;
|
|
case S_PLAY_SUPER_PEEL:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_PEEL);
|
|
break;
|
|
case S_PLAY_SUPER_PAIN:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_PAIN);
|
|
break;
|
|
case S_PLAY_SUPER_SPRING:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPRING);
|
|
break;
|
|
case S_PLAY_SUPER_FALL:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
break;
|
|
case S_PLAY_SUPER_RIDE:
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
|
break;
|
|
}
|
|
|
|
if (!player->exiting)
|
|
{
|
|
player->health = 1;
|
|
player->mo->health = 1;
|
|
}
|
|
}
|
|
|
|
// Inform the netgame that the champion has fallen in the heat of battle.
|
|
if (gametype != GT_COOP)
|
|
{
|
|
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
|
|
P_RestoreMusic(player);
|
|
|
|
// If you had a shield, restore its visual significance.
|
|
P_SpawnShieldOrb(player);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SuperReady
|
|
//
|
|
// Returns true if player is ready to turn super, duh
|
|
//
|
|
boolean P_SuperReady(player_t *player)
|
|
{
|
|
if ((player->pflags & PF_SUPERREADY) && !player->powers[pw_super] && !player->powers[pw_tailsfly]
|
|
&& !(player->powers[pw_shield] & SH_NOSTACK)
|
|
&& !player->powers[pw_invulnerability]
|
|
&& !(maptol & TOL_NIGHTS) // don't turn 'regular super' in nights levels
|
|
&& player->pflags & PF_JUMPED
|
|
&& ((player->charflags & SF_SUPER) || ALL7EMERALDS(player->powers[pw_emeralds])))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_DoJump
|
|
//
|
|
// Jump routine for the player
|
|
//
|
|
void P_DoJump(player_t *player, boolean soundandstate)
|
|
{
|
|
fixed_t factor;
|
|
const fixed_t dist6 = FixedMul(FixedDiv(player->speed, player->mo->scale), player->actionspd)/20;
|
|
|
|
if (player->pflags & PF_JUMPSTASIS)
|
|
return;
|
|
|
|
if (!player->jumpfactor)
|
|
return;
|
|
|
|
if (player->climbing)
|
|
{
|
|
// Jump this high.
|
|
if (player->powers[pw_super])
|
|
player->mo->momz = 5*FRACUNIT;
|
|
else if (player->mo->eflags & MFE_UNDERWATER)
|
|
player->mo->momz = 2*FRACUNIT;
|
|
else
|
|
player->mo->momz = 15*(FRACUNIT/4);
|
|
|
|
player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing.
|
|
|
|
if (!demoplayback || P_AnalogMove(player))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle; // Adjust the local control angle.
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = 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)) // Spin Attack
|
|
{
|
|
if (player->mo->ceilingz-player->mo->floorz <= player->mo->height-1)
|
|
return;
|
|
|
|
// Jump this high.
|
|
if (player->powers[pw_carry] == CR_PLAYER)
|
|
{
|
|
player->mo->momz = 9*FRACUNIT;
|
|
player->powers[pw_carry] = CR_NONE;
|
|
if (player-players == consoleplayer && botingame)
|
|
CV_SetValue(&cv_analog2, true);
|
|
}
|
|
else if (player->powers[pw_carry] == CR_GENERIC)
|
|
{
|
|
player->mo->momz = 9*FRACUNIT;
|
|
player->powers[pw_carry] = CR_NONE;
|
|
}
|
|
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->mo->eflags & MFE_GOOWATER)
|
|
{
|
|
player->mo->momz = 7*FRACUNIT;
|
|
if (player->charability == CA_JUMPBOOST && onground)
|
|
{
|
|
if (player->charability2 == CA2_MULTIABILITY)
|
|
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
|
|
else
|
|
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
|
|
}
|
|
}
|
|
else if (maptol & TOL_NIGHTS)
|
|
player->mo->momz = 24*FRACUNIT;
|
|
else if (player->powers[pw_super])
|
|
{
|
|
if (player->charability == CA_FLOAT)
|
|
player->mo->momz = 28*FRACUNIT; //Obscene jump height anyone?
|
|
else if (player->charability == CA_SLOWFALL)
|
|
player->mo->momz = 37*(FRACUNIT/2); //Less obscene because during super, floating propells oneself upward.
|
|
else // Default super jump momentum.
|
|
player->mo->momz = 13*FRACUNIT;
|
|
|
|
// Add a boost for super characters with float/slowfall and multiability.
|
|
if (player->charability2 == CA2_MULTIABILITY &&
|
|
(player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
|
|
player->mo->momz += 2*FRACUNIT;
|
|
else if (player->charability == CA_JUMPBOOST)
|
|
{
|
|
if (player->charability2 == CA2_MULTIABILITY)
|
|
player->mo->momz += FixedMul(FRACUNIT/4, dist6);
|
|
else
|
|
player->mo->momz += FixedMul(FRACUNIT/8, dist6);
|
|
}
|
|
}
|
|
else if (player->charability2 == CA2_MULTIABILITY &&
|
|
(player->charability == CA_FLOAT || player->charability == CA_SLOWFALL))
|
|
{
|
|
// Multiability exceptions, since some abilities cannot effectively use it and need a boost.
|
|
player->mo->momz = 12*FRACUNIT; // Increased jump height due to ineffective repeat.
|
|
}
|
|
else
|
|
{
|
|
player->mo->momz = 39*(FRACUNIT/4); // Default jump momentum.
|
|
if (player->charability == CA_JUMPBOOST && onground)
|
|
{
|
|
if (player->charability2 == CA2_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->jumping = 1;
|
|
}
|
|
|
|
factor = player->jumpfactor;
|
|
|
|
if (twodlevel || (player->mo->flags2 & MF2_TWOD))
|
|
factor += player->jumpfactor / 10;
|
|
|
|
if (player->charability2 == CA2_MULTIABILITY && player->charability == CA_DOUBLEJUMP)
|
|
factor -= max(0, player->secondjump * player->jumpfactor / ((player->actionspd >> FRACBITS) + 1)); // Reduce the jump height each time
|
|
|
|
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.
|
|
else
|
|
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.
|
|
else
|
|
player->mo->pmomz = 0;
|
|
}
|
|
player->mo->eflags &= ~MFE_APPLYPMOMZ;
|
|
|
|
player->pflags |= PF_JUMPED;
|
|
|
|
if (soundandstate)
|
|
{
|
|
if (!player->spectator)
|
|
S_StartSound(player->mo, sfx_jump); // Play jump sound!
|
|
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_DoSpinAbility
|
|
//
|
|
// Player spindash handling
|
|
//
|
|
static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
if (player->pflags & PF_STASIS)
|
|
return;
|
|
|
|
#ifdef HAVE_BLUA
|
|
if (cmd->buttons & BT_USE)
|
|
{
|
|
if (LUAh_SpinSpecial(player))
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
// Spinning and Spindashing
|
|
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SLIDING) && !player->exiting
|
|
&& !P_PlayerInPain(player)) // subsequent revs
|
|
{
|
|
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
|
|
#ifdef ESLOPE
|
|
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
|
#endif
|
|
)
|
|
{
|
|
player->mo->momx = player->cmomx;
|
|
player->mo->momy = player->cmomy;
|
|
player->pflags |= PF_STARTDASH|PF_SPINNING;
|
|
player->dashspeed = player->mindash;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
|
player->pflags |= PF_USEDOWN;
|
|
if (!player->spectator)
|
|
S_StartSound(player->mo, sfx_s3kab); // Make the rev sound! Previously sfx_spndsh.
|
|
}
|
|
else if ((cmd->buttons & BT_USE) && (player->pflags & PF_STARTDASH))
|
|
{
|
|
if (player->dashspeed < 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_s3kab); // Make the rev sound! Previously sfx_spndsh.
|
|
#undef chargecalculation
|
|
}
|
|
if (player->revitem && !(leveltime % 5)) // Now spawn the color thok circle.
|
|
{
|
|
P_SpawnSpinMobj(player, player->revitem);
|
|
if (demorecording)
|
|
G_GhostAddRev();
|
|
}
|
|
}
|
|
|
|
// If not moving up or down, and travelling faster than a speed of four 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_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
|
|
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|
|
#ifdef ESLOPE
|
|
|| (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
|
|
#endif
|
|
) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
|
|
{
|
|
player->pflags |= PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
if (!player->spectator)
|
|
S_StartSound(player->mo, sfx_spin);
|
|
player->pflags |= PF_USEDOWN;
|
|
}
|
|
}
|
|
|
|
// Rolling normally
|
|
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
|
|
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
|
|
#ifdef ESLOPE
|
|
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
|
#endif
|
|
)
|
|
{
|
|
if (GETSECSPECIAL(player->mo->subsector->sector->special, 4) == 7 || (player->mo->ceilingz - player->mo->floorz < P_GetPlayerHeight(player)))
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
|
|
else
|
|
{
|
|
player->skidtime = 0;
|
|
player->pflags &= ~PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
player->mo->momx = player->cmomx;
|
|
player->mo->momy = player->cmomy;
|
|
}
|
|
}
|
|
|
|
// Catapult the player from a spindash rev!
|
|
if (onground && !(player->pflags & PF_USEDOWN) && (player->pflags & PF_STARTDASH) && (player->pflags & PF_SPINNING))
|
|
{
|
|
player->pflags &= ~PF_STARTDASH;
|
|
if (player->powers[pw_ingoop])
|
|
player->dashspeed = 0;
|
|
|
|
if (!((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE))
|
|
{
|
|
if (player->dashspeed)
|
|
{
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->dashspeed, player->mo->scale)); // catapult forward ho!!
|
|
}
|
|
else
|
|
{
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
player->pflags &= ~PF_SPINNING;
|
|
}
|
|
|
|
if (!player->spectator)
|
|
S_StartSound(player->mo, sfx_zoom);
|
|
}
|
|
|
|
player->dashspeed = 0;
|
|
}
|
|
|
|
if (onground && player->pflags & PF_STARTDASH)
|
|
{
|
|
if (player->mo->state-states != S_PLAY_DASH)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_DASH);
|
|
}
|
|
else if (onground && player->pflags & PF_SPINNING && !(player->panim == PA_ROLL))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
|
|
// Melee attack
|
|
if ((player->charability2 == CA2_MELEE) && !(player->panim == PA_ABILITY2) && !player->exiting
|
|
&& !P_PlayerInPain(player) && (cmd->buttons & BT_USE) && player->speed < FixedMul(10<<FRACBITS, player->mo->scale)
|
|
&& !player->mo->momz && onground && !(player->pflags & PF_USEDOWN)
|
|
#ifdef ESLOPE
|
|
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
|
#endif
|
|
)
|
|
{
|
|
P_ResetPlayer(player);
|
|
player->mo->z += P_MobjFlip(player->mo);
|
|
player->mo->momx = player->cmomx = 0;
|
|
player->mo->momy = player->cmomy = 0;
|
|
P_SetObjectMomZ(player->mo, player->mindash, false);
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale));
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_MELEE);
|
|
player->pflags |= PF_USEDOWN;
|
|
S_StartSound(player->mo, sfx_s3k8b);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_DoJumpShield
|
|
//
|
|
// Jump Shield Activation
|
|
//
|
|
void P_DoJumpShield(player_t *player)
|
|
{
|
|
if (player->pflags & PF_THOKKED)
|
|
return;
|
|
|
|
player->pflags &= ~PF_JUMPED;
|
|
P_DoJump(player, false);
|
|
player->pflags &= ~PF_JUMPED;
|
|
player->secondjump = 0;
|
|
player->jumping = 0;
|
|
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
|
|
player->pflags &= ~PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
S_StartSound(player->mo, sfx_wdjump);
|
|
}
|
|
|
|
//
|
|
// 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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
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;
|
|
}
|
|
|
|
//
|
|
// P_DoJumpStuff
|
|
//
|
|
// Handles player jumping
|
|
//
|
|
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
|
|
{
|
|
if (player->pflags & PF_JUMPSTASIS)
|
|
return;
|
|
|
|
if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPDOWN) && !player->exiting && !P_PlayerInPain(player))
|
|
{
|
|
if (player->mo->tracer && player->powers[pw_carry] == CR_MACESPIN)
|
|
{}
|
|
else if (onground || player->climbing || (player->mo->tracer && player->powers[pw_carry]))
|
|
{}
|
|
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_JUMP
|
|
&& !(player->pflags & PF_JUMPED))
|
|
P_DoJumpShield(player);
|
|
else if (!(player->pflags & PF_SLIDING) && ((gametype != GT_CTF) || (!player->gotflag)))
|
|
{
|
|
#ifdef HAVE_BLUA
|
|
if (!LUAh_JumpSpinSpecial(player))
|
|
#endif
|
|
switch (player->charability)
|
|
{
|
|
case CA_TELEKINESIS:
|
|
if (player->pflags & PF_JUMPED)
|
|
{
|
|
if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY))
|
|
{
|
|
P_Telekinesis(player,
|
|
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
|
|
FixedMul(384*FRACUNIT, player->mo->scale));
|
|
}
|
|
}
|
|
break;
|
|
case CA_AIRDRILL:
|
|
if (player->pflags & PF_JUMPED)
|
|
{
|
|
if (player->pflags & PF_THOKKED) // speed up falling down
|
|
{
|
|
if (player->secondjump < 42)
|
|
player->secondjump ++;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (player->charability == CA_AIRDRILL)
|
|
{
|
|
if (player->pflags & PF_JUMPED)
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cmd->buttons & BT_JUMP && !player->exiting && !P_PlayerInPain(player))
|
|
{
|
|
#ifdef HAVE_BLUA
|
|
if (LUAh_JumpSpecial(player))
|
|
;
|
|
else
|
|
#endif
|
|
if (player->pflags & PF_JUMPDOWN) // all situations below this require jump button not to be pressed already
|
|
;
|
|
else
|
|
// Jump S3&K style while in quicksand.
|
|
if (P_InQuicksand(player->mo))
|
|
{
|
|
P_DoJump(player, true);
|
|
player->secondjump = 0;
|
|
player->pflags &= ~PF_THOKKED;
|
|
}
|
|
else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer)
|
|
{
|
|
player->powers[pw_carry] = CR_NONE;
|
|
player->powers[pw_flashing] = TICRATE/4;
|
|
}
|
|
else
|
|
// can't jump while in air, can't jump while jumping
|
|
if (onground || player->climbing || player->powers[pw_carry])
|
|
{
|
|
P_DoJump(player, true);
|
|
player->secondjump = 0;
|
|
player->pflags &= ~PF_THOKKED;
|
|
}
|
|
else if (player->pflags & PF_SLIDING || (gametype == GT_CTF && player->gotflag))
|
|
;
|
|
else if (P_SuperReady(player))
|
|
{
|
|
// If you can turn super and aren't already,
|
|
// and you don't have a shield, do it!
|
|
P_DoSuperTransformation(player, false);
|
|
}
|
|
else if (player->pflags & PF_JUMPED)
|
|
{
|
|
#ifdef HAVE_BLUA
|
|
if (!LUAh_AbilitySpecial(player))
|
|
#endif
|
|
switch (player->charability)
|
|
{
|
|
case CA_THOK:
|
|
case CA_HOMINGTHOK:
|
|
case CA_JUMPTHOK: // Credit goes to CZ64 and Sryder13 for the original
|
|
case CA_DASHMODE: // Credit goes to Iceman404
|
|
// Now it's Sonic's abilities turn!
|
|
// THOK!
|
|
if (!(player->pflags & PF_THOKKED) || (player->charability2 == CA2_MULTIABILITY))
|
|
{
|
|
// Catapult the player
|
|
fixed_t actionspd = player->actionspd;
|
|
|
|
if (player->charability == CA_DASHMODE)
|
|
actionspd = max(player->normalspeed, FixedDiv(player->speed, player->mo->scale));
|
|
|
|
if (player->mo->eflags & MFE_UNDERWATER)
|
|
actionspd >>= 1;
|
|
|
|
if ((player->charability == CA_JUMPTHOK) && !(player->pflags & PF_THOKKED))
|
|
{
|
|
player->pflags &= ~PF_JUMPED;
|
|
P_DoJump(player, false);
|
|
}
|
|
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale));
|
|
|
|
if (maptol & TOL_2D)
|
|
{
|
|
player->mo->momx /= 2;
|
|
player->mo->momy /= 2;
|
|
}
|
|
else if (player->charability == CA_HOMINGTHOK)
|
|
{
|
|
player->mo->momx /= 3;
|
|
player->mo->momy /= 3;
|
|
}
|
|
|
|
if (player->mo->info->attacksound && !player->spectator)
|
|
S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
|
|
|
|
P_SpawnThokMobj(player);
|
|
|
|
if (player->charability == CA_HOMINGTHOK && !player->homing)
|
|
{
|
|
if (P_LookForEnemies(player, true))
|
|
{
|
|
if (player->mo->tracer)
|
|
player->homing = 3*TICRATE;
|
|
}
|
|
}
|
|
|
|
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
|
|
player->pflags |= PF_THOKKED;
|
|
}
|
|
break;
|
|
|
|
case CA_FLY:
|
|
case CA_SWIM:
|
|
// If currently in the air from a jump, and you pressed the
|
|
// button again and have the ability to fly, do so!
|
|
if (player->charability == CA_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
|
|
; // Can't do anything if you're a fish out of water!
|
|
else if (!(player->pflags & PF_THOKKED) && !(player->powers[pw_tailsfly]))
|
|
{
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FLY); // Change to the flying animation
|
|
|
|
player->powers[pw_tailsfly] = tailsflytics + 1; // Set the fly timer
|
|
|
|
player->pflags &= ~(PF_JUMPED|PF_SPINNING|PF_STARTDASH);
|
|
player->pflags |= (PF_THOKKED|PF_CANCARRY);
|
|
}
|
|
break;
|
|
case CA_GLIDEANDCLIMB:
|
|
// Now Knuckles-type abilities are checked.
|
|
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
|
|
{
|
|
INT32 glidespeed = player->actionspd;
|
|
|
|
player->pflags |= PF_GLIDING|PF_THOKKED;
|
|
player->glidetime = 0;
|
|
|
|
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
|
|
{
|
|
// Glide at double speed while super.
|
|
glidespeed *= 2;
|
|
player->pflags &= ~PF_THOKKED;
|
|
}
|
|
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
|
|
P_InstaThrust(player->mo, player->mo->angle, FixedMul(glidespeed, player->mo->scale));
|
|
player->pflags &= ~(PF_SPINNING|PF_STARTDASH);
|
|
}
|
|
break;
|
|
case CA_DOUBLEJUMP: // Double-Jump
|
|
if (!(player->pflags & PF_THOKKED) || ((player->charability2 == CA2_MULTIABILITY) && (player->secondjump < (player->actionspd >> FRACBITS))))
|
|
{
|
|
// Allow infinite double jumping if super.
|
|
if (!player->powers[pw_super])
|
|
player->pflags |= PF_THOKKED;
|
|
else
|
|
player->secondjump = 0;
|
|
|
|
player->pflags &= ~PF_JUMPED;
|
|
P_DoJump(player, true);
|
|
player->secondjump++;
|
|
}
|
|
break;
|
|
case CA_FLOAT: // Float
|
|
case CA_SLOWFALL: // Slow descent hover
|
|
if (!player->secondjump)
|
|
player->secondjump = 1;
|
|
break;
|
|
case CA_TELEKINESIS:
|
|
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
|
|
{
|
|
P_Telekinesis(player,
|
|
FixedMul(player->actionspd, player->mo->scale), // +ve thrust (pushing away from player)
|
|
FixedMul(384*FRACUNIT, player->mo->scale));
|
|
}
|
|
break;
|
|
case CA_FALLSWITCH:
|
|
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
|
|
{
|
|
player->mo->momz = -player->mo->momz;
|
|
P_SpawnThokMobj(player);
|
|
player->pflags |= PF_THOKKED;
|
|
}
|
|
break;
|
|
case CA_AIRDRILL:
|
|
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
|
|
{
|
|
player->flyangle = 56 + (60-(player->actionspd>>FRACBITS))/3;
|
|
player->pflags |= PF_THOKKED;
|
|
S_StartSound(player->mo, sfx_spndsh);
|
|
}
|
|
break;
|
|
case CA_TWINSPIN:
|
|
if (!(player->pflags & PF_THOKKED) || player->charability2 == CA2_MULTIABILITY)
|
|
{
|
|
player->pflags |= PF_THOKKED;
|
|
S_StartSound(player->mo, sfx_s3k42);
|
|
player->mo->frame = 0;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (player->pflags & PF_THOKKED)
|
|
{
|
|
#ifdef HAVE_BLUA
|
|
if (!LUAh_AbilitySpecial(player))
|
|
#endif
|
|
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.
|
|
{
|
|
if (!player->fly1)
|
|
player->fly1 = 20;
|
|
else
|
|
player->fly1 = 2;
|
|
|
|
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->powers[pw_shield] & SH_NOSTACK) == SH_JUMP && !player->powers[pw_super])
|
|
P_DoJumpShield(player);
|
|
}
|
|
|
|
if (cmd->buttons & BT_JUMP)
|
|
{
|
|
player->pflags |= PF_JUMPDOWN;
|
|
|
|
if ((gametype != GT_CTF || !player->gotflag) && !player->exiting)
|
|
{
|
|
if (player->secondjump == 1)
|
|
{
|
|
if (player->charability == CA_FLOAT)
|
|
player->mo->momz = 0;
|
|
else if (player->charability == CA_SLOWFALL)
|
|
{
|
|
if (player->powers[pw_super])
|
|
{
|
|
if (P_MobjFlip(player->mo)*player->mo->momz < gravity*16)
|
|
player->mo->momz = P_MobjFlip(player->mo)*gravity*16; //Float upward 4x as fast while super.
|
|
}
|
|
else if (P_MobjFlip(player->mo)*player->mo->momz < -gravity*4)
|
|
player->mo->momz = P_MobjFlip(player->mo)*-gravity*4;
|
|
}
|
|
player->pflags &= ~PF_SPINNING;
|
|
}
|
|
}
|
|
}
|
|
else // If not pressing the jump button
|
|
{
|
|
player->pflags &= ~PF_JUMPDOWN;
|
|
|
|
// Repeat abilities, but not double jump!
|
|
if ((player->charability2 == CA2_MULTIABILITY && player->charability != CA_DOUBLEJUMP)
|
|
|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
|
|
player->secondjump = 0;
|
|
else if (player->charability == CA_FLOAT && player->secondjump == 1)
|
|
player->secondjump = 2;
|
|
|
|
|
|
// If letting go of the jump button while still on ascent, cut the jump height.
|
|
if (player->pflags & PF_JUMPED && P_MobjFlip(player->mo)*player->mo->momz > 0 && player->jumping == 1)
|
|
{
|
|
player->mo->momz >>= 1;
|
|
player->jumping = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
boolean P_AnalogMove(player_t *player)
|
|
{
|
|
return player->pflags & PF_ANALOGMODE;
|
|
}
|
|
|
|
//
|
|
// P_GetPlayerControlDirection
|
|
//
|
|
// Determines if the player is pressing in the direction they are moving
|
|
//
|
|
// 0 = no controls pressed/no movement
|
|
// 1 = pressing in the direction of movement
|
|
// 2 = pressing in the opposite direction of movement
|
|
//
|
|
INT32 P_GetPlayerControlDirection(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
angle_t controllerdirection, controlplayerdirection;
|
|
camera_t *thiscam;
|
|
angle_t dangle;
|
|
fixed_t tempx = 0, tempy = 0;
|
|
angle_t tempangle, origtempangle;
|
|
|
|
if (splitscreen && player == &players[secondarydisplayplayer])
|
|
thiscam = &camera2;
|
|
else
|
|
thiscam = &camera;
|
|
|
|
if (!cmd->forwardmove && !cmd->sidemove)
|
|
return 0;
|
|
|
|
if (!player->mo->momx && !player->mo->momy)
|
|
return 0;
|
|
|
|
if (twodlevel || player->mo->flags2 & MF2_TWOD)
|
|
{
|
|
if (!cmd->sidemove)
|
|
return 0;
|
|
if (!player->mo->momx)
|
|
return 0;
|
|
origtempangle = tempangle = 0; // relative to the axis rather than the player!
|
|
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
|
}
|
|
else if (P_AnalogMove(player) && thiscam->chase)
|
|
{
|
|
if (player->awayviewtics)
|
|
origtempangle = tempangle = player->awayviewmobj->angle;
|
|
else
|
|
origtempangle = tempangle = thiscam->angle;
|
|
controlplayerdirection = player->mo->angle;
|
|
}
|
|
else
|
|
{
|
|
origtempangle = tempangle = player->mo->angle;
|
|
controlplayerdirection = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
|
}
|
|
|
|
// Calculate the angle at which the controls are pointing
|
|
// to figure out the proper mforward and mbackward.
|
|
tempangle >>= ANGLETOFINESHIFT;
|
|
if (!(twodlevel || player->mo->flags2 & MF2_TWOD)) // in 2d mode, sidemove is treated as the forwards/backwards direction
|
|
{
|
|
tempx += FixedMul(cmd->forwardmove*FRACUNIT,FINECOSINE(tempangle));
|
|
tempy += FixedMul(cmd->forwardmove*FRACUNIT,FINESINE(tempangle));
|
|
|
|
tempangle = origtempangle-ANGLE_90;
|
|
tempangle >>= ANGLETOFINESHIFT;
|
|
}
|
|
tempx += FixedMul(cmd->sidemove*FRACUNIT,FINECOSINE(tempangle));
|
|
tempy += FixedMul(cmd->sidemove*FRACUNIT,FINESINE(tempangle));
|
|
|
|
controllerdirection = R_PointToAngle2(0, 0, tempx, tempy);
|
|
|
|
dangle = controllerdirection - controlplayerdirection;
|
|
|
|
if (dangle > ANGLE_180) //flip to keep to one side
|
|
dangle = InvAngle(dangle);
|
|
|
|
if (dangle > ANGLE_90)
|
|
return 2; // Controls pointing backwards from player
|
|
else
|
|
return 1; // Controls pointing in player's general direction
|
|
}
|
|
|
|
// Control scheme for 2d levels.
|
|
static void P_2dMovement(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
INT32 topspeed, acceleration, thrustfactor;
|
|
fixed_t movepushforward = 0;
|
|
angle_t movepushangle = 0;
|
|
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
|
|
|
|
cmd = &player->cmd;
|
|
|
|
if (player->exiting || player->pflags & PF_STASIS)
|
|
{
|
|
cmd->forwardmove = cmd->sidemove = 0;
|
|
if (player->pflags & PF_GLIDING)
|
|
{
|
|
if (!player->skidtime)
|
|
player->pflags &= ~PF_GLIDING;
|
|
else if (player->exiting)
|
|
{
|
|
player->pflags &= ~PF_GLIDING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
player->skidtime = 0;
|
|
}
|
|
}
|
|
if (player->pflags & PF_SPINNING && !player->exiting)
|
|
{
|
|
player->pflags &= ~PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
}
|
|
}
|
|
|
|
// cmomx/cmomy stands for the conveyor belt speed.
|
|
if (player->onconveyor == 2) // Wind/Current
|
|
{
|
|
//if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom)
|
|
if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
|
|
player->cmomx = player->cmomy = 0;
|
|
}
|
|
else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt
|
|
player->cmomx = player->cmomy = 0;
|
|
else if (player->onconveyor != 2 && player->onconveyor != 4
|
|
#ifdef POLYOBJECTS
|
|
&& player->onconveyor != 1
|
|
#endif
|
|
)
|
|
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;
|
|
}
|
|
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = 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,10*FRACUNIT), false);
|
|
|
|
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
|
|
player->mo->momz *= 2;
|
|
|
|
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)
|
|
{
|
|
if (!(player->pflags & PF_STARTDASH))
|
|
movepushforward = movepushforward/48;
|
|
else
|
|
movepushforward = 0;
|
|
}
|
|
|
|
movepushforward = FixedMul(movepushforward, player->mo->scale);
|
|
if (player->rmomx < topspeed && cmd->sidemove > 0) // Sonic's Speed
|
|
P_Thrust(player->mo, movepushangle, movepushforward);
|
|
else if (player->rmomx > -topspeed && cmd->sidemove < 0)
|
|
P_Thrust(player->mo, movepushangle, movepushforward);
|
|
}
|
|
}
|
|
|
|
//#define OLD_MOVEMENT_CODE 1
|
|
static void P_3dMovement(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
angle_t movepushangle, movepushsideangle; // Analog
|
|
INT32 topspeed, acceleration, thrustfactor;
|
|
fixed_t movepushforward = 0, movepushside = 0;
|
|
INT32 mforward = 0, mbackward = 0;
|
|
angle_t dangle; // replaces old quadrants bits
|
|
fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
|
|
boolean analogmove = false;
|
|
fixed_t oldMagnitude, newMagnitude;
|
|
#ifdef ESLOPE
|
|
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
|
|
#endif // ESLOPE
|
|
|
|
// 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);
|
|
|
|
analogmove = P_AnalogMove(player);
|
|
|
|
cmd = &player->cmd;
|
|
|
|
if (player->exiting || player->pflags & PF_STASIS)
|
|
{
|
|
cmd->forwardmove = cmd->sidemove = 0;
|
|
if (player->pflags & PF_GLIDING)
|
|
{
|
|
if (!player->skidtime)
|
|
player->pflags &= ~PF_GLIDING;
|
|
else if (player->exiting)
|
|
{
|
|
player->pflags &= ~PF_GLIDING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
player->skidtime = 0;
|
|
}
|
|
}
|
|
if (player->pflags & PF_SPINNING && !player->exiting)
|
|
{
|
|
player->pflags &= ~PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
}
|
|
}
|
|
|
|
if (analogmove)
|
|
{
|
|
movepushangle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
}
|
|
else
|
|
{
|
|
movepushangle = player->mo->angle;
|
|
}
|
|
movepushsideangle = movepushangle-ANGLE_90;
|
|
|
|
// cmomx/cmomy stands for the conveyor belt speed.
|
|
if (player->onconveyor == 2) // Wind/Current
|
|
{
|
|
//if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom)
|
|
if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
|
|
player->cmomx = player->cmomy = 0;
|
|
}
|
|
else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt
|
|
player->cmomx = player->cmomy = 0;
|
|
else if (player->onconveyor != 2 && player->onconveyor != 4
|
|
#ifdef POLYOBJECTS
|
|
&& player->onconveyor != 1
|
|
#endif
|
|
)
|
|
player->cmomx = player->cmomy = 0;
|
|
|
|
player->rmomx = player->mo->momx - player->cmomx;
|
|
player->rmomy = player->mo->momy - player->cmomy;
|
|
|
|
// Calculates player's speed based on distance-of-a-line formula
|
|
player->speed = P_AproxDistance(player->rmomx, player->rmomy);
|
|
|
|
// Monster Iestyn - 04-11-13
|
|
// Quadrants are stupid, excessive and broken, let's do this a much simpler way!
|
|
// Get delta angle from rmom angle and player angle first
|
|
dangle = R_PointToAngle2(0,0, player->rmomx, player->rmomy) - player->mo->angle;
|
|
if (dangle > ANGLE_180) //flip to keep to one side
|
|
dangle = InvAngle(dangle);
|
|
|
|
// now use it to determine direction!
|
|
if (dangle <= ANGLE_45) // angles 0-45 or 315-360
|
|
mforward = 1; // going forwards
|
|
else if (dangle >= ANGLE_135) // angles 135-225
|
|
mbackward = 1; // going backwards
|
|
|
|
// anything else will leave both at 0, so no need to do anything else
|
|
|
|
// When sliding, don't allow forward/back
|
|
if (player->pflags & PF_SLIDING)
|
|
cmd->forwardmove = 0;
|
|
|
|
// 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 (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->bot)
|
|
{ // Bot steals player 1's stats
|
|
normalspd = FixedMul(players[consoleplayer].normalspeed, player->mo->scale);
|
|
thrustfactor = players[consoleplayer].thrustfactor;
|
|
acceleration = players[consoleplayer].accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * players[consoleplayer].acceleration;
|
|
|
|
if (player->powers[pw_tailsfly])
|
|
topspeed = normalspd/2;
|
|
else if (player->mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER))
|
|
{
|
|
topspeed = normalspd/2;
|
|
acceleration = 2*acceleration/3;
|
|
}
|
|
else
|
|
topspeed = normalspd;
|
|
}
|
|
else if (player->powers[pw_super] || player->powers[pw_sneakers])
|
|
{
|
|
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))
|
|
{
|
|
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))
|
|
{
|
|
topspeed = normalspd/2;
|
|
acceleration = 2*acceleration/3;
|
|
}
|
|
else
|
|
topspeed = normalspd;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
// Forward movement
|
|
if (player->climbing)
|
|
{
|
|
if (cmd->forwardmove)
|
|
{
|
|
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 10*FRACUNIT), false);
|
|
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
|
|
player->mo->momz *= 2;
|
|
}
|
|
}
|
|
else if (!analogmove
|
|
&& cmd->forwardmove != 0 && !(player->pflags & PF_GLIDING || player->exiting
|
|
|| (P_PlayerInPain(player) && !onground)))
|
|
{
|
|
movepushforward = cmd->forwardmove * (thrustfactor * acceleration);
|
|
|
|
// allow very small movement while in air for gameplay
|
|
if (!onground)
|
|
movepushforward >>= 2; // proper air movement
|
|
|
|
// Allow a bit of movement while spinning
|
|
if (player->pflags & PF_SPINNING)
|
|
{
|
|
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0))
|
|
movepushforward = 0;
|
|
else if (!(player->pflags & PF_STARTDASH))
|
|
movepushforward = FixedDiv(movepushforward, 16*FRACUNIT);
|
|
else
|
|
movepushforward = 0;
|
|
}
|
|
|
|
movepushforward = FixedMul(movepushforward, player->mo->scale);
|
|
|
|
#ifdef ESLOPE
|
|
totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward);
|
|
totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward);
|
|
#else
|
|
P_Thrust(player->mo, movepushangle, movepushforward);
|
|
#endif
|
|
}
|
|
// Sideways movement
|
|
if (player->climbing)
|
|
{
|
|
if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))
|
|
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 5*FRACUNIT), player->mo->scale));
|
|
else
|
|
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedMul(FixedDiv(cmd->sidemove*FRACUNIT, 10*FRACUNIT), player->mo->scale));
|
|
}
|
|
// Analog movement control
|
|
else if (analogmove)
|
|
{
|
|
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 = max(abs(cmd->sidemove), abs(cmd->forwardmove)) * (thrustfactor * acceleration);
|
|
|
|
// allow very small movement while in air for gameplay
|
|
if (!onground)
|
|
movepushforward >>= 2; // proper air movement
|
|
|
|
// Allow a bit of movement while spinning
|
|
if (player->pflags & PF_SPINNING)
|
|
{
|
|
// Stupid little movement prohibitor hack
|
|
// that REALLY shouldn't belong in analog code.
|
|
if ((mforward && cmd->forwardmove > 0) || (mbackward && cmd->forwardmove < 0))
|
|
movepushforward = 0;
|
|
else if (!(player->pflags & PF_STARTDASH))
|
|
movepushforward = FixedDiv(movepushforward, 16*FRACUNIT);
|
|
else
|
|
movepushforward = 0;
|
|
}
|
|
|
|
movepushsideangle = controldirection;
|
|
|
|
movepushforward = FixedMul(movepushforward, player->mo->scale);
|
|
|
|
#ifdef ESLOPE
|
|
totalthrust.x += P_ReturnThrustX(player->mo, controldirection, movepushforward);
|
|
totalthrust.y += P_ReturnThrustY(player->mo, controldirection, movepushforward);
|
|
#else
|
|
P_Thrust(player->mo, controldirection, movepushforward);
|
|
#endif
|
|
}
|
|
}
|
|
else if (cmd->sidemove && !(player->pflags & PF_GLIDING) && !player->exiting && !P_PlayerInPain(player))
|
|
{
|
|
movepushside = cmd->sidemove * (thrustfactor * acceleration);
|
|
|
|
if (!onground)
|
|
{
|
|
movepushside >>= 2;
|
|
|
|
// Reduce movepushslide even more if over "max" flight speed
|
|
if (player->powers[pw_tailsfly] && player->speed > topspeed)
|
|
movepushside >>= 2;
|
|
}
|
|
|
|
// Allow a bit of movement while spinning
|
|
if (player->pflags & PF_SPINNING)
|
|
{
|
|
if (!(player->pflags & PF_STARTDASH))
|
|
movepushside = FixedDiv(movepushside,16*FRACUNIT);
|
|
else
|
|
movepushside = 0;
|
|
}
|
|
|
|
// Finally move the player now that his speed/direction has been decided.
|
|
movepushside = FixedMul(movepushside, player->mo->scale);
|
|
|
|
#ifdef ESLOPE
|
|
totalthrust.x += P_ReturnThrustX(player->mo, movepushsideangle, movepushside);
|
|
totalthrust.y += P_ReturnThrustY(player->mo, movepushsideangle, movepushside);
|
|
#else
|
|
P_Thrust(player->mo, movepushsideangle, movepushside);
|
|
#endif
|
|
}
|
|
|
|
#ifdef ESLOPE
|
|
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;
|
|
#endif
|
|
|
|
// 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)
|
|
{
|
|
if (newMagnitude > oldMagnitude)
|
|
{
|
|
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
|
|
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
|
|
player->mo->momx = tempmomx + player->cmomx;
|
|
player->mo->momy = tempmomy + player->cmomy;
|
|
}
|
|
// else do nothing
|
|
}
|
|
else
|
|
{
|
|
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), topspeed);
|
|
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), topspeed);
|
|
player->mo->momx = tempmomx + player->cmomx;
|
|
player->mo->momy = tempmomy + player->cmomy;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SpectatorMovement
|
|
//
|
|
// Control for spectators in multiplayer
|
|
//
|
|
static void P_SpectatorMovement(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
|
|
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
|
|
ticruned++;
|
|
if (!(cmd->angleturn & TICCMD_RECEIVED))
|
|
ticmiss++;
|
|
|
|
if (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;
|
|
|
|
if (cmd->buttons & BT_JUMP)
|
|
player->mo->z += FRACUNIT*16;
|
|
else if (cmd->buttons & BT_USE)
|
|
player->mo->z -= FRACUNIT*16;
|
|
|
|
// 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;
|
|
|
|
/*
|
|
In some ways worse, in some ways better.
|
|
I did the following this way because the player object has to deal with touchspecials too, not just solids.
|
|
There were all sorts of fun bugs when the player got to touch the goal a frame earlier than it should've.
|
|
Technically, we lose out on being blocked by MF_SOLID objects, but official stages don't use them on the track.
|
|
I know we probably could've kept around MT_NIGHTSCHAR in some fashion, having an invisible hitbox following the
|
|
player around... but I'd already removed all its references, restructured the way the chaos emerald follows
|
|
the player around to fill the player->mo->tracer gap left behind, and NiGHTS is a lag magnet (lagnet?)
|
|
enough as it is... so whatever.
|
|
~toast
|
|
*/
|
|
{
|
|
fixed_t prevx = player->mo->x;
|
|
fixed_t prevy = player->mo->y;
|
|
boolean notallowed;
|
|
player->mo->flags |= MF_NOCLIPTHING; // player = NULL; // YIKES
|
|
notallowed = (!(P_TryMove(player->mo, player->mo->x+player->mo->momx, player->mo->y+player->mo->momy, true)));
|
|
P_TeleportMove(player->mo, prevx, prevy, player->mo->z);
|
|
player->mo->flags &= ~MF_NOCLIPTHING; // player = player; // unyikes
|
|
if (notallowed)
|
|
return;
|
|
}
|
|
|
|
{
|
|
const INT32 sequence = player->mo->target->threshold;
|
|
mobj_t *transfer1 = NULL;
|
|
mobj_t *transfer2 = NULL;
|
|
mobj_t *axis;
|
|
mobj_t *mo2;
|
|
thinker_t *th;
|
|
line_t transfer1line;
|
|
line_t transfer2line;
|
|
boolean transfer1last = false;
|
|
boolean transfer2last = false;
|
|
vertex_t vertices[4];
|
|
fixed_t truexspeed = xspeed*(!(player->pflags & PF_TRANSFERTOCLOSEST) && player->mo->target->flags & MF_AMBUSH ? -1 : 1);
|
|
|
|
// Find next waypoint
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
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)
|
|
&& mo2->threshold == sequence)
|
|
{
|
|
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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
// Axis things are only at beginning of list.
|
|
if (!(mo2->flags2 & MF2_AXIS))
|
|
break;
|
|
|
|
if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
|
|
{
|
|
if (!transfer1)
|
|
{
|
|
transfer1 = mo2;
|
|
transfer1last = true;
|
|
}
|
|
else if (mo2->health > transfer1->health)
|
|
{
|
|
transfer1 = mo2;
|
|
transfer1last = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!transfer2)
|
|
{
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
// Axis things are only at beginning of list.
|
|
if (!(mo2->flags2 & MF2_AXIS))
|
|
break;
|
|
|
|
if (mo2->threshold == sequence && (mo2->type == MT_AXISTRANSFER || mo2->type == MT_AXISTRANSFERLINE))
|
|
{
|
|
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;
|
|
|
|
if (abs(player->mo->x-player->capsule->x) <= 2*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) <= 2*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))) <= 2*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 = -2*FRACUNIT;
|
|
else if (player->mo->x < player->capsule->x)
|
|
player->mo->momx = 2*FRACUNIT;
|
|
|
|
if (player->mo->y > player->capsule->y)
|
|
player->mo->momy = -2*FRACUNIT;
|
|
else if (player->mo->y < player->capsule->y)
|
|
player->mo->momy = 2*FRACUNIT;
|
|
|
|
if (player->mo->z > player->capsule->z+(player->capsule->height/3))
|
|
player->mo->momz = -2*FRACUNIT;
|
|
else if (player->mo->z < player->capsule->z+(player->capsule->height/3))
|
|
player->mo->momz = 2*FRACUNIT;
|
|
|
|
if (player->pflags & PF_NIGHTSMODE)
|
|
{
|
|
if (player->mo->momx || player->mo->momy || player->mo->momz)
|
|
{
|
|
if (player->mo->state != &states[S_PLAY_NIGHTS_PULL])
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_PULL);
|
|
}
|
|
else if (player->mo->state != &states[S_PLAY_NIGHTS_ATTACK])
|
|
{
|
|
S_StartSound(player->mo, sfx_spin);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_ATTACK);
|
|
}
|
|
}
|
|
|
|
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].mo->health > 1)
|
|
{
|
|
player->mo->health += players[i].mo->health-1;
|
|
player->health = player->mo->health;
|
|
players[i].mo->health = 1;
|
|
players[i].health = players[i].mo->health;
|
|
}
|
|
}
|
|
|
|
// 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->mo->health > 1)
|
|
{
|
|
player->mo->health--;
|
|
player->health--;
|
|
player->capsule->health--;
|
|
player->capsule->extravalue1++;
|
|
|
|
// Spawn a 'pop' for every 5 rings you deposit
|
|
if (!(player->capsule->extravalue1 % 5))
|
|
S_StartSound(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_BOSSEXPLODE),sfx_cybdth);
|
|
|
|
if (player->capsule->health <= 0)
|
|
{
|
|
player->capsule->flags &= ~MF_NOGRAVITY;
|
|
player->capsule->momz = 5*FRACUNIT;
|
|
player->capsule->reactiontime = 0;
|
|
player->capsule->extravalue1 = -1;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && !player->exiting && players[i].mare == player->mare)
|
|
{
|
|
players[i].bonustime = true;
|
|
players[i].texttimer = 4*TICRATE;
|
|
players[i].textvar = 1; // Time Bonus
|
|
players[i].finishedtime = players[i].nightstime;
|
|
if (!G_IsSpecialStage(gamemap))
|
|
P_AddPlayerScore(&players[i], (players[i].finishedtime/TICRATE) * 100);
|
|
P_FlashPal(&players[i], PAL_WHITE, 8);
|
|
}
|
|
|
|
if (G_IsSpecialStage(gamemap))
|
|
{
|
|
// The Chaos Emerald begins to orbit us!
|
|
mobj_t *emmo;
|
|
UINT8 em = P_GetNextEmerald();
|
|
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->pflags & PF_NIGHTSMODE)
|
|
{
|
|
// Only give it to ONE person, and THAT player has to get to the goal!
|
|
emmo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->info->height, MT_GOTEMERALD);
|
|
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].pflags & PF_NIGHTSMODE)
|
|
if (players[i].finishedtime < lowest_time)
|
|
lowest_time = players[i].finishedtime;
|
|
P_AddPlayerScore(player, (lowest_time/TICRATE) * 100);
|
|
}
|
|
else
|
|
{
|
|
fixed_t z;
|
|
|
|
z = player->capsule->z + player->capsule->height/2;
|
|
for (i = 0; i < 16; i++)
|
|
P_SpawnMobj(player->capsule->x, player->capsule->y, z, MT_BIRD);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
S_StartScreamSound(player->mo, sfx_lose);
|
|
player->texttimer = 4*TICRATE;
|
|
player->textvar = 3; // Get more rings!
|
|
player->capsule->reactiontime = 0;
|
|
player->capsule->extravalue1 = -1;
|
|
}
|
|
}
|
|
else
|
|
player->capsule->extravalue1 = -1;
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
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->pflags & PF_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].pflags & PF_NIGHTSMODE*/
|
|
&& (players[i].capsule && players[i].capsule->reactiontime))
|
|
capsule = true;
|
|
if (!capsule
|
|
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
|
|
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
|
|
&& !player->exiting)
|
|
player->nightstime--;
|
|
}
|
|
else if (gametype != GT_RACE && gametype != GT_COMPETITION
|
|
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
|
|
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
|
|
&& !(player->capsule && player->capsule->reactiontime)
|
|
&& !player->exiting)
|
|
player->nightstime--;
|
|
|
|
if (!player->nightstime)
|
|
{
|
|
P_DeNightserizePlayer(player);
|
|
S_StartScreamSound(player->mo, sfx_s3k66);
|
|
// S_StopSoundByNum(sfx_timeup); // Kill the "out of time" music, if it's playing. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
|
|
P_RestoreMusic(player); // I have my doubts that this is the right place for this...
|
|
|
|
return;
|
|
}
|
|
else if (P_IsLocalPlayer(player) && player->nightstime == 10*TICRATE)
|
|
// S_StartSound(NULL, sfx_timeup); // that creepy "out of time" music from NiGHTS. Dummied out, as some on the dev team thought it wasn't Sonic-y enough (Mystic, notably). Uncomment to restore. -SH
|
|
S_ChangeMusicInternal("drown",false);
|
|
|
|
|
|
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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type == MT_AXIS)
|
|
{
|
|
if (mo2->threshold == player->mare)
|
|
{
|
|
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->flags & MF_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_TRANS]
|
|
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS9])
|
|
{
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
return;
|
|
}
|
|
|
|
if (player->exiting > 0) // && player->exiting < 2*TICRATE)
|
|
{
|
|
player->mo->momx = player->mo->momy = 0;
|
|
|
|
if (gametype != GT_RACE && gametype != GT_COMPETITION)
|
|
P_SetObjectMomZ(player->mo, FRACUNIT/2, true);
|
|
|
|
if (player->mo->state != &states[S_PLAY_NIGHTS_DRILL6])
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_DRILL6);
|
|
|
|
player->mo->flags |= MF_NOCLIPHEIGHT;
|
|
|
|
return;
|
|
}
|
|
|
|
// Spawn the little sparkles on each side of the player.
|
|
if (leveltime & 1)
|
|
{
|
|
mobj_t *firstmobj;
|
|
mobj_t *secondmobj;
|
|
fixed_t spawndist = FixedMul(16*FRACUNIT, player->mo->scale);
|
|
fixed_t z = player->mo->z + player->mo->height/2;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
z -= FixedMul(mobjinfo[MT_NIGHTSPARKLE].height, player->mo->scale);
|
|
|
|
firstmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle+ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle+ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
|
|
secondmobj = P_SpawnMobj(player->mo->x + P_ReturnThrustX(player->mo, player->mo->angle-ANGLE_90, spawndist), player->mo->y + P_ReturnThrustY(player->mo, player->mo->angle-ANGLE_90, spawndist), z, MT_NIGHTSPARKLE);
|
|
|
|
firstmobj->destscale = secondmobj->destscale = player->mo->scale;
|
|
P_SetTarget(&firstmobj->target, player->mo);
|
|
P_SetScale(firstmobj, player->mo->scale);
|
|
P_SetTarget(&secondmobj->target, player->mo);
|
|
P_SetScale(secondmobj, player->mo->scale);
|
|
|
|
// Superloop turns sparkles red
|
|
if (player->powers[pw_nights_superloop])
|
|
{
|
|
P_SetMobjState(firstmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
|
|
P_SetMobjState(secondmobj, mobjinfo[MT_NIGHTSPARKLE].seestate);
|
|
}
|
|
}
|
|
|
|
// Paraloop helper is now separate from sparkles
|
|
// It also spawns every tic to avoid failed paraloops
|
|
{
|
|
mobj_t *helpermobj = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z + player->mo->height/2, MT_NIGHTSLOOPHELPER);
|
|
helpermobj->fuse = player->mo->fuse = leveltime;
|
|
P_SetTarget(&helpermobj->target, player->mo);
|
|
P_SetScale(helpermobj, player->mo->scale);
|
|
}
|
|
|
|
if (player->bumpertime)
|
|
{
|
|
player->jumping = 1;
|
|
player->pflags |= PF_DRILLING;
|
|
newangle = (INT16)player->flyangle;
|
|
}
|
|
else if (cmd->buttons & BT_JUMP && player->drillmeter && player->drilldelay == 0)
|
|
{
|
|
if (!player->jumping)
|
|
firstdrill = true;
|
|
|
|
player->jumping = 1;
|
|
player->pflags |= PF_DRILLING;
|
|
}
|
|
else
|
|
{
|
|
player->jumping = 0;
|
|
|
|
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 (newangle < 0 && moved)
|
|
newangle = (INT16)(360+newangle);
|
|
}
|
|
|
|
if (player->pflags & PF_DRILLING)
|
|
thrustfactor = 2;
|
|
else
|
|
{
|
|
thrustfactor = 8;
|
|
|
|
// Decelerate while turning normally.
|
|
if (moved && player->flyangle != newangle && player->speed > 12000)
|
|
player->speed -= 60;
|
|
}
|
|
|
|
for (i = 0; i < thrustfactor; i++)
|
|
{
|
|
if (moved && player->flyangle != newangle)
|
|
{
|
|
INT32 anglediff = (((newangle-player->flyangle)+360)%360);
|
|
INT32 angledif2 = (((player->flyangle-newangle)+360)%360);
|
|
|
|
// player->flyangle is the one to move
|
|
// newangle is the "move to"
|
|
if (anglediff == 0 && angledif2 == 0)
|
|
break;
|
|
|
|
if (anglediff>angledif2)
|
|
player->flyangle--;
|
|
else // if (anglediff<angledif2)
|
|
player->flyangle++;
|
|
}
|
|
|
|
// Buff out negatives, >360 angles...
|
|
player->flyangle = ((player->flyangle + 360) % 360);
|
|
}
|
|
|
|
if (!(player->speed)
|
|
&& cmd->forwardmove == 0)
|
|
still = true;
|
|
|
|
// No more bumper braking
|
|
if (!player->bumpertime
|
|
&& ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)
|
|
|| (cmd->buttons & BT_USE)))
|
|
{
|
|
if (!(player->pflags & PF_SKIDDOWN))
|
|
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_SKIDDOWN;
|
|
}
|
|
else
|
|
player->pflags &= ~PF_SKIDDOWN;
|
|
|
|
{
|
|
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)
|
|
{
|
|
mobj_t *water = P_SpawnMobj(player->mo->x, player->mo->y,
|
|
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
|
|
if (player->mo->eflags & MFE_GOOWATER)
|
|
S_StartSound(water, sfx_ghit);
|
|
else
|
|
S_StartSound(water, sfx_wslap);
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
water->flags2 |= MF2_OBJECTFLIP;
|
|
water->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
water->destscale = player->mo->scale;
|
|
P_SetScale(water, player->mo->scale);
|
|
}
|
|
|
|
if (player->mo->momx || player->mo->momy)
|
|
player->mo->angle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
|
|
|
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
|
|
{
|
|
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 = S_PLAY_NIGHTS_FLY0 + (visangle*2); // S_PLAY_FLY0-C - the *2 is to skip over drill states
|
|
|
|
if (player->pflags & PF_DRILLING)
|
|
flystate++; // shift to S_PLAY_NIGHTS_DRILL0-C
|
|
}
|
|
|
|
if (player->mo->state != &states[flystate])
|
|
P_SetPlayerMobjState(player->mo, flystate);
|
|
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = 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 <= 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->mo->health--;
|
|
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)
|
|
{
|
|
travelangle = player->mo->angle + P_RandomRange(-ANGLE_45, ANGLE_45);
|
|
#define numangles 8
|
|
for (i = 0; i < numangles; i++)
|
|
{
|
|
flame = P_SpawnMobj(player->mo->x, player->mo->y, ground, MT_SPINFIRE);
|
|
flame->flags &= ~MF_NOGRAVITY;
|
|
P_SetTarget(&flame->target, player->mo);
|
|
flame->angle = travelangle + i*(ANGLE_MAX/numangles);
|
|
flame->fuse = TICRATE*7; // takes about an extra second to hit the ground
|
|
flame->destscale = player->mo->scale;
|
|
P_SetScale(flame, player->mo->scale);
|
|
flame->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);
|
|
}
|
|
#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));
|
|
|
|
#ifdef ESLOPE
|
|
if (player->mo->standingslope)
|
|
{
|
|
ground = P_GetZAt(player->mo->standingslope, newx, newy);
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
ground -= FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
|
|
}
|
|
#endif
|
|
flame = P_SpawnMobj(newx, newy, ground, MT_SPINFIRE);
|
|
P_SetTarget(&flame->target, player->mo);
|
|
flame->angle = travelangle;
|
|
flame->fuse = TICRATE*6;
|
|
flame->destscale = player->mo->scale;
|
|
P_SetScale(flame, player->mo->scale);
|
|
flame->eflags = (flame->eflags & ~MFE_VERTICALFLIP)|(player->mo->eflags & MFE_VERTICALFLIP);
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
}
|
|
// Get up and brush yourself off, idiot.
|
|
else if (player->glidetime > 15)
|
|
{
|
|
P_ResetPlayer(player);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
player->mo->momx = player->cmomx;
|
|
player->mo->momy = 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))
|
|
{
|
|
mobj_t *particle = P_SpawnMobj(player->mo->x + P_RandomRange(-player->mo->radius, player->mo->radius), player->mo->y + P_RandomRange(-player->mo->radius, player->mo->radius),
|
|
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
|
|
MT_PARTICLE);
|
|
particle->tics = 10;
|
|
|
|
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
|
|
P_SetScale(particle, player->mo->scale >> 2);
|
|
particle->destscale = player->mo->scale << 2;
|
|
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
|
|
P_SetObjectMomZ(particle, FRACUNIT, false);
|
|
S_StartSound(player->mo, sfx_s3k7e); // the proper "Knuckles eats dirt" sfx.
|
|
}
|
|
}
|
|
// 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))
|
|
{
|
|
mobj_t *particle = P_SpawnMobj(player->mo->x, player->mo->y,
|
|
player->mo->z + (player->mo->eflags & MFE_VERTICALFLIP ? player->mo->height - mobjinfo[MT_PARTICLE].height : 0),
|
|
MT_PARTICLE);
|
|
particle->tics = 10;
|
|
|
|
particle->eflags |= player->mo->eflags & MFE_VERTICALFLIP;
|
|
P_SetScale(particle, player->mo->scale >> 2);
|
|
particle->destscale = player->mo->scale << 2;
|
|
particle->scalespeed = FixedMul(particle->scalespeed, player->mo->scale); // scale the scaling speed!
|
|
P_SetObjectMomZ(particle, FRACUNIT, 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)
|
|
{
|
|
player->skidtime = TICRATE/2;
|
|
S_StartSound(player->mo, sfx_skid);
|
|
if (player->panim != PA_WALK)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
player->mo->tics = player->skidtime;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (player->skidtime) {
|
|
player->skidtime = 0;
|
|
S_StopSound(player->mo);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_MovePlayer
|
|
static void P_MovePlayer(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
INT32 i;
|
|
|
|
fixed_t runspd;
|
|
|
|
if (countdowntimeup)
|
|
return;
|
|
|
|
if (player->mo->state >= &states[S_PLAY_SUPER_TRANS] && player->mo->state <= &states[S_PLAY_SUPER_TRANS9])
|
|
{
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
return;
|
|
}
|
|
|
|
cmd = &player->cmd;
|
|
runspd = FixedMul(player->runspeed, player->mo->scale);
|
|
|
|
// Control relinquishing stuff!
|
|
if (player->powers[pw_ingoop])
|
|
player->pflags |= PF_FULLSTASIS;
|
|
else if (player->pflags & PF_GLIDING && player->skidtime)
|
|
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;
|
|
}
|
|
// 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 (gametype == GT_HIDEANDSEEK)
|
|
{
|
|
if (!(player->pflags & PF_TAGIT))
|
|
{
|
|
forcestasis = true;
|
|
if (player->pflags & PF_TAGGED) // 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)
|
|
{
|
|
P_SpectatorMovement(player);
|
|
return;
|
|
}
|
|
|
|
// Locate the capsule for this mare.
|
|
else if (maptol & TOL_NIGHTS)
|
|
{
|
|
if ((player->pflags & PF_NIGHTSMODE)
|
|
&& !(player->mo->state >= &states[S_PLAY_NIGHTS_TRANS]
|
|
&& player->mo->state <= &states[S_PLAY_NIGHTS_TRANS6] // NOT 9 - it's 6 when the player turns their supercolor.
|
|
&& !(player->exiting)))
|
|
{
|
|
skin_t *skin = ((skin_t *)(player->mo->skin));
|
|
player->mo->color = (skin->flags & SF_SUPER) ? skin->supercolor + (unsigned)abs(((signed)(leveltime >> 1) % 9) - 4) : player->mo->color; // This is where super flashing is handled.
|
|
}
|
|
|
|
if (!player->capsule && !player->bonustime)
|
|
{
|
|
thinker_t *th;
|
|
mobj_t *mo2;
|
|
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->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;
|
|
}
|
|
|
|
// Test revamped NiGHTS movement.
|
|
if (player->pflags & PF_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;
|
|
}
|
|
|
|
if (player->pflags & PF_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 if (player->health > 1)
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, 0);
|
|
player->pflags &= ~PF_NIGHTSFALL;
|
|
}
|
|
}
|
|
|
|
//////////////////////
|
|
// MOVEMENT CODE //
|
|
//////////////////////
|
|
|
|
if (twodlevel || player->mo->flags2 & MF2_TWOD) // 2d-level, so special control applies.
|
|
P_2dMovement(player);
|
|
else
|
|
{
|
|
if (!player->climbing && (!P_AnalogMove(player)))
|
|
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
|
|
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->charability == CA_DASHMODE && player->dashmode >= 3*TICRATE && player->panim == PA_RUN && !player->skidtime && (onground || player->powers[pw_super]))
|
|
P_SetPlayerMobjState (player->mo, S_PLAY_PEEL);
|
|
// If the player is moving fast enough,
|
|
// break into a run!
|
|
else if (player->speed >= runspd && player->panim == PA_WALK && !player->skidtime && (onground || player->powers[pw_super]))
|
|
P_SetPlayerMobjState (player->mo, S_PLAY_RUN);
|
|
|
|
// Super floating at slow speeds has its own special animation.
|
|
else if (player->powers[pw_super] && player->panim == PA_IDLE && !onground)
|
|
P_SetPlayerMobjState (player->mo, S_PLAY_SUPER_FLOAT);
|
|
|
|
// Otherwise, just walk.
|
|
else if ((player->rmomx || player->rmomy) && player->panim == PA_IDLE)
|
|
P_SetPlayerMobjState (player->mo, S_PLAY_WALK);
|
|
}
|
|
|
|
// If your peelout animation is playing, and you're
|
|
// going too slow, switch back to the run.
|
|
if (player->charability == CA_DASHMODE && player->panim == PA_PEEL && player->dashmode < 3*TICRATE)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RUN);
|
|
|
|
// If your running animation is playing, and you're
|
|
// going too slow, switch back to the walking frames.
|
|
if (player->panim == PA_RUN && player->speed < runspd)
|
|
{
|
|
if (!onground && player->powers[pw_super])
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_FLOAT);
|
|
else
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
}
|
|
|
|
// If Springing (or nojumpspinning), but travelling DOWNWARD, change back! (nojumpspin also turns to fall once PF_THOKKED is added.)
|
|
if ((player->panim == PA_SPRING && P_MobjFlip(player->mo)*player->mo->momz < 0)
|
|
|| ((((player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED) && player->panim == PA_JUMP))
|
|
&& (P_MobjFlip(player->mo)*player->mo->momz < 0)))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
// If doing an air animation but on the ground, change back!
|
|
else if (onground && (player->panim == PA_SPRING || player->panim == PA_FALL || player->panim == PA_RIDE || player->panim == PA_JUMP) && !player->mo->momz)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
|
|
// If you are stopped and are still walking, stand still!
|
|
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
|
|
|
|
//////////////////
|
|
//GAMEPLAY STUFF//
|
|
//////////////////
|
|
|
|
// Make sure you're not "jumping" on the ground
|
|
if (onground && player->pflags & PF_JUMPED && !(player->pflags & PF_GLIDING)
|
|
&& P_MobjFlip(player->mo)*player->mo->momz < 0)
|
|
{
|
|
player->pflags &= ~PF_JUMPED;
|
|
player->jumping = 0;
|
|
player->secondjump = 0;
|
|
player->pflags &= ~PF_THOKKED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
}
|
|
|
|
if ((!(player->charability == CA_GLIDEANDCLIMB) || player->gotflag) // If you can't glide, then why the heck would you be gliding?
|
|
&& (player->pflags & PF_GLIDING || player->climbing))
|
|
{
|
|
if (onground)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
else
|
|
{
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
player->pflags &= ~PF_GLIDING;
|
|
player->glidetime = 0;
|
|
player->climbing = 0;
|
|
}
|
|
|
|
// Glide MOMZ
|
|
// AKA my own gravity. =)
|
|
if (player->pflags & PF_GLIDING)
|
|
{
|
|
fixed_t leeway;
|
|
fixed_t glidespeed = player->actionspd;
|
|
|
|
if (player->powers[pw_super])
|
|
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.
|
|
leeway = FixedAngle(cmd->sidemove*(FRACUNIT/2));
|
|
|
|
if (player->skidtime) // ground gliding
|
|
{
|
|
fixed_t speed = FixedMul(glidespeed, FRACUNIT - (FRACUNIT>>2));
|
|
if (player->mo->eflags & MFE_UNDERWATER)
|
|
speed >>= 1;
|
|
speed = FixedMul(speed - player->glidetime*FRACUNIT, player->mo->scale);
|
|
if (speed < 0)
|
|
speed = 0;
|
|
P_InstaThrust(player->mo, player->mo->angle-leeway, speed);
|
|
}
|
|
else if (player->mo->eflags & MFE_UNDERWATER)
|
|
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul((glidespeed>>1) + player->glidetime*750, player->mo->scale));
|
|
else
|
|
P_InstaThrust(player->mo, player->mo->angle-leeway, FixedMul(glidespeed + player->glidetime*1500, player->mo->scale));
|
|
|
|
player->glidetime++;
|
|
|
|
if (!(player->pflags & PF_JUMPDOWN)) // If not holding the jump button
|
|
{
|
|
P_ResetPlayer(player); // down, stop gliding.
|
|
if (onground)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
else if ((player->charability2 == CA2_MULTIABILITY)
|
|
|| (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_GLIDEANDCLIMB))
|
|
{
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
else
|
|
{
|
|
player->pflags |= PF_THOKKED;
|
|
player->mo->momx >>= 1;
|
|
player->mo->momy >>= 1;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
|
|
}
|
|
}
|
|
}
|
|
else if (player->climbing) // 'Deceleration' for climbing on walls.
|
|
{
|
|
if (player->mo->momz > 0)
|
|
{
|
|
player->mo->momz -= FixedMul(FRACUNIT/2, player->mo->scale);
|
|
if (player->mo->momz < 0)
|
|
player->mo->momz = 0;
|
|
}
|
|
else if (player->mo->momz < 0)
|
|
{
|
|
player->mo->momz += FixedMul(FRACUNIT/2, player->mo->scale);
|
|
if (player->mo->momz > 0)
|
|
player->mo->momz = 0;
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
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[MT_SPLISH].height, player->mo->scale) : player->mo->watertop), MT_SPLISH);
|
|
if (player->mo->eflags & MFE_GOOWATER)
|
|
S_StartSound(water, sfx_ghit);
|
|
else
|
|
S_StartSound(water, sfx_wslap);
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
water->flags2 |= MF2_OBJECTFLIP;
|
|
water->eflags |= MFE_VERTICALFLIP;
|
|
}
|
|
water->destscale = player->mo->scale;
|
|
P_SetScale(water, player->mo->scale);
|
|
}
|
|
|
|
// Little water sound while touching water - just a nicety.
|
|
if ((player->mo->eflags & MFE_TOUCHWATER) && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator)
|
|
{
|
|
if (P_RandomChance(FRACUNIT/2) && leveltime % TICRATE == 0)
|
|
S_StartSound(player->mo, sfx_floush);
|
|
}
|
|
|
|
////////////////
|
|
//TAILS FLYING//
|
|
////////////////
|
|
|
|
if (!(player->charability == CA_FLY || player->charability == CA_SWIM)) // why are you flying when you cannot fly?!
|
|
{
|
|
if (player->powers[pw_tailsfly]
|
|
|| player->mo->state-states == S_PLAY_FLY_TIRED)
|
|
{
|
|
if (onground)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
|
|
else
|
|
{
|
|
player->pflags |= PF_JUMPED;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
}
|
|
player->powers[pw_tailsfly] = 0;
|
|
}
|
|
|
|
if (player->gotflag && player->powers[pw_tailsfly])
|
|
player->powers[pw_tailsfly] = 1;
|
|
|
|
// If not in a fly position, don't think you're flying!
|
|
if (player->panim != PA_ABILITY)
|
|
player->powers[pw_tailsfly] = 0;
|
|
|
|
if (player->charability == CA_FLY || (player->charability == CA_SWIM && player->mo->eflags & MFE_UNDERWATER))
|
|
{
|
|
// Fly counter for Tails.
|
|
if (player->powers[pw_tailsfly])
|
|
{
|
|
const fixed_t actionspd = player->actionspd/100;
|
|
|
|
if (player->charability2 == CA2_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);
|
|
|
|
player->fly1--;
|
|
}
|
|
}
|
|
|
|
// Tails Put-Put noise
|
|
if (player->charability == CA_FLY && player->bot != 1 && leveltime % 10 == 0 && !player->spectator)
|
|
S_StartSound(player->mo, sfx_putput);
|
|
|
|
// Descend
|
|
if (cmd->buttons & BT_USE && !(player->pflags & PF_STASIS) && !player->exiting)
|
|
if (P_MobjFlip(player->mo)*player->mo->momz > -FixedMul(5*actionspd, player->mo->scale))
|
|
P_SetObjectMomZ(player->mo, -actionspd/2, true);
|
|
|
|
}
|
|
else
|
|
{
|
|
// Tails-gets-tired Stuff
|
|
if (player->panim == PA_ABILITY)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_FLY_TIRED);
|
|
|
|
if (player->charability == CA_FLY && (leveltime % 10 == 0)
|
|
&& player->mo->state-states == S_PLAY_FLY_TIRED
|
|
&& !player->spectator)
|
|
S_StartSound(player->mo, sfx_pudpud);
|
|
}
|
|
}
|
|
|
|
// End your chain if you're on the ground or climbing a wall.
|
|
// But not if invincible! Allow for some crazy long chains with it.
|
|
// Also keep in mind the PF_JUMPED check.
|
|
// If we lacked this, stepping up while jumping up would reset score.
|
|
// (for instance, when climbing up off a wall.)
|
|
if ((onground || player->climbing) && !(player->pflags & PF_JUMPED) && player->powers[pw_invulnerability] <= 1)
|
|
P_ResetScore(player);
|
|
|
|
// Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes)
|
|
if (player->pflags & PF_SPINNING && player->speed > FixedMul(15<<FRACBITS, player->mo->scale) && !(player->pflags & PF_JUMPED))
|
|
{
|
|
P_SpawnSpinMobj(player, player->spinitem);
|
|
if (demorecording)
|
|
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->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);
|
|
|
|
P_DoSpinAbility(player, cmd);
|
|
|
|
// jumping
|
|
P_DoJumpStuff(player, cmd);
|
|
|
|
// If you're not spinning, you'd better not be spindashing!
|
|
if (!(player->pflags & PF_SPINNING))
|
|
player->pflags &= ~PF_STARTDASH;
|
|
|
|
//////////////////
|
|
//ANALOG CONTROL//
|
|
//////////////////
|
|
|
|
// This really looks like it should be moved to P_3dMovement. -Red
|
|
if (P_AnalogMove(player)
|
|
&& (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_PEEL || 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.
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
}
|
|
|
|
///////////////////////////
|
|
//BOMB SHIELD ACTIVATION,//
|
|
//HOMING, AND OTHER COOL //
|
|
//STUFF! //
|
|
///////////////////////////
|
|
|
|
if (cmd->buttons & BT_USE) // Spin button effects
|
|
{
|
|
if (player->pflags & PF_JUMPED) // If the player is jumping
|
|
{
|
|
if (!(player->pflags & PF_USEDOWN)) // If the player is not holding down BT_USE
|
|
{
|
|
// Jump shield activation
|
|
if (!P_PlayerInPain(player) // If the player is not in pain
|
|
&& !player->climbing // If the player is not climbing
|
|
&& !(player->pflags & (PF_GLIDING|PF_SLIDING|PF_THOKKED)) // If the player is not gliding or sliding and hasn't used their ability
|
|
&& !onground) // If the player isn't on the ground
|
|
{
|
|
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_JUMP && !player->powers[pw_super])
|
|
P_DoJumpShield(player);
|
|
else if (player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]) && player->charability == CA_FLY)
|
|
{
|
|
P_DoJumpShield(player);
|
|
player->mo->momz *= 2;
|
|
}
|
|
}
|
|
// Bomb shield activation
|
|
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BOMB)
|
|
{
|
|
// Don't let Super Sonic or invincibility use it
|
|
if (!(player->powers[pw_super] || player->powers[pw_invulnerability]))
|
|
P_BlackOw(player);
|
|
}
|
|
// Attract shield activation
|
|
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
|
|
{
|
|
if (!(player->pflags & PF_THOKKED))
|
|
{
|
|
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
|
|
player->homing = 2;
|
|
if (P_LookForEnemies(player, false) && player->mo->tracer)
|
|
{
|
|
S_StartSound(player->mo, sfx_s3k40);
|
|
player->homing = 3*TICRATE;
|
|
}
|
|
else
|
|
S_StartSound(player->mo, sfx_s3k41);
|
|
}
|
|
}
|
|
// Elemental shield activation
|
|
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL)
|
|
{
|
|
if (!(player->pflags & PF_THOKKED))
|
|
{
|
|
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
|
|
S_StartSound(player->mo, sfx_s3k43);
|
|
player->mo->momx = player->mo->momy = 0;
|
|
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
|
|
}
|
|
}
|
|
// Force shield activation
|
|
if (player->powers[pw_shield] & SH_FORCE)
|
|
{
|
|
if (!(player->pflags & PF_THOKKED))
|
|
{
|
|
angle_t dashangle = player->mo->angle;
|
|
#if 1 // shadow.wad style redirection - hold down directional keys to set your path, go backwards by default
|
|
if (!(player->pflags & PF_ANALOGMODE) && (player->cmd.forwardmove || player->cmd.sidemove))
|
|
dashangle += R_PointToAngle2(0, 0, player->cmd.forwardmove<<FRACBITS, -player->cmd.sidemove<<FRACBITS);
|
|
else
|
|
#else // go backwards from your current momentum direction
|
|
if (player->mo->momx || player->mo->momy)
|
|
dashangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
|
#endif
|
|
dashangle += ANGLE_180;
|
|
P_ResetPlayer(player);
|
|
player->homing = 2 + (player->powers[pw_shield] & SH_FORCEHP); // might get ridiculous with 256 hitpoints, don't you think?
|
|
S_StartSound(player->mo, sfx_s3k47);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
player->pflags |= PF_SPINNING|PF_THOKKED|PF_SHIELDABILITY;
|
|
player->mo->flags |= MF_NOGRAVITY;
|
|
P_InstaThrust(player->mo, dashangle, 64*FRACUNIT);
|
|
player->mo->momz = 0;
|
|
}
|
|
}
|
|
}
|
|
// Super Sonic move
|
|
if (player->skin == 0 && player->powers[pw_super] && player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|
|
&& P_MobjFlip(player->mo)*player->mo->momz <= 0)
|
|
{
|
|
if (player->panim == PA_ROLL || player->panim == PA_JUMP || player->mo->state-states == S_PLAY_PAIN || player->panim == PA_WALK)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SUPER_FLOAT);
|
|
|
|
player->mo->momz = 0;
|
|
player->pflags &= ~PF_SPINNING;
|
|
player->jumping = 0; // don't cut jump height after bouncing off something
|
|
}
|
|
}
|
|
}
|
|
|
|
// HOMING option.
|
|
if (player->powers[pw_shield] & SH_FORCE // Dash.
|
|
&& player->pflags & PF_SHIELDABILITY)
|
|
{
|
|
if (player->homing)
|
|
{
|
|
player->pflags |= PF_FULLSTASIS;
|
|
player->mo->momz = 0;
|
|
if (!(player->pflags & PF_SPINNING))
|
|
player->homing = 0;
|
|
}
|
|
|
|
if (player->homing == 0)
|
|
{
|
|
P_ResetPlayer(player);
|
|
player->pflags |= PF_THOKKED; // silly silly
|
|
player->mo->momx >>= 3;
|
|
player->mo->momy >>= 3;
|
|
}
|
|
}
|
|
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT // Sonic 3D Blast.
|
|
&& player->pflags & PF_SHIELDABILITY)
|
|
{
|
|
if (player->homing && player->mo->tracer)
|
|
{
|
|
P_HomingAttack(player->mo, player->mo->tracer);
|
|
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET))
|
|
{
|
|
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);
|
|
P_HomingAttack(player->mo, player->mo->tracer);
|
|
|
|
// But if you don't, then stop homing.
|
|
if (player->mo->tracer->health <= 0 || (player->mo->tracer->flags2 & MF2_FRET))
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
// 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 (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--;
|
|
}
|
|
|
|
if (!player->climbing)
|
|
{
|
|
player->lastsidehit = -1;
|
|
player->lastlinehit = -1;
|
|
}
|
|
|
|
// Make sure you're not teetering when you shouldn't be.
|
|
if (player->panim == PA_EDGE
|
|
&& (player->mo->momx || player->mo->momy || player->mo->momz))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
|
|
|
// Check for teeter!
|
|
if (!(player->mo->momz || player->mo->momx || player->mo->momy) && !(player->mo->eflags & MFE_GOOWATER)
|
|
&& player->panim == PA_IDLE && !(player->powers[pw_carry]))
|
|
P_DoTeeter(player);
|
|
|
|
// Toss a flag
|
|
if (G_GametypeHasTeams() && (cmd->buttons & BT_TOSSFLAG) && !(player->powers[pw_super]) && !(player->tossdelay))
|
|
{
|
|
if (!(player->gotflag & (GF_REDFLAG|GF_BLUEFLAG)))
|
|
P_PlayerEmeraldBurst(player, true); // Toss emeralds
|
|
else
|
|
P_PlayerFlagBurst(player, true);
|
|
}
|
|
|
|
// check for fire
|
|
if (!player->exiting)
|
|
P_DoFiring(player, cmd);
|
|
|
|
{
|
|
fixed_t oldheight = player->mo->height;
|
|
|
|
// Less height while spinning. Good for spinning under things...?
|
|
if ((player->mo->state == &states[player->mo->info->painstate] || player->mo->state == &states[S_PLAY_SUPER_PAIN])
|
|
|| (!(player->charflags & SF_NOJUMPSPIN) && (player->pflags & PF_JUMPED))
|
|
|| (player->pflags & PF_SPINNING)
|
|
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|
|
|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
|
|
player->mo->height = P_GetPlayerSpinHeight(player);
|
|
else
|
|
player->mo->height = P_GetPlayerHeight(player);
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP && player->mo->height != oldheight) // adjust z height for reverse gravity, similar to how it's done for scaling
|
|
player->mo->z -= player->mo->height - oldheight;
|
|
}
|
|
|
|
// Crush test...
|
|
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
|
|
&& !(player->mo->flags & MF_NOCLIP))
|
|
{
|
|
if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_SPINNING))
|
|
{
|
|
player->pflags |= PF_SPINNING;
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
}
|
|
else if (player->mo->ceilingz - player->mo->floorz < player->mo->height)
|
|
{
|
|
if ((netgame || multiplayer) && player->spectator)
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
|
|
else
|
|
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED);
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef HWRENDER
|
|
if (rendermode != render_soft && rendermode != render_none && cv_grfovchange.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)
|
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speed = player->normalspeed-5*FRACUNIT;
|
|
|
|
if (speed >= runnyspeed)
|
|
player->fovadd = speed-runnyspeed;
|
|
else
|
|
player->fovadd = 0;
|
|
|
|
if (player->fovadd < 0)
|
|
player->fovadd = 0;
|
|
}
|
|
else
|
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player->fovadd = 0;
|
|
#endif
|
|
|
|
#ifdef FLOORSPLATS
|
|
if (cv_shadow.value && rendermode == render_soft)
|
|
R_AddFloorSplat(player->mo->subsector, player->mo, "SHADOW", player->mo->x,
|
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player->mo->y, player->mo->floorz, SPLATDRAWMODE_OPAQUE);
|
|
#endif
|
|
|
|
// Look for blocks to bust up
|
|
// Because of FF_SHATTER, we should look for blocks constantly,
|
|
// not just when spinning or playing as Knuckles
|
|
if (CheckForBustableBlocks)
|
|
P_CheckBustableBlocks(player);
|
|
|
|
// Special handling for
|
|
// gliding in 2D mode
|
|
if ((twodlevel || player->mo->flags2 & MF2_TWOD) && player->pflags & PF_GLIDING && player->charability == CA_GLIDEANDCLIMB
|
|
&& !(player->mo->flags & MF_NOCLIP))
|
|
{
|
|
msecnode_t *node; // only place it's being used in P_MovePlayer now
|
|
fixed_t oldx;
|
|
fixed_t oldy;
|
|
fixed_t floorz, ceilingz;
|
|
|
|
oldx = player->mo->x;
|
|
oldy = player->mo->y;
|
|
|
|
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)
|
|
{
|
|
if (!node->m_sector)
|
|
break;
|
|
|
|
if (node->m_sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
|
|
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 (topheight > player->mo->z && bottomheight < player->mo->z)
|
|
{
|
|
P_ResetPlayer(player);
|
|
S_StartSound(player->mo, sfx_s3k4a);
|
|
player->climbing = 5;
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
floorz = P_GetFloorZ(player->mo, node->m_sector, player->mo->x, player->mo->y, NULL);
|
|
ceilingz = P_GetCeilingZ(player->mo, node->m_sector, player->mo->x, player->mo->y, NULL);
|
|
|
|
if (player->mo->z+player->mo->height > ceilingz
|
|
&& node->m_sector->ceilingpic == skyflatnum)
|
|
continue;
|
|
|
|
if (floorz > player->mo->z || ceilingz < player->mo->z)
|
|
{
|
|
P_ResetPlayer(player);
|
|
S_StartSound(player->mo, sfx_s3k4a);
|
|
player->climbing = 5;
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
break;
|
|
}
|
|
}
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x = oldx;
|
|
player->mo->y = oldy;
|
|
P_SetThingPosition(player->mo);
|
|
}
|
|
|
|
// Check for a BOUNCY sector!
|
|
if (CheckForBouncySector)
|
|
P_CheckBouncySectors(player);
|
|
|
|
// Look for Quicksand!
|
|
if (CheckForQuicksand)
|
|
P_CheckQuicksand(player);
|
|
}
|
|
|
|
static void P_DoZoomTube(player_t *player)
|
|
{
|
|
INT32 sequence;
|
|
fixed_t speed;
|
|
thinker_t *th;
|
|
mobj_t *mo2;
|
|
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);
|
|
|
|
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 - 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
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
continue;
|
|
|
|
if (mo2->threshold == sequence)
|
|
{
|
|
if ((reverse && mo2->health == player->mo->tracer->health - 1)
|
|
|| (!reverse && mo2->health == player->mo->tracer->health + 1))
|
|
{
|
|
waypoint = mo2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 angle
|
|
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
|
|
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
|
|
// 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");
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_DoRopeHang
|
|
//
|
|
// Kinda like P_DoZoomTube
|
|
// but a little different.
|
|
//
|
|
static void P_DoRopeHang(player_t *player)
|
|
{
|
|
INT32 sequence;
|
|
fixed_t speed;
|
|
thinker_t *th;
|
|
mobj_t *mo2;
|
|
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_USE && !(player->pflags & PF_STASIS)) // Drop off of the rope
|
|
{
|
|
P_SetTarget(&player->mo->tracer, NULL);
|
|
|
|
player->pflags |= PF_JUMPED;
|
|
player->powers[pw_carry] = CR_NONE;
|
|
|
|
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
|
|
&& !(player->panim == PA_JUMP))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
return;
|
|
}
|
|
|
|
// 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
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
continue;
|
|
|
|
if (mo2->threshold == sequence)
|
|
{
|
|
if (mo2->health == player->mo->tracer->health + 1)
|
|
{
|
|
waypoint = mo2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (mo2->type != MT_TUBEWAYPOINT)
|
|
continue;
|
|
|
|
if (mo2->threshold == sequence)
|
|
{
|
|
if (mo2->health == 0)
|
|
{
|
|
waypoint = mo2;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 |= PF_JUMPED;
|
|
|
|
if (!(player->pflags & PF_SLIDING) && (player->pflags & PF_JUMPED)
|
|
&& !(player->panim == PA_JUMP))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
}
|
|
|
|
P_SetTarget(&player->mo->tracer, NULL);
|
|
player->powers[pw_carry] = CR_NONE;
|
|
|
|
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found!\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
//
|
|
// P_NukeAllPlayers
|
|
//
|
|
// Hurts all players
|
|
// source = guy who gets the credit
|
|
//
|
|
static void P_NukeAllPlayers(player_t *player)
|
|
{
|
|
mobj_t *mo;
|
|
thinker_t *think;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
mo = (mobj_t *)think;
|
|
|
|
if (!mo->player)
|
|
continue;
|
|
|
|
if (mo->health <= 0) // dead
|
|
continue;
|
|
|
|
if (mo == player->mo)
|
|
continue;
|
|
|
|
P_DamageMobj(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 = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
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 |= MF_SPECIAL|MF_SHOOTABLE;
|
|
|
|
if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield!
|
|
P_KillMobj(mo->tracer, inflictor, source, 0);
|
|
|
|
if (mo->flags & MF_BOSS || mo->type == MT_PLAYER) //don't OHKO bosses nor players!
|
|
P_DamageMobj(mo, inflictor, source, 1, 0);
|
|
else
|
|
P_DamageMobj(mo, inflictor, source, 1000, 0);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_LookForEnemies
|
|
// Looks for something you can hit - Used for homing attack
|
|
// If nonenemies is true, includes monitors and springs!
|
|
//
|
|
boolean P_LookForEnemies(player_t *player, boolean nonenemies)
|
|
{
|
|
mobj_t *mo;
|
|
thinker_t *think;
|
|
mobj_t *closestmo = NULL;
|
|
angle_t an;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
mo = (mobj_t *)think;
|
|
if ((nonenemies && !(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)))
|
|
|| (!nonenemies && !(mo->flags & (MF_ENEMY|MF_BOSS))))
|
|
continue; // not a valid enemy
|
|
|
|
if (mo->health <= 0) // dead
|
|
continue;
|
|
|
|
if (mo == player->mo)
|
|
continue;
|
|
|
|
if (mo->flags2 & MF2_FRET)
|
|
continue;
|
|
|
|
if ((mo->flags & (MF_ENEMY|MF_BOSS)) && !(mo->flags & MF_SHOOTABLE)) // don't aim at something you can't shoot at anyway (see Egg Guard or Minus)
|
|
continue;
|
|
|
|
if (mo->type == MT_DETON) // Don't be STUPID, Sonic!
|
|
continue;
|
|
|
|
if (((mo->z > player->mo->z+FixedMul(MAXSTEPMOVE, player->mo->scale)) && !(player->mo->eflags & MFE_VERTICALFLIP))
|
|
|| ((mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, player->mo->scale)) && (player->mo->eflags & MFE_VERTICALFLIP))) // Reverse gravity check - Flame.
|
|
continue; // Don't home upwards!
|
|
|
|
if (P_AproxDistance(P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y),
|
|
player->mo->z-mo->z) > FixedMul(RING_DIST, player->mo->scale))
|
|
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 && P_AproxDistance(P_AproxDistance(player->mo->x-mo->x, player->mo->y-mo->y),
|
|
player->mo->z-mo->z) > P_AproxDistance(P_AproxDistance(player->mo->x-closestmo->x,
|
|
player->mo->y-closestmo->y), player->mo->z-closestmo->z))
|
|
continue;
|
|
|
|
an = R_PointToAngle2(player->mo->x, player->mo->y, mo->x, mo->y) - player->mo->angle;
|
|
|
|
if (an > ANGLE_90 && an < ANGLE_270)
|
|
continue; // behind back
|
|
|
|
if (!P_CheckSight(player->mo, mo))
|
|
continue; // out of sight
|
|
|
|
closestmo = mo;
|
|
}
|
|
|
|
if (closestmo)
|
|
{
|
|
// Found a target monster
|
|
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, closestmo));
|
|
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, closestmo->x, closestmo->y);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target
|
|
{
|
|
fixed_t dist;
|
|
fixed_t ns = 0;
|
|
|
|
if (!enemy)
|
|
return;
|
|
|
|
if (!(enemy->health))
|
|
return;
|
|
|
|
// change angle
|
|
source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y);
|
|
if (source->player && (!demoplayback || P_AnalogMove(source->player)))
|
|
{
|
|
if (source->player == &players[consoleplayer])
|
|
localangle = source->angle;
|
|
else if (source->player == &players[secondarydisplayplayer])
|
|
localangle2 = source->angle;
|
|
}
|
|
|
|
// change slope
|
|
dist = P_AproxDistance(P_AproxDistance(enemy->x - source->x, enemy->y - source->y),
|
|
enemy->z - source->z);
|
|
|
|
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(enemy->z - source->z, dist), ns);
|
|
}
|
|
|
|
// 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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
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_DeathThink
|
|
// Fall on your face when dying.
|
|
// Decrease POV height to floor height.
|
|
//
|
|
|
|
static void P_DeathThink(player_t *player)
|
|
{
|
|
ticcmd_t *cmd = &player->cmd;
|
|
player->deltaviewheight = 0;
|
|
|
|
if (player->deadtimer < INT32_MAX)
|
|
player->deadtimer++;
|
|
|
|
// continue logic
|
|
if (!(netgame || multiplayer) && player->lives <= 0)
|
|
{
|
|
if (player->deadtimer > TICRATE && (cmd->buttons & BT_USE || cmd->buttons & BT_JUMP) && player->continues > 0)
|
|
G_UseContinue();
|
|
else if (player->deadtimer >= gameovertics)
|
|
G_UseContinue(); // Even if we don't have one this handles ending the game
|
|
}
|
|
|
|
// 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 && !G_IsSpecialStage(gamemap)) // Don't allow "click to respawn" in special stages!
|
|
{
|
|
// Respawn with jump button, force respawn time (3 second default, cheat protected) in shooter modes.
|
|
if ((cmd->buttons & BT_JUMP) && player->deadtimer > cv_respawntime.value*TICRATE
|
|
&& gametype != GT_RACE && gametype != GT_COOP)
|
|
player->playerstate = PST_REBORN;
|
|
|
|
// Instant respawn in race or if you're spectating.
|
|
if ((cmd->buttons & BT_JUMP) && (gametype == GT_RACE || player->spectator))
|
|
player->playerstate = PST_REBORN;
|
|
|
|
// One second respawn in coop.
|
|
if ((cmd->buttons & BT_JUMP) && player->deadtimer > TICRATE && (gametype == GT_COOP || gametype == GT_COMPETITION))
|
|
player->playerstate = PST_REBORN;
|
|
|
|
// Single player auto respawn
|
|
if (!(netgame || multiplayer) && player->deadtimer > 5*TICRATE)
|
|
player->playerstate = PST_REBORN;
|
|
}
|
|
else if ((netgame || multiplayer) && player->deadtimer == 8*TICRATE)
|
|
{
|
|
// In a net/multiplayer game, and out of lives
|
|
if (gametype == GT_COMPETITION)
|
|
{
|
|
INT32 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && !players[i].exiting && players[i].lives > 0)
|
|
break;
|
|
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
// Everyone's either done with the race, or dead.
|
|
if (!countdown2 || countdown2 > 1*TICRATE)
|
|
countdown2 = 1*TICRATE;
|
|
}
|
|
}
|
|
|
|
// In a coop game, and out of lives
|
|
if (gametype == GT_COOP)
|
|
{
|
|
INT32 i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && (players[i].exiting || players[i].lives > 0))
|
|
break;
|
|
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
// They're dead, Jim.
|
|
//nextmapoverride = spstage_start;
|
|
nextmapoverride = gamemap;
|
|
countdown2 = 1*TICRATE;
|
|
skipstats = true;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
players[i].score = 0;
|
|
}
|
|
|
|
//emeralds = 0;
|
|
tokenbits = 0;
|
|
tokenlist = 0;
|
|
token = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
|
|
{
|
|
// Keep time rolling in race mode
|
|
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER))
|
|
{
|
|
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
|
{
|
|
if (leveltime >= 4*TICRATE)
|
|
player->realtime = leveltime - 4*TICRATE;
|
|
else
|
|
player->realtime = 0;
|
|
}
|
|
else
|
|
player->realtime = leveltime;
|
|
}
|
|
|
|
// Return to level music
|
|
if (player->lives <= 0)
|
|
{
|
|
if (netgame)
|
|
{
|
|
if (player->deadtimer == gameovertics && P_IsLocalPlayer(player))
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
}
|
|
else if (multiplayer) // local multiplayer only
|
|
{
|
|
if (player->deadtimer != gameovertics)
|
|
;
|
|
// Restore the other player's music once we're dead for long enough
|
|
// -- that is, as long as they aren't dead too
|
|
else 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]);
|
|
}
|
|
}
|
|
}
|
|
|
|
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"}, {45, "MAX"}, {0, NULL}};
|
|
static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}};
|
|
|
|
consvar_t cv_cam_dist = {"cam_dist", "128", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam_height = {"cam_height", "20", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam_still = {"cam_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam_speed = {"cam_speed", "0.25", CV_FLOAT, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam_rotate = {"cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam_rotspeed = {"cam_rotspeed", "10", 0, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_dist = {"cam2_dist", "128", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_height = {"cam2_height", "20", CV_FLOAT, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_still = {"cam2_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_speed = {"cam2_speed", "0.25", CV_FLOAT, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_rotate = {"cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_cam2_rotspeed = {"cam2_rotspeed", "10", 0, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
|
|
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 - (cv_viewheight.value<<FRACBITS) - 16*FRACUNIT;
|
|
else
|
|
z = player->mo->z + (cv_viewheight.value<<FRACBITS);
|
|
|
|
// set bits for the camera
|
|
thiscam->x = x;
|
|
thiscam->y = y;
|
|
thiscam->z = z;
|
|
|
|
if (!(thiscam == &camera && (cv_cam_still.value || cv_analog.value))
|
|
&& !(thiscam == &camera2 && (cv_cam2_still.value || cv_analog2.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, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
|
|
INT32 camrotate;
|
|
boolean camstill, cameranoclip;
|
|
mobj_t *mo;
|
|
subsector_t *newsubsec;
|
|
fixed_t f1, f2;
|
|
|
|
cameranoclip = (player->pflags & (PF_NOCLIP|PF_NIGHTSMODE)) || (player->mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)); // Noclipping player camera noclips too!!
|
|
|
|
if (!(player->climbing || (player->pflags & PF_NIGHTSMODE) || player->playerstate == PST_DEAD))
|
|
{
|
|
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 = player->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;
|
|
}
|
|
|
|
if (!player || !player->mo)
|
|
return true;
|
|
|
|
mo = player->mo;
|
|
|
|
thiscam->radius = FixedMul(20*FRACUNIT, mo->scale);
|
|
thiscam->height = FixedMul(16*FRACUNIT, mo->scale);
|
|
|
|
if (!mo)
|
|
return true;
|
|
|
|
// Don't run while respawning from a starpost
|
|
// Inu 4/8/13 Why not?!
|
|
// if (leveltime > 0 && timeinmap <= 0)
|
|
// return true;
|
|
|
|
if (player->pflags & PF_NIGHTSMODE)
|
|
{
|
|
focusangle = player->mo->angle;
|
|
focusaiming = 0;
|
|
}
|
|
else if (player == &players[consoleplayer])
|
|
{
|
|
focusangle = localangle;
|
|
focusaiming = localaiming;
|
|
}
|
|
else if (player == &players[secondarydisplayplayer])
|
|
{
|
|
focusangle = localangle2;
|
|
focusaiming = localaiming2;
|
|
}
|
|
else
|
|
{
|
|
focusangle = player->mo->angle;
|
|
focusaiming = player->aiming;
|
|
}
|
|
|
|
if (P_CameraThinker(player, thiscam, resetcalled))
|
|
return true;
|
|
|
|
if (thiscam == &camera)
|
|
{
|
|
camspeed = cv_cam_speed.value;
|
|
camstill = cv_cam_still.value;
|
|
camrotate = cv_cam_rotate.value;
|
|
camdist = FixedMul(cv_cam_dist.value, FixedMul(player->camerascale, mo->scale));
|
|
camheight = FixedMul(cv_cam_height.value, FixedMul(player->camerascale, mo->scale));
|
|
}
|
|
else // Camera 2
|
|
{
|
|
camspeed = cv_cam2_speed.value;
|
|
camstill = cv_cam2_still.value;
|
|
camrotate = cv_cam2_rotate.value;
|
|
camdist = FixedMul(cv_cam2_dist.value, FixedMul(player->camerascale, mo->scale));
|
|
camheight = FixedMul(cv_cam2_height.value, FixedMul(player->camerascale, mo->scale));
|
|
}
|
|
|
|
if (player->powers[pw_shield] & SH_FORCE && player->pflags & PF_SHIELDABILITY)
|
|
camspeed <<= 1;
|
|
|
|
#ifdef REDSANALOG
|
|
if (P_AnalogMove(player) && (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->pflags & PF_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 (player->mo->target)
|
|
{
|
|
if (player->mo->target->flags & MF_AMBUSH)
|
|
angle = R_PointToAngle2(player->mo->target->x, player->mo->target->y, player->mo->x, player->mo->y);
|
|
else
|
|
angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->target->x, player->mo->target->y);
|
|
}
|
|
}
|
|
else if (P_AnalogMove(player)) // 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)
|
|
localangle += abs((signed)(focusangle - localangle))>>5;
|
|
else
|
|
localangle -= abs((signed)(focusangle - localangle))>>5;
|
|
}
|
|
}
|
|
else
|
|
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
|
|
|
|
if (!resetcalled && (cv_analog.value || demoplayback) && ((thiscam == &camera && t_cam_rotate != -42) || (thiscam == &camera2
|
|
&& t_cam2_rotate != -42)))
|
|
{
|
|
angle = FixedAngle(camrotate*FRACUNIT);
|
|
thiscam->angle = angle;
|
|
}
|
|
|
|
if (!objectplacing && !(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->pflags & PF_NIGHTSMODE) && displayplayer == consoleplayer)
|
|
{
|
|
#ifdef REDSANALOG
|
|
if ((player->cmd.buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT)); else
|
|
#endif
|
|
if (player->cmd.buttons & BT_CAMLEFT)
|
|
{
|
|
if (thiscam == &camera)
|
|
{
|
|
if (cv_analog.value || demoplayback)
|
|
angle -= FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
|
|
else
|
|
CV_SetValue(&cv_cam_rotate, camrotate == 0 ? 358
|
|
: camrotate - 2);
|
|
}
|
|
else
|
|
{
|
|
if (cv_analog2.value)
|
|
angle -= FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
|
|
else
|
|
CV_SetValue(&cv_cam2_rotate, camrotate == 0 ? 358
|
|
: camrotate - 2);
|
|
}
|
|
}
|
|
else if (player->cmd.buttons & BT_CAMRIGHT)
|
|
{
|
|
if (thiscam == &camera)
|
|
{
|
|
if (cv_analog.value || demoplayback)
|
|
angle += FixedAngle(cv_cam_rotspeed.value*FRACUNIT);
|
|
else
|
|
CV_SetValue(&cv_cam_rotate, camrotate + 2);
|
|
}
|
|
else
|
|
{
|
|
if (cv_analog2.value)
|
|
angle += FixedAngle(cv_cam2_rotspeed.value*FRACUNIT);
|
|
else
|
|
CV_SetValue(&cv_cam2_rotate, camrotate + 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
// sets ideal cam pos
|
|
if (twodlevel || (mo->flags2 & MF2_TWOD))
|
|
dist = 480<<FRACBITS;
|
|
else if (player->pflags & PF_NIGHTSMODE)
|
|
dist = 320<<FRACBITS;
|
|
else
|
|
{
|
|
dist = camdist;
|
|
|
|
if (player->climbing || player->exiting || player->playerstate == PST_DEAD || (player->powers[pw_carry] && player->powers[pw_carry] != CR_PLAYER))
|
|
dist <<= 1;
|
|
}
|
|
|
|
checkdist = dist;
|
|
|
|
if (checkdist < 128*FRACUNIT)
|
|
checkdist = 128*FRACUNIT;
|
|
|
|
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
|
|
#if 0
|
|
if (twodlevel || (mo->flags2 & MF2_TWOD))
|
|
{
|
|
// Camera doesn't ALWAYS need to move, only when running...
|
|
if (abs(player->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(cv_viewheight.value<<FRACBITS, mo->scale);
|
|
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
z = mo->z + mo->height - pviewheight - camheight;
|
|
else
|
|
z = mo->z + pviewheight + camheight;
|
|
|
|
// move camera down to move under lower ceilings
|
|
newsubsec = R_IsPointInSubsector(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
|
|
|
|
if (!newsubsec)
|
|
newsubsec = thiscam->subsector;
|
|
|
|
if (newsubsec)
|
|
{
|
|
fixed_t myfloorz, myceilingz;
|
|
fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2;
|
|
fixed_t midx = ((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1);
|
|
fixed_t midy = ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1);
|
|
|
|
// Cameras use the heightsec's heights rather then the actual sector heights.
|
|
// If you can see through it, why not move the camera through it too?
|
|
if (newsubsec->sector->camsec >= 0)
|
|
{
|
|
myfloorz = sectors[newsubsec->sector->camsec].floorheight;
|
|
myceilingz = sectors[newsubsec->sector->camsec].ceilingheight;
|
|
}
|
|
else if (newsubsec->sector->heightsec >= 0)
|
|
{
|
|
myfloorz = sectors[newsubsec->sector->heightsec].floorheight;
|
|
myceilingz = sectors[newsubsec->sector->heightsec].ceilingheight;
|
|
}
|
|
else
|
|
{
|
|
myfloorz = P_CameraGetFloorZ(thiscam, newsubsec->sector, midx, midy, NULL);
|
|
myceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, midx, midy, NULL);
|
|
}
|
|
|
|
// Check list of fake floors and see if floorz/ceilingz need to be altered.
|
|
if (newsubsec->sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t delta1, delta2;
|
|
INT32 thingtop = midz + thiscam->height;
|
|
|
|
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERALL) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
|
|
continue;
|
|
|
|
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
|
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
|
|
|
delta1 = midz - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
delta2 = thingtop - (bottomheight
|
|
+ ((topheight - bottomheight)/2));
|
|
if (topheight > myfloorz && abs(delta1) < abs(delta2))
|
|
myfloorz = topheight;
|
|
if (bottomheight < myceilingz && abs(delta1) >= abs(delta2))
|
|
myceilingz = bottomheight;
|
|
}
|
|
}
|
|
|
|
#ifdef POLYOBJECTS
|
|
// Check polyobjects and see if floorz/ceilingz need to be altered
|
|
{
|
|
INT32 xl, xh, yl, yh, bx, by;
|
|
validcount++;
|
|
|
|
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx)>>MAPBLOCKSHIFT;
|
|
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy)>>MAPBLOCKSHIFT;
|
|
|
|
BMBOUNDFIX(xl, xh, yl, yh);
|
|
|
|
for (by = yl; by <= yh; by++)
|
|
for (bx = xl; bx <= xh; bx++)
|
|
{
|
|
INT32 offset;
|
|
polymaplink_t *plink; // haleyjd 02/22/06
|
|
|
|
if (bx < 0 || by < 0 || bx >= bmapwidth || by >= bmapheight)
|
|
continue;
|
|
|
|
offset = by*bmapwidth + bx;
|
|
|
|
// haleyjd 02/22/06: consider polyobject lines
|
|
plink = polyblocklinks[offset];
|
|
|
|
while (plink)
|
|
{
|
|
polyobj_t *po = plink->po;
|
|
|
|
if (po->validcount != validcount) // if polyobj hasn't been checked
|
|
{
|
|
sector_t *polysec;
|
|
fixed_t delta1, delta2, thingtop;
|
|
fixed_t polytop, polybottom;
|
|
|
|
po->validcount = validcount;
|
|
|
|
if (!P_PointInsidePolyobj(po, x, y) || !(po->flags & POF_SOLID))
|
|
{
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
// We're inside it! Yess...
|
|
polysec = po->lines[0]->backsector;
|
|
|
|
if (GETSECSPECIAL(polysec->special, 4) == 12)
|
|
{ // Camera noclip polyobj.
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
continue;
|
|
}
|
|
|
|
if (po->flags & POF_CLIPPLANES)
|
|
{
|
|
polytop = polysec->ceilingheight;
|
|
polybottom = polysec->floorheight;
|
|
}
|
|
else
|
|
{
|
|
polytop = INT32_MAX;
|
|
polybottom = INT32_MIN;
|
|
}
|
|
|
|
thingtop = midz + thiscam->height;
|
|
delta1 = midz - (polybottom + ((polytop - polybottom)/2));
|
|
delta2 = thingtop - (polybottom + ((polytop - polybottom)/2));
|
|
|
|
if (polytop > myfloorz && abs(delta1) < abs(delta2))
|
|
myfloorz = polytop;
|
|
|
|
if (polybottom < myceilingz && abs(delta1) >= abs(delta2))
|
|
myceilingz = polybottom;
|
|
}
|
|
plink = (polymaplink_t *)(plink->link.next);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// crushed camera
|
|
if (myceilingz <= myfloorz + thiscam->height && !resetcalled && !cameranoclip)
|
|
{
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
|
|
// camera fit?
|
|
if (myceilingz != myfloorz
|
|
&& myceilingz - thiscam->height < z)
|
|
{
|
|
/* // no fit
|
|
if (!resetcalled && !cameranoclip)
|
|
{
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
*/
|
|
z = myceilingz - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
|
|
// is the camera fit is there own sector
|
|
}
|
|
|
|
// Make the camera a tad smarter with 3d floors
|
|
if (newsubsec->sector->ffloors && !cameranoclip)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
if ((rover->flags & FF_BLOCKOTHERS) && (rover->flags & FF_RENDERALL) && (rover->flags & FF_EXISTS) && GETSECSPECIAL(rover->master->frontsector->special, 4) != 12)
|
|
{
|
|
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
|
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
|
|
|
if (bottomheight - thiscam->height < z
|
|
&& midz < bottomheight)
|
|
z = bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
|
|
|
|
else if (topheight + thiscam->height > z
|
|
&& midz > topheight)
|
|
z = topheight;
|
|
|
|
if ((mo->z >= topheight && midz < bottomheight)
|
|
|| ((mo->z < bottomheight && mo->z+mo->height < topheight) && midz >= topheight))
|
|
{
|
|
// Can't see
|
|
if (!resetcalled)
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (mo->type == MT_EGGTRAP)
|
|
z = mo->z + 128*FRACUNIT + pviewheight + camheight;
|
|
|
|
if (thiscam->z < thiscam->floorz && !cameranoclip)
|
|
thiscam->z = thiscam->floorz;
|
|
|
|
// point viewed by the camera
|
|
// this point is just 64 unit forward the player
|
|
dist = FixedMul(64 << FRACBITS, mo->scale);
|
|
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
|
|
if (!camstill && !resetcalled && !paused)
|
|
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
|
|
|
|
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
|
|
/*
|
|
if (twodlevel || (mo->flags2 & MF2_TWOD))
|
|
thiscam->angle = angle;
|
|
*/
|
|
// follow the player
|
|
/*if (player->playerstate != PST_DEAD && (camspeed) != 0)
|
|
{
|
|
if (P_AproxDistance(mo->x - thiscam->x, mo->y - thiscam->y) > (checkdist + P_AproxDistance(mo->momx, mo->momy)) * 4
|
|
|| abs(mo->z - thiscam->z) > checkdist * 3)
|
|
{
|
|
if (!resetcalled)
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
}*/
|
|
|
|
if (twodlevel || (mo->flags2 & MF2_TWOD))
|
|
{
|
|
thiscam->momx = x-thiscam->x;
|
|
thiscam->momy = y-thiscam->y;
|
|
thiscam->momz = z-thiscam->z;
|
|
}
|
|
else
|
|
{
|
|
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
|
|
thiscam->momy = FixedMul(y - thiscam->y, camspeed);
|
|
|
|
if (GETSECSPECIAL(thiscam->subsector->sector->special, 1) == 6
|
|
&& thiscam->z < thiscam->subsector->sector->floorheight + 256*FRACUNIT
|
|
&& FixedMul(z - thiscam->z, camspeed) < 0)
|
|
{
|
|
thiscam->momz = 0; // Don't go down a death pit
|
|
}
|
|
else
|
|
thiscam->momz = FixedMul(z - thiscam->z, camspeed);
|
|
}
|
|
|
|
// 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, mo->z + mo->height - P_GetPlayerHeight(player));
|
|
else
|
|
angle = R_PointToAngle2(0, thiscam->z, dist, 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 = 0, vy = 0;
|
|
if (player->awayviewtics) {
|
|
vx = player->awayviewmobj->x;
|
|
vy = player->awayviewmobj->y;
|
|
}
|
|
else
|
|
{
|
|
vx = thiscam->x;
|
|
vy = thiscam->y;
|
|
}
|
|
|
|
if (P_AproxDistance(vx - player->mo->x, vy - player->mo->y) < FixedMul(48*FRACUNIT, mo->scale))
|
|
player->mo->flags2 |= MF2_SHADOW;
|
|
else
|
|
player->mo->flags2 &= ~MF2_SHADOW;
|
|
}
|
|
else
|
|
player->mo->flags2 &= ~MF2_SHADOW;
|
|
|
|
/* if (!resetcalled && (player->pflags & PF_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);
|
|
}
|
|
|
|
static boolean P_SpectatorJoinGame(player_t *player)
|
|
{
|
|
if (!G_GametypeHasSpectators() && G_IsSpecialStage(gamemap) && useNightsSS) // Special Stage spectators should NEVER be allowed to rejoin the game
|
|
{
|
|
if (P_IsLocalPlayer(player))
|
|
CONS_Printf(M_GetText("You cannot enter the game while a special stage is in progress.\n"));
|
|
player->powers[pw_flashing] += 2*TICRATE; //to prevent message spam.
|
|
}
|
|
|
|
else if (!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 (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)
|
|
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 (!(gametype == GT_HIDEANDSEEK && leveltime > (hidetime * TICRATE)))
|
|
{
|
|
if (player->mo)
|
|
{
|
|
P_RemoveMobj(player->mo);
|
|
player->mo = NULL;
|
|
}
|
|
player->spectator = false;
|
|
player->playerstate = PST_REBORN;
|
|
|
|
if (gametype == GT_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)
|
|
displayplayer = consoleplayer;
|
|
|
|
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;
|
|
}
|
|
|
|
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)
|
|
{
|
|
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 (P_FindSpecialLineFromTag(13, sector->tag, -1) != -1)
|
|
*type = postimg_heat;
|
|
else if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight)
|
|
continue;
|
|
|
|
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
|
|
*type = postimg_heat;
|
|
}
|
|
}
|
|
|
|
// see if we are in water (water trumps heat)
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
|
|
continue;
|
|
|
|
if (pviewheight >= *rover->topheight || pviewheight <= *rover->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
|
|
|| !(gametype == GT_MATCH || gametype == GT_TEAMMATCH || gametype == GT_CTF))
|
|
return;
|
|
|
|
// Apply pity shield if available.
|
|
if ((player->pity >= 3 || player->pity < 0) && player->powers[pw_shield] == SH_NONE)
|
|
{
|
|
if (player->pity > 0)
|
|
S_StartSound(player->mo, mobjinfo[MT_PITY_ICON].seesound);
|
|
|
|
player->pity = 0;
|
|
player->powers[pw_shield] = SH_PITY;
|
|
P_SpawnShieldOrb(player);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_PlayerThink
|
|
//
|
|
|
|
boolean playerdeadview; // show match/chaos/tag/capture the flag rankings while in death view
|
|
|
|
void P_PlayerThink(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
const size_t playeri = (size_t)(player - players);
|
|
|
|
#ifdef PARANOIA
|
|
if (!player->mo)
|
|
I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri));
|
|
#endif
|
|
|
|
// todo: Figure out what is actually causing these problems in the first place...
|
|
if ((player->health <= 0 || player->mo->health <= 0) && player->playerstate == PST_LIVE) //you should be DEAD!
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "P_PlayerThink: Player %s in PST_LIVE with 0 health. (\"Zombie bug\")\n", sizeu1(playeri));
|
|
player->playerstate = PST_DEAD;
|
|
}
|
|
|
|
if (player->bot)
|
|
{
|
|
if (player->playerstate == PST_LIVE && B_CheckRespawn(player))
|
|
player->playerstate = PST_REBORN;
|
|
if (player->playerstate == PST_REBORN)
|
|
return;
|
|
}
|
|
|
|
#ifdef SEENAMES
|
|
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
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
if (player->pflags & PF_GLIDING)
|
|
{
|
|
if (player->panim != PA_ABILITY)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
|
|
}
|
|
else if ((player->pflags & PF_JUMPED) && !player->powers[pw_super] && player->panim != PA_JUMP && !(player->charflags & SF_NOJUMPSPIN))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
|
|
if (player->flashcount)
|
|
player->flashcount--;
|
|
|
|
if (player->awayviewtics)
|
|
player->awayviewtics--;
|
|
|
|
/// \note do this in the cheat code
|
|
if (player->pflags & PF_NOCLIP)
|
|
player->mo->flags |= MF_NOCLIP;
|
|
else
|
|
player->mo->flags &= ~MF_NOCLIP;
|
|
|
|
cmd = &player->cmd;
|
|
|
|
// Add some extra randomization.
|
|
if (cmd->forwardmove)
|
|
P_RandomFixed();
|
|
|
|
#ifdef PARANOIA
|
|
if (player->playerstate == PST_REBORN)
|
|
I_Error("player %s is in PST_REBORN\n", sizeu1(playeri));
|
|
#endif
|
|
|
|
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
|
{
|
|
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 10 seconds are left on the timer,
|
|
// begin the drown music for countdown!
|
|
if (countdown == 11*TICRATE - 1)
|
|
{
|
|
if (P_IsLocalPlayer(player))
|
|
S_ChangeMusicInternal("drown", false);
|
|
}
|
|
|
|
// 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->health > 0)
|
|
CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]);
|
|
|
|
player->pflags |= PF_TIMEOVER;
|
|
|
|
if (player->pflags & PF_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)
|
|
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;
|
|
|
|
if (player->exiting == 2 || countdown2 == 2)
|
|
{
|
|
if (cv_playersforexit.value) // Count to be sure everyone's exited
|
|
{
|
|
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 > 3)
|
|
break;
|
|
}
|
|
|
|
if (i == MAXPLAYERS)
|
|
{
|
|
if (server)
|
|
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
|
}
|
|
else
|
|
player->exiting = 3;
|
|
}
|
|
else
|
|
{
|
|
if (server)
|
|
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
|
|
}
|
|
}
|
|
|
|
// check water content, set stuff in mobj
|
|
P_MobjCheckWater(player->mo);
|
|
|
|
#ifdef POLYOBJECTS
|
|
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
|
|
#endif
|
|
player->onconveyor = 0;
|
|
// check special sectors : damage & secrets
|
|
|
|
if (!player->spectator)
|
|
P_PlayerInSpecialSector(player);
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
{
|
|
player->mo->flags2 &= ~MF2_SHADOW;
|
|
// show the multiplayer rankings while dead
|
|
if (player == &players[displayplayer])
|
|
playerdeadview = true;
|
|
|
|
P_DeathThink(player);
|
|
|
|
return;
|
|
}
|
|
|
|
// Make sure spectators always have a score and ring count of 0.
|
|
if (player->spectator)
|
|
{
|
|
player->score = 0;
|
|
player->mo->health = 1;
|
|
player->health = 1;
|
|
}
|
|
|
|
if ((netgame || multiplayer) && player->lives <= 0)
|
|
{
|
|
// In 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 (player == &players[displayplayer])
|
|
playerdeadview = false;
|
|
|
|
if ((gametype == GT_RACE || gametype == GT_COMPETITION) && leveltime < 4*TICRATE)
|
|
{
|
|
cmd->buttons &= BT_USE; // Remove all buttons except BT_USE
|
|
cmd->forwardmove = 0;
|
|
cmd->sidemove = 0;
|
|
}
|
|
|
|
// Synchronizes the "real" amount of time spent in the level.
|
|
if (!player->exiting)
|
|
{
|
|
if (gametype == GT_RACE || gametype == GT_COMPETITION)
|
|
{
|
|
if (leveltime >= 4*TICRATE)
|
|
player->realtime = leveltime - 4*TICRATE;
|
|
else
|
|
player->realtime = 0;
|
|
}
|
|
else
|
|
player->realtime = leveltime;
|
|
}
|
|
|
|
if ((netgame || splitscreen) && player->spectator && cmd->buttons & BT_ATTACK && !player->powers[pw_flashing])
|
|
{
|
|
if (P_SpectatorJoinGame(player))
|
|
return; // player->mo was removed.
|
|
}
|
|
|
|
// Even if not NiGHTS, pull in nearby objects when walking around as John Q. Elliot.
|
|
if (!objectplacing && !((netgame || multiplayer) && player->spectator)
|
|
&& maptol & TOL_NIGHTS && (!(player->pflags & PF_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 = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo2 = (mobj_t *)th;
|
|
|
|
if (!(mo2->type == MT_NIGHTSWING || mo2->type == MT_RING || mo2->type == MT_COIN
|
|
|| mo2->type == MT_BLUEBALL))
|
|
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;
|
|
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->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_AnalogMove(player))
|
|
player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
|
|
ticruned++;
|
|
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
|
|
ticmiss++;
|
|
|
|
P_DoRopeHang(player);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
|
P_DoJumpStuff(player, &player->cmd);
|
|
}
|
|
else //if (player->powers[pw_carry] == CR_ZOOMTUBE)
|
|
{
|
|
P_DoZoomTube(player);
|
|
if (!(player->panim == PA_ROLL))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_SPIN);
|
|
}
|
|
player->rmomx = player->rmomy = 0; // no actual momentum from your controls
|
|
P_ResetScore(player);
|
|
}
|
|
else
|
|
P_MovePlayer(player);
|
|
|
|
if (!player->mo)
|
|
return; // P_MovePlayer removed player->mo.
|
|
|
|
// Unset statis flags after moving.
|
|
// In other words, if you manually set stasis via code,
|
|
// it lasts for one tic.
|
|
player->pflags &= ~PF_FULLSTASIS;
|
|
|
|
#ifdef POLYOBJECTS
|
|
if (player->onconveyor == 1)
|
|
player->cmomy = player->cmomx = 0;
|
|
#endif
|
|
|
|
P_DoSuperStuff(player);
|
|
P_CheckSneakerAndLivesTimer(player);
|
|
P_DoBubbleBreath(player); // Spawn Sonic's bubbles
|
|
P_CheckUnderwaterAndSpaceTimer(player); // Display the countdown drown numbers!
|
|
P_CheckInvincibilityTimer(player); // Spawn Invincibility Sparkles
|
|
P_DoPlayerHeadSigns(player); // Spawn Tag/CTF signs over player's head
|
|
|
|
#if 1
|
|
// "Blur" a bit when you have speed shoes and are going fast enough
|
|
if ((player->powers[pw_super] || player->powers[pw_sneakers]) && (player->speed + abs(player->mo->momz)) > FixedMul(20*FRACUNIT,player->mo->scale))
|
|
{
|
|
mobj_t *gmobj = P_SpawnGhostMobj(player->mo);
|
|
gmobj->fuse = 2;
|
|
if (leveltime & 1)
|
|
{
|
|
gmobj->frame &= ~FF_TRANSMASK;
|
|
gmobj->frame |= tr_trans70<<FF_TRANSSHIFT;
|
|
}
|
|
|
|
// Hide the mobj from our sights if we're the displayplayer and chasecam is off,
|
|
// or secondarydisplayplayer and chasecam2 is off.
|
|
// Why not just not spawn the mobj? Well, I'd rather only flirt with
|
|
// consistency so much...
|
|
if ((player == &players[displayplayer] && !camera.chase)
|
|
|| (splitscreen && player == &players[secondarydisplayplayer] && !camera2.chase))
|
|
gmobj->flags2 |= MF2_DONTDRAW;
|
|
}
|
|
#endif
|
|
|
|
// check for use
|
|
if (!(player->pflags & PF_NIGHTSMODE))
|
|
{
|
|
if (cmd->buttons & BT_USE)
|
|
player->pflags |= PF_USEDOWN;
|
|
else
|
|
player->pflags &= ~PF_USEDOWN;
|
|
}
|
|
|
|
// Counters, time dependent power ups.
|
|
// Time Bonus & Ring Bonus count settings
|
|
|
|
// 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->pflags & PF_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 && !(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) // tails fly counter
|
|
player->powers[pw_tailsfly]--;
|
|
|
|
if (player->powers[pw_underwater] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL))
|
|
{
|
|
if (player->powers[pw_underwater] <= 12*TICRATE+1)
|
|
P_RestoreMusic(player); //incase they were about to drown
|
|
|
|
player->powers[pw_underwater] = 0;
|
|
}
|
|
else if (player->powers[pw_underwater] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && player->spectator)) // underwater timer
|
|
player->powers[pw_underwater]--;
|
|
|
|
if (player->powers[pw_spacetime] && (player->pflags & PF_GODMODE || (player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL))
|
|
player->powers[pw_spacetime] = 0;
|
|
else if (player->powers[pw_spacetime] && !(maptol & TOL_NIGHTS) && !((netgame || multiplayer) && player->spectator)) // 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;
|
|
|
|
//pw_super acts as a timer now
|
|
if (player->powers[pw_super])
|
|
player->powers[pw_super]++;
|
|
|
|
if (player->powers[pw_ingoop])
|
|
{
|
|
if (player->mo->state == &states[S_PLAY_STND])
|
|
player->mo->tics = 2;
|
|
|
|
player->powers[pw_ingoop]--;
|
|
}
|
|
|
|
if (player->bumpertime)
|
|
player->bumpertime--;
|
|
|
|
if (player->skidtime)
|
|
player->skidtime--;
|
|
|
|
if (player->weapondelay)
|
|
player->weapondelay--;
|
|
|
|
if (player->tossdelay)
|
|
player->tossdelay--;
|
|
|
|
if (player->homing)
|
|
player->homing--;
|
|
|
|
if (player->texttimer)
|
|
{
|
|
--player->texttimer;
|
|
if (!player->texttimer && !player->exiting && player->textvar >= 4)
|
|
{
|
|
player->texttimer = 4*TICRATE;
|
|
player->textvar = 2; // GET n RINGS!
|
|
|
|
if (player->capsule && player->capsule->health != player->capsule->spawnpoint->angle)
|
|
player->textvar++; // GET n MORE RINGS!
|
|
}
|
|
}
|
|
|
|
if (player->losstime && !player->powers[pw_flashing])
|
|
player->losstime--;
|
|
|
|
// Flash player after being hit.
|
|
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < flashingtics && (leveltime & 1))
|
|
player->mo->flags2 |= MF2_DONTDRAW;
|
|
else
|
|
player->mo->flags2 &= ~MF2_DONTDRAW;
|
|
|
|
player->pflags &= ~PF_SLIDING;
|
|
|
|
#define dashmode player->dashmode
|
|
// Dash mode ability for Metal Sonic
|
|
if ((player->charability == CA_DASHMODE) && !(player->gotflag) && !(maptol & TOL_NIGHTS)) // woo, dashmode! no nights tho.
|
|
{
|
|
if (player->speed >= FixedMul(player->runspeed, player->mo->scale) || (player->pflags & PF_STARTDASH))
|
|
{
|
|
dashmode++; // Counter. Adds 1 to dash mode per tic in top speed.
|
|
if (dashmode == 3*TICRATE) // This isn't in the ">=" equation because it'd cause the sound to play infinitely.
|
|
S_StartSound(player->mo, sfx_s3ka2); // If the player enters dashmode, play this sound on the the tic it starts.
|
|
}
|
|
else if (!(player->pflags & PF_SPINNING))
|
|
{
|
|
if (dashmode > 3)
|
|
dashmode -= 3; // Rather than lose it all, it gently counts back down!
|
|
else
|
|
dashmode = 0;
|
|
}
|
|
|
|
if (dashmode < 3*TICRATE) // Exits Dash Mode if you drop below speed/dash counter tics. Not in the above block so it doesn't keep disabling in midair.
|
|
{
|
|
player->normalspeed = skins[player->skin].normalspeed; // Reset to default if not capable of entering dash mode.
|
|
player->jumpfactor = skins[player->skin].jumpfactor;
|
|
}
|
|
else if (P_IsObjectOnGround(player->mo)) // Activate dash mode if we're on the ground.
|
|
{
|
|
if (player->normalspeed < skins[player->skin].actionspd) // If the player normalspeed is not currently at actionspd in dash mode, add speed each tic
|
|
player->normalspeed = player->normalspeed + 1*FRACUNIT/5; // Enter Dash Mode smoothly.
|
|
|
|
if (player->jumpfactor < FixedMul(skins[player->skin].jumpfactor, 5*FRACUNIT/4)) // Boost jump height.
|
|
player->jumpfactor = player->jumpfactor + 1*FRACUNIT/300;
|
|
}
|
|
|
|
dashmode = min(dashmode, 3*TICRATE + 3);
|
|
|
|
if (player->normalspeed >= skins[player->skin].actionspd)
|
|
{
|
|
mobj_t *ghost = P_SpawnGhostMobj(player->mo); // Spawns afterimages
|
|
ghost->fuse = 2; // Makes the images fade quickly
|
|
}
|
|
}
|
|
else
|
|
dashmode = 0;
|
|
#undef dashmode
|
|
/*
|
|
// Colormap verification
|
|
{
|
|
INT32 i,j;
|
|
sector_t *controlsec;
|
|
for (j=0; j<numsectors; j++)
|
|
{
|
|
controlsec = NULL;
|
|
// Does this sector have a water linedef?
|
|
for (i=0; i<numlines;i++)
|
|
{
|
|
if ((lines[i].special == 121 || lines[i].special == 123)
|
|
&& lines[i].tag == sectors[j].tag)
|
|
{
|
|
controlsec = lines[i].frontsector;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i < numlines && controlsec)
|
|
{
|
|
// Does this sector have a colormap?
|
|
for (i=0; i<numlines;i++)
|
|
{
|
|
if (lines[i].special == 606 && lines[i].tag == controlsec->tag)
|
|
break;
|
|
}
|
|
|
|
if (i == numlines)
|
|
CONS_Debug(DBG_GAMELOGIC, "%d, %d\n", j, sectors[j].tag);
|
|
}
|
|
}
|
|
|
|
I_Error("I'm done!\n");
|
|
}*/
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
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);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (player->pflags & PF_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 you're out of rings, but have Infinity Rings left, switch to that.
|
|
if (player->currentweapon != 0 && player->health <= 1 && player->powers[pw_infinityring])
|
|
player->currentweapon = 0;
|
|
|
|
if (P_IsLocalPlayer(player) && (player->pflags & PF_WPNDOWN) && player->currentweapon != oldweapon)
|
|
S_StartSound(NULL, sfx_wepchg);
|
|
|
|
if (player->pflags & PF_GLIDING)
|
|
{
|
|
if (player->panim != PA_ABILITY)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
|
|
}
|
|
else if (player->pflags & PF_SLIDING)
|
|
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
|
|
else if (player->pflags & PF_JUMPED
|
|
&& ((!player->powers[pw_super] && player->panim != PA_JUMP)
|
|
|| player->mo->state == &states[player->mo->info->painstate])
|
|
&& !(player->charflags & SF_NOJUMPSPIN))
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_JUMP);
|
|
|
|
if (player->powers[pw_carry] == CR_PLAYER && player->mo->tracer)
|
|
{
|
|
player->mo->height = FixedDiv(P_GetPlayerHeight(player), FixedDiv(14*FRACUNIT,10*FRACUNIT));
|
|
|
|
if (player->mo->tracer->player && !(player->mo->tracer->player->pflags & PF_CANCARRY))
|
|
player->powers[pw_carry] = CR_NONE;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if ((player->mo->tracer->z + player->mo->tracer->height + player->mo->height + FixedMul(FRACUNIT, player->mo->scale)) <= player->mo->tracer->ceilingz
|
|
&& (player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Reverse gravity check for the carrier - Flame
|
|
player->mo->z = player->mo->tracer->z + player->mo->tracer->height + FixedMul(FRACUNIT, player->mo->scale);
|
|
else
|
|
player->powers[pw_carry] = CR_NONE;
|
|
}
|
|
else
|
|
{
|
|
if ((player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale)) >= player->mo->tracer->floorz
|
|
&& !(player->mo->tracer->eflags & MFE_VERTICALFLIP)) // Correct gravity check for the carrier - Flame
|
|
player->mo->z = player->mo->tracer->z - player->mo->height - FixedMul(FRACUNIT, player->mo->scale);
|
|
else
|
|
player->powers[pw_carry] = CR_NONE;
|
|
}
|
|
|
|
if (player->mo->tracer->health <= 0)
|
|
player->powers[pw_carry] = CR_NONE;
|
|
else
|
|
{
|
|
P_TryMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, true);
|
|
player->mo->momx = player->mo->tracer->momx;
|
|
player->mo->momy = player->mo->tracer->momy;
|
|
player->mo->momz = player->mo->tracer->momz;
|
|
}
|
|
|
|
if (gametype == GT_COOP)
|
|
{
|
|
player->mo->angle = player->mo->tracer->angle;
|
|
|
|
if (!demoplayback || P_AnalogMove(player))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
}
|
|
}
|
|
|
|
if (P_AproxDistance(player->mo->x - player->mo->tracer->x, player->mo->y - player->mo->tracer->y) > player->mo->radius)
|
|
player->powers[pw_carry] = CR_NONE;
|
|
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
|
|
|
if (player-players == consoleplayer && botingame)
|
|
CV_SetValue(&cv_analog2, (player->powers[pw_carry] != CR_PLAYER));
|
|
}
|
|
else if (player->powers[pw_carry] == CR_GENERIC && player->mo->tracer)
|
|
{
|
|
// tracer is what you're hanging onto
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x = player->mo->tracer->x;
|
|
player->mo->y = player->mo->tracer->y;
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
player->mo->z = player->mo->tracer->z + player->mo->tracer->height - FixedDiv(player->mo->height, 3*FRACUNIT);
|
|
else
|
|
player->mo->z = player->mo->tracer->z - FixedDiv(player->mo->height, 3*FRACUNIT/2);
|
|
player->mo->momx = player->mo->momy = player->mo->momz = 0;
|
|
P_SetThingPosition(player->mo);
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_RIDE);
|
|
|
|
// Controllable missile
|
|
if (player->mo->tracer->type == MT_BLACKEGGMAN_MISSILE)
|
|
{
|
|
if (cmd->forwardmove > 0)
|
|
player->mo->tracer->momz += FixedMul(FRACUNIT/4, player->mo->tracer->scale);
|
|
else if (cmd->forwardmove < 0)
|
|
player->mo->tracer->momz -= FixedMul(FRACUNIT/4, player->mo->tracer->scale);
|
|
|
|
player->mo->tracer->angle = player->mo->angle;
|
|
P_InstaThrust(player->mo->tracer, player->mo->tracer->angle, FixedMul(player->mo->tracer->info->speed, player->mo->tracer->scale));
|
|
|
|
if (player->mo->z <= player->mo->floorz
|
|
|| player->mo->tracer->health <= 0)
|
|
{
|
|
player->powers[pw_carry] = CR_NONE;
|
|
P_SetTarget(&player->mo->tracer, NULL);
|
|
}
|
|
}
|
|
}
|
|
else if (player->powers[pw_carry] == CR_MACESPIN && player->mo->tracer && player->mo->tracer->target)
|
|
{
|
|
player->mo->height = P_GetPlayerSpinHeight(player);
|
|
// tracer is what you're hanging onto....
|
|
player->mo->momx = (player->mo->tracer->x - player->mo->x)*2;
|
|
player->mo->momy = (player->mo->tracer->y - player->mo->y)*2;
|
|
player->mo->momz = (player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2) - player->mo->z)*2;
|
|
P_TeleportMove(player->mo, player->mo->tracer->x, player->mo->tracer->y, player->mo->tracer->z - (player->mo->height-player->mo->tracer->height/2));
|
|
player->pflags |= PF_JUMPED;
|
|
player->secondjump = 0;
|
|
player->pflags &= ~PF_THOKKED;
|
|
|
|
if (cmd->forwardmove > 0)
|
|
player->mo->tracer->target->lastlook += 2;
|
|
else if (cmd->forwardmove < 0 && player->mo->tracer->target->lastlook > player->mo->tracer->target->movecount)
|
|
player->mo->tracer->target->lastlook -= 2;
|
|
|
|
if (!(player->mo->tracer->target->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?
|
|
{
|
|
player->mo->tracer->target->health += cmd->sidemove;
|
|
player->mo->angle += cmd->sidemove<<ANGLETOFINESHIFT; // 2048 --> ANGLE_MAX
|
|
|
|
if (!demoplayback || P_AnalogMove(player))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle; // Adjust the local control angle.
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
}
|
|
}
|
|
}
|
|
|
|
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(cv_viewheight.value << FRACBITS, 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 (P_IsObjectOnGround(player->mo))
|
|
player->mo->pmomz = 0;
|
|
}
|