5130 lines
139 KiB
C
5130 lines
139 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_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_fps.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 "i_joy.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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// SRB2kart
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#include "m_cond.h" // M_UpdateUnlockablesAndExtraEmblems
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#include "k_kart.h"
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#include "console.h" // CON_LogMessage
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#include "m_menu.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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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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//
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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 || demo.title)
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return false;
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return ((menuactive && !demo.playback) || ( window_notinfocus && cv_pauseifunfocused.value ));
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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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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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// move viewheight
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player->viewheight = FixedMul(32 << FRACBITS, mo->scale); // default eye view height
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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_FindLowestLap
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//
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// SRB2Kart, a similar function as above for finding the lowest lap
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//
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UINT8 P_FindLowestLap(void)
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{
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INT32 i;
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UINT8 lowest = UINT8_MAX;
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if (!G_RaceGametype())
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return 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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continue;
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if (lowest == 255)
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lowest = players[i].laps;
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else if (players[i].laps < lowest)
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lowest = players[i].laps;
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}
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CONS_Debug(DBG_GAMELOGIC, "Lowest laps found: %d\n", lowest);
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return lowest;
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}
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//
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// P_FindHighestLap
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//
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UINT8 P_FindHighestLap(void)
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{
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INT32 i;
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UINT8 highest = 0;
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if (!G_RaceGametype())
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return 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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continue;
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if (players[i].laps > highest)
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highest = players[i].laps;
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}
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CONS_Debug(DBG_GAMELOGIC, "Highest laps found: %d\n", highest);
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return highest;
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}
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//
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// P_PlayerInPain
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//
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// Is player in pain??
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// Checks for painstate and pw_flashing, if both found return true
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//
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boolean P_PlayerInPain(player_t *player)
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{
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// If the player doesn't have a mobj, it can't be in pain.
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if (!player->mo)
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return false;
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// no silly, sliding isn't pain
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if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate] && player->powers[pw_flashing])
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return true;
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return false;
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}
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//
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// P_DoPlayerPain
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//
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// Player was hit,
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// put them in pain.
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//
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void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
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{
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angle_t ang;
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fixed_t fallbackspeed;
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if (inflictor && (inflictor->type != MT_PLAYER && inflictor->type != MT_ORBINAUT && inflictor->type != MT_ORBINAUT_SHIELD
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&& inflictor->type != MT_JAWZ && inflictor->type != MT_JAWZ_DUD && inflictor->type != MT_JAWZ_SHIELD
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&& inflictor->type != MT_SMK_THWOMP))
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{
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if (player->mo->eflags & MFE_VERTICALFLIP)
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player->mo->z--;
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else
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player->mo->z++;
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if (player->mo->eflags & MFE_UNDERWATER)
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P_SetObjectMomZ(player->mo, FixedDiv(10511*FRACUNIT,2600*FRACUNIT), false);
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else
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P_SetObjectMomZ(player->mo, FixedDiv(69*FRACUNIT,10*FRACUNIT), false);
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}
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if (inflictor)
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{
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ang = R_PointToAngle2(inflictor->x, inflictor->y, player->mo->x, player->mo->y); // SRB2kart
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// explosion and rail rings send you farther back, making it more difficult
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// to recover
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if ((inflictor->flags2 & MF2_SCATTER) && source)
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{
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fixed_t dist = P_AproxDistance(P_AproxDistance(source->x-player->mo->x, source->y-player->mo->y), source->z-player->mo->z);
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dist = FixedMul(128*FRACUNIT, inflictor->scale) - dist/4;
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if (dist < FixedMul(4*FRACUNIT, inflictor->scale))
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dist = FixedMul(4*FRACUNIT, inflictor->scale);
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fallbackspeed = dist;
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}
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else if (inflictor->flags2 & MF2_EXPLOSION)
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{
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if (inflictor->flags2 & MF2_RAILRING)
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fallbackspeed = FixedMul(38*FRACUNIT, inflictor->scale); // 7x
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else
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fallbackspeed = FixedMul(30*FRACUNIT, inflictor->scale); // 5x
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}
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else if (inflictor->flags2 & MF2_RAILRING)
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fallbackspeed = FixedMul(45*FRACUNIT, inflictor->scale); // 4x
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else
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fallbackspeed = FixedMul(4*FRACUNIT, inflictor->scale); // the usual amount of force
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}
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else
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{
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ang = R_PointToAngle2(player->mo->momx, player->mo->momy, 0, 0);
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fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale);
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}
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P_InstaThrust(player->mo, ang, fallbackspeed);
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if (player->pflags & PF_ROPEHANG)
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P_SetTarget(&player->mo->tracer, NULL);
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P_ResetPlayer(player);
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P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
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player->powers[pw_flashing] = K_GetKartFlashing(player);
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if (player->timeshit != UINT8_MAX)
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++player->timeshit;
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}
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//
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// P_ResetPlayer
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//
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// Useful when you want to kill everything the player is doing.
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void P_ResetPlayer(player_t *player)
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{
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player->pflags &= ~(PF_ROPEHANG|PF_ITEMHANG|PF_MACESPIN|PF_SPINNING|PF_JUMPED|PF_GLIDING|PF_THOKKED|PF_CARRIED);
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player->jumping = 0;
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player->secondjump = 0;
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player->glidetime = 0;
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player->homing = 0;
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player->climbing = 0;
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player->powers[pw_tailsfly] = 0;
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player->onconveyor = 0;
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player->skidtime = 0;
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}
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//
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// P_GivePlayerRings
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//
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// Gives rings to the player, and does any special things required.
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// Call this function when you want to increment the player's health.
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//
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void P_GivePlayerRings(player_t *player, INT32 num_rings)
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{
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if (player->bot)
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player = &players[consoleplayer];
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if (!player->mo)
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return;
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player->mo->health += num_rings;
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player->health += num_rings;
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if (!G_IsSpecialStage(gamemap) || !useNightsSS)
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player->totalring += num_rings;
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//{ SRB2kart - rings don't really do anything, but we don't want the player spilling them later.
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{
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player->mo->health = 1;
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player->health = 1;
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}
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//}
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// Now extra life bonuses are handled here instead of in P_MovePlayer, since why not?
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if (!ultimatemode && !modeattacking && !G_IsSpecialStage(gamemap) && G_GametypeUsesLives())
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{
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INT32 gainlives = 0;
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while (player->xtralife < maxXtraLife && player->health > 100 * (player->xtralife+1))
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{
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++gainlives;
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++player->xtralife;
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}
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if (gainlives)
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{
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P_GivePlayerLives(player, gainlives);
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P_PlayLivesJingle(player);
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}
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}
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}
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//
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// P_GivePlayerLives
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//
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// Gives the player an extra life.
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// Call this function when you want to add lives to the player.
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//
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void P_GivePlayerLives(player_t *player, INT32 numlives)
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{
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player->lives += numlives;
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if (player->lives > 99)
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player->lives = 99;
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else if (player->lives < 1)
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player->lives = 1;
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}
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//
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// P_DoSuperTransformation
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//
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// Transform into Super Sonic!
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void P_DoSuperTransformation(player_t *player, boolean giverings)
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{
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(void)player;
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(void)giverings;
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return; // SRB2kart - this is not a thing we need
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}
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// Adds to the player's score
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void P_AddPlayerScore(player_t *player, UINT32 amount)
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{
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if (!(G_BattleGametype()))
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return;
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if (player->bot)
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player = &players[consoleplayer];
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if (player->exiting) // srb2kart
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return;
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// Don't go above MAXSCORE.
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if (player->marescore + amount < MAXSCORE)
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player->marescore += amount;
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else
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player->marescore = MAXSCORE;
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// In team match, all awarded points are incremented to the team's running score.
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|
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);
|
|
}
|
|
}
|
|
|
|
void P_PlayRinglossSound(mobj_t *source, mobj_t *damager)
|
|
{
|
|
sfxenum_t key = P_RandomKey(2);
|
|
|
|
if (cv_kartvoices.value)
|
|
{
|
|
if (cv_karthitemdialog.value && source != damager && damager && damager->player && P_IsLocalPlayer(damager->player))
|
|
{
|
|
sfxenum_t sfx = sfx_khurt1 + key;
|
|
|
|
INT32 skinnum = -1;
|
|
|
|
// I HATE LOCALSKINS! I HATE LOCALSKINS! :AAAAAAAAAA:
|
|
if (source->player)
|
|
skinnum = source->player->skinlocal ? (source->player->localskin - 1) : source->player->skin;
|
|
|
|
if (skinnum >= 0)
|
|
sfx = (source->player->skinlocal ? localskins : skins)[skinnum].soundsid[SKSKPAN1 + key];
|
|
|
|
S_StartSound(NULL, sfx);
|
|
}
|
|
else
|
|
S_StartSound(source, (mariomode) ? sfx_mario8 : sfx_khurt1 + key);
|
|
}
|
|
else
|
|
S_StartSound(source, sfx_slip);
|
|
}
|
|
|
|
void P_PlayDeathSound(mobj_t *source)
|
|
{
|
|
S_StartSound(source, sfx_s3k35);
|
|
}
|
|
|
|
void P_PlayVictorySound(mobj_t *source)
|
|
{
|
|
if (cv_kartvoices.value)
|
|
S_StartSound(source, sfx_kwin);
|
|
}
|
|
|
|
// Can't rely on k_position and K_IsPlayerLosing in battle smh
|
|
static UINT8 getPlayerPos(player_t *player)
|
|
{
|
|
if (G_BattleGametype())
|
|
{
|
|
UINT8 pos = 1;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i) {
|
|
if (!playeringame[i] || players[i].spectator) continue;
|
|
if (players[i].marescore > player->marescore) ++pos;
|
|
}
|
|
|
|
return pos;
|
|
}
|
|
|
|
return player->kartstuff[k_position];
|
|
}
|
|
|
|
static boolean isPlayerLosing(player_t *player)
|
|
{
|
|
if (G_BattleGametype())
|
|
{
|
|
UINT8 pos = 1;
|
|
UINT8 maxpos = 1;
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i) {
|
|
if (!playeringame[i] || players[i].spectator) continue;
|
|
if (players[i].marescore > player->marescore) ++pos;
|
|
maxpos = max(getPlayerPos(&players[i]), maxpos);
|
|
}
|
|
|
|
if (maxpos == 1) return false;
|
|
|
|
if (maxpos % 2) ++maxpos;
|
|
|
|
return pos > (maxpos / 2);
|
|
}
|
|
|
|
return K_IsPlayerLosing(player);
|
|
}
|
|
|
|
//
|
|
// P_EndingMusic
|
|
//
|
|
// Consistently sets ending music!
|
|
//
|
|
boolean P_EndingMusic(player_t *player)
|
|
{
|
|
char buffer[9];
|
|
boolean looping = true;
|
|
INT32 bestlocalpos;
|
|
player_t *bestlocalplayer;
|
|
|
|
if (!P_IsLocalPlayer(player)) // Only applies to a local player
|
|
return false;
|
|
|
|
if (multiplayer && demo.playback) // Don't play this in multiplayer replays
|
|
return false;
|
|
|
|
// Event - Level Finish
|
|
// Check for if this is valid or not
|
|
if (splitscreen)
|
|
{
|
|
if (!((players[displayplayers[0]].exiting || (players[displayplayers[0]].pflags & PF_TIMEOVER))
|
|
|| (players[displayplayers[1]].exiting || (players[displayplayers[1]].pflags & PF_TIMEOVER))
|
|
|| ((splitscreen < 2) && (players[displayplayers[2]].exiting || (players[displayplayers[2]].pflags & PF_TIMEOVER)))
|
|
|| ((splitscreen < 3) && (players[displayplayers[3]].exiting || (players[displayplayers[3]].pflags & PF_TIMEOVER)))))
|
|
return false;
|
|
|
|
bestlocalplayer = &players[displayplayers[0]];
|
|
bestlocalpos = ((players[displayplayers[0]].pflags & PF_TIMEOVER) ? MAXPLAYERS+1 : getPlayerPos(&players[displayplayers[0]]));
|
|
#define setbests(p) \
|
|
if (((players[p].pflags & PF_TIMEOVER) ? MAXPLAYERS+1 : getPlayerPos(&players[p])) < bestlocalpos) \
|
|
{ \
|
|
bestlocalplayer = &players[p]; \
|
|
bestlocalpos = ((players[p].pflags & PF_TIMEOVER) ? MAXPLAYERS+1 : getPlayerPos(&players[p])); \
|
|
}
|
|
setbests(displayplayers[1]);
|
|
if (splitscreen > 1)
|
|
setbests(displayplayers[2]);
|
|
if (splitscreen > 2)
|
|
setbests(displayplayers[3]);
|
|
#undef setbests
|
|
}
|
|
else
|
|
{
|
|
if (!(player->exiting || (player->pflags & PF_TIMEOVER)))
|
|
return false;
|
|
|
|
bestlocalplayer = player;
|
|
bestlocalpos = ((player->pflags & PF_TIMEOVER) ? MAXPLAYERS+1 : getPlayerPos(player));
|
|
}
|
|
|
|
if (G_RaceGametype() && bestlocalpos == MAXPLAYERS+1)
|
|
sprintf(buffer, "k*fail"); // F-Zero death results theme
|
|
else
|
|
{
|
|
if (bestlocalpos == 1)
|
|
sprintf(buffer, "k*win");
|
|
else if (isPlayerLosing(bestlocalplayer))
|
|
sprintf(buffer, "k*lose");
|
|
else
|
|
sprintf(buffer, "k*ok");
|
|
}
|
|
|
|
S_SpeedMusic(1.0f);
|
|
|
|
if (G_RaceGametype())
|
|
buffer[1] = 'r';
|
|
else if (G_BattleGametype())
|
|
{
|
|
buffer[1] = 'b';
|
|
looping = false;
|
|
}
|
|
|
|
S_ChangeMusicInternal(buffer, looping);
|
|
|
|
return true;
|
|
}
|
|
|
|
//
|
|
// P_RestoreMusic
|
|
//
|
|
// Restores music after some special music change
|
|
//
|
|
void P_RestoreMusic(player_t *player)
|
|
{
|
|
UINT32 position;
|
|
|
|
if (!P_IsLocalPlayer(player)) // Only applies to a local player
|
|
return;
|
|
|
|
S_SpeedMusic(1.0f);
|
|
|
|
// Event - HERE COMES A NEW CHALLENGER
|
|
if (mapreset)
|
|
{
|
|
S_ChangeMusicInternal("chalng", false); //S_StopMusic();
|
|
return;
|
|
}
|
|
|
|
// Event - Level Ending
|
|
if (P_EndingMusic(player))
|
|
return;
|
|
|
|
if (leveltime < MUSICSTARTTIME)
|
|
S_StartMapMusic();
|
|
else // see also where time overs are handled - search for "lives = 2" in this file
|
|
{
|
|
INT32 wantedmus = 0; // 0 is level music, 1 is invincibility, 2 is grow
|
|
|
|
if (splitscreen)
|
|
{
|
|
INT32 bestlocaltimer = 1;
|
|
|
|
#define setbests(p) \
|
|
if (players[p].playerstate == PST_LIVE) \
|
|
{ \
|
|
if (players[p].kartstuff[k_growshrinktimer] > bestlocaltimer) \
|
|
{ wantedmus = 2; bestlocaltimer = players[p].kartstuff[k_growshrinktimer]; } \
|
|
else if (players[p].kartstuff[k_invincibilitytimer] > bestlocaltimer) \
|
|
{ wantedmus = 1; bestlocaltimer = players[p].kartstuff[k_invincibilitytimer]; } \
|
|
}
|
|
setbests(displayplayers[0]);
|
|
setbests(displayplayers[1]);
|
|
if (splitscreen > 1)
|
|
setbests(displayplayers[2]);
|
|
if (splitscreen > 2)
|
|
setbests(displayplayers[3]);
|
|
#undef setbests
|
|
}
|
|
else
|
|
{
|
|
if (player->playerstate == PST_LIVE)
|
|
{
|
|
if (player->kartstuff[k_growshrinktimer] > 1)
|
|
wantedmus = 2;
|
|
else if (player->kartstuff[k_invincibilitytimer] > 1)
|
|
wantedmus = 1;
|
|
}
|
|
}
|
|
|
|
// Item - Grow
|
|
if (wantedmus == 2 && cv_growmusic.value == 1)
|
|
{
|
|
S_ChangeMusicInternal("kgrow", true);
|
|
S_SetRestoreMusicFadeInCvar(&cv_growmusicfade);
|
|
}
|
|
// Item - Invincibility
|
|
else if (wantedmus == 1 && cv_supermusic.value == 1)
|
|
{
|
|
S_ChangeMusicInternal("kinvnc", true);
|
|
S_SetRestoreMusicFadeInCvar(&cv_invincmusicfade);
|
|
}
|
|
else
|
|
{
|
|
#if 0
|
|
// Event - Final Lap
|
|
// Still works for GME, but disabled for consistency
|
|
if (G_RaceGametype() && player->laps >= (UINT8)(cv_numlaps.value - 1))
|
|
S_SpeedMusic(1.2f);
|
|
#endif
|
|
if (mapmusic.resume && cv_resume.value) // mapmusresume will be 0 anyways when birdmusic stuff is disabled
|
|
position = mapmusic.resume;
|
|
else
|
|
position = mapmusic.position;
|
|
|
|
S_ChangeMusicEx(mapmusic.name, mapmusic.flags, true, position, 0, S_GetRestoreMusicFadeIn());
|
|
S_ClearRestoreMusicFadeInCvar();
|
|
mapmusic.resume = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_IsObjectInGoop
|
|
//
|
|
// Returns true if the object is inside goop water.
|
|
// (Spectators and objects otherwise without gravity cannot have goop gravity!)
|
|
//
|
|
boolean P_IsObjectInGoop(mobj_t *mo)
|
|
{
|
|
if (mo->player && mo->player->spectator)
|
|
return false;
|
|
|
|
if (mo->flags & MF_NOGRAVITY)
|
|
return false;
|
|
|
|
return ((mo->eflags & (MFE_UNDERWATER|MFE_GOOWATER)) == (MFE_UNDERWATER|MFE_GOOWATER));
|
|
}
|
|
|
|
//
|
|
// P_IsObjectOnGround
|
|
//
|
|
// Returns true if the player is
|
|
// on the ground. Takes reverse
|
|
// gravity and FOFs into account.
|
|
//
|
|
boolean P_IsObjectOnGround(mobj_t *mo)
|
|
{
|
|
if (P_IsObjectInGoop(mo))
|
|
{
|
|
/*
|
|
// 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 the object through, continue.
|
|
if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|
|
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
|
|
continue;
|
|
|
|
// If the the platform is intangible 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 the object through, continue.
|
|
if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|
|
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
|
|
continue;
|
|
|
|
// If the the platform is intangible 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_IsObjectOnRealGround
|
|
//
|
|
// Helper function for T_EachTimeThinker
|
|
// Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS
|
|
// I'll consider whether to make this a more globally accessible function or whatever in future
|
|
// -- Monster Iestyn
|
|
//
|
|
// Really simple, but personally I think it's also incredibly helpful. I think this is fine in p_user.c
|
|
// -- Sal
|
|
|
|
boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec)
|
|
{
|
|
// 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;
|
|
}
|
|
// Nope!
|
|
else
|
|
{
|
|
// Detect if the player is on the floor.
|
|
if (mo->z <= P_GetSpecialBottomZ(mo, sec, 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_GetPlayerHeight
|
|
//
|
|
// Returns the height
|
|
// of the player.
|
|
//
|
|
fixed_t P_GetPlayerHeight(player_t *player)
|
|
{
|
|
return FixedMul(player->mo->info->height, player->mo->scale);
|
|
}
|
|
|
|
//
|
|
// P_GetPlayerSpinHeight
|
|
//
|
|
// Returns the 'spin height'
|
|
// of the player.
|
|
//
|
|
fixed_t P_GetPlayerSpinHeight(player_t *player)
|
|
{
|
|
return FixedMul(FixedMul(player->mo->info->height, player->mo->scale),2*FRACUNIT/3);
|
|
}
|
|
|
|
//
|
|
// P_IsLocalPlayer
|
|
//
|
|
// Returns true if player is
|
|
// on the local machine.
|
|
//
|
|
boolean P_IsLocalPlayer(const player_t *player)
|
|
{
|
|
UINT8 i;
|
|
|
|
if (player == &players[consoleplayer])
|
|
return true;
|
|
else if (splitscreen)
|
|
{
|
|
for (i = 1; i <= splitscreen; i++) // Skip P1
|
|
{
|
|
if (player == &players[displayplayers[i]])
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_IsDisplayPlayer
|
|
//
|
|
// Returns true if player is
|
|
// currently being watched.
|
|
//
|
|
boolean P_IsDisplayPlayer(const player_t *player)
|
|
{
|
|
UINT8 i;
|
|
|
|
for (i = 0; i <= splitscreen; i++) // DON'T skip P1
|
|
{
|
|
if (camera[i].freecam)
|
|
{
|
|
// Freecam still techically has a player in
|
|
// displayplayers. But since the camera is
|
|
// detached, it would be weird if sounds were
|
|
// heard from that player's perspective.
|
|
continue;
|
|
}
|
|
|
|
if (player == &players[displayplayers[i]])
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_SpawnShieldOrb
|
|
//
|
|
// Spawns the shield orb on the player
|
|
// depending on which shield they are
|
|
// supposed to have.
|
|
//
|
|
void P_SpawnShieldOrb(player_t *player)
|
|
{
|
|
mobjtype_t orbtype;
|
|
thinker_t *th;
|
|
mobj_t *shieldobj, *ov;
|
|
|
|
#ifdef PARANOIA
|
|
if (!player->mo)
|
|
I_Error("P_SpawnShieldOrb: player->mo is NULL!\n");
|
|
#endif
|
|
|
|
if (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] & 0xFF);
|
|
if (shieldobj->movecount < 1)
|
|
{
|
|
if (shieldobj->info->painstate)
|
|
P_SetMobjState(shieldobj,shieldobj->info->painstate);
|
|
else
|
|
shieldobj->flags2 |= MF2_SHADOW;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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->scalespeed = mobj->scalespeed;
|
|
ghost->destscale = mobj->scale;
|
|
|
|
if (mobj->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
ghost->eflags |= MFE_VERTICALFLIP;
|
|
ghost->z += mobj->height - ghost->height;
|
|
}
|
|
|
|
ghost->color = mobj->color;
|
|
ghost->colorized = mobj->colorized; // Kart: they should also be colorized if their origin is
|
|
|
|
if (mobj->player)
|
|
ghost->angle = mobj->player->frameangle;
|
|
else
|
|
ghost->angle = mobj->angle;
|
|
|
|
ghost->pitch = mobj->pitch;
|
|
ghost->roll = mobj->roll;
|
|
|
|
ghost->sprite = mobj->sprite;
|
|
ghost->frame = mobj->frame;
|
|
ghost->tics = -1;
|
|
ghost->frame &= ~FF_TRANSMASK;
|
|
ghost->frame |= tr_trans50<<FF_TRANSSHIFT;
|
|
ghost->slopepitch = mobj->slopepitch;
|
|
ghost->sloperoll = mobj->sloperoll;
|
|
|
|
ghost->fuse = ghost->info->damage;
|
|
ghost->skin = mobj->skin;
|
|
ghost->localskin = mobj->localskin;
|
|
ghost->skinlocal = mobj->skinlocal;
|
|
ghost->spritexscale = mobj->spritexscale;
|
|
ghost->spriteyscale = mobj->spriteyscale;
|
|
ghost->spritexoffset = mobj->spritexoffset;
|
|
ghost->spriteyoffset = mobj->spriteyoffset;
|
|
ghost->rollangle = mobj->rollangle;
|
|
|
|
if (mobj->flags2 & MF2_OBJECTFLIP)
|
|
ghost->flags |= MF2_OBJECTFLIP;
|
|
|
|
if (!(mobj->flags & MF_DONTENCOREMAP))
|
|
mobj->flags &= ~MF_DONTENCOREMAP;
|
|
|
|
// Copy interpolation data :)
|
|
ghost->old_x = mobj->old_x2;
|
|
ghost->old_y = mobj->old_y2;
|
|
ghost->old_z = mobj->old_z2;
|
|
ghost->old_angle = (mobj->player ? mobj->player->old_frameangle2 : mobj->old_angle2);
|
|
ghost->old_scale = mobj->old_scale2;
|
|
ghost->old_spritexscale = mobj->old_spritexscale2;
|
|
ghost->old_spriteyscale = mobj->old_spriteyscale2;
|
|
ghost->old_spritexoffset = mobj->old_spritexoffset2;
|
|
ghost->old_spriteyoffset = mobj->old_spriteyoffset2;
|
|
|
|
return ghost;
|
|
}
|
|
|
|
//
|
|
// P_DoPlayerExit
|
|
//
|
|
// Player exits the map via sector trigger
|
|
void P_DoPlayerExit(player_t *player)
|
|
{
|
|
if (player->exiting || mapreset)
|
|
return;
|
|
|
|
if (P_IsLocalPlayer(player) && (!player->spectator && !demo.playback))
|
|
legitimateexit = true;
|
|
|
|
if (player->griefstrikes > 0)
|
|
player->griefstrikes--; // Remove a strike for finishing a race normally
|
|
|
|
if (G_RaceGametype()) // If in Race Mode, allow
|
|
{
|
|
player->exiting = raceexittime+2;
|
|
K_KartUpdatePosition(player);
|
|
|
|
if (!P_MobjWasRemoved(player->mo) && cv_kartvoices.value)
|
|
{
|
|
if (P_IsLocalPlayer(player))
|
|
{
|
|
sfxenum_t sfx_id;
|
|
// fix godjjsa win sounds
|
|
if (K_IsPlayerLosing(player)) {
|
|
if (player->mo->localskin)
|
|
sfx_id = ((skin_t *)player->mo->localskin)->soundsid[S_sfx[sfx_klose].skinsound];
|
|
else
|
|
sfx_id = ((skin_t *)player->mo->skin)->soundsid[S_sfx[sfx_klose].skinsound];
|
|
}
|
|
else {
|
|
if (player->mo->localskin)
|
|
sfx_id = ((skin_t *)player->mo->localskin)->soundsid[S_sfx[sfx_kwin].skinsound];
|
|
else
|
|
sfx_id = ((skin_t *)player->mo->skin)->soundsid[S_sfx[sfx_kwin].skinsound];
|
|
}
|
|
S_StartSound(NULL, sfx_id);
|
|
}
|
|
else
|
|
{
|
|
if (K_IsPlayerLosing(player))
|
|
S_StartSound(player->mo, sfx_klose);
|
|
else
|
|
S_StartSound(player->mo, sfx_kwin);
|
|
}
|
|
}
|
|
|
|
if (cv_inttime.value > 0)
|
|
P_EndingMusic(player);
|
|
|
|
// SRB2kart 120217
|
|
//if (!exitcountdown)
|
|
//exitcountdown = racecountdown + 8*TICRATE;
|
|
|
|
if (P_CheckRacers())
|
|
player->exiting = raceexittime+1;
|
|
}
|
|
else if (G_BattleGametype()) // Battle Mode exiting
|
|
{
|
|
player->exiting = battleexittime+1;
|
|
P_EndingMusic(player);
|
|
}
|
|
else
|
|
player->exiting = raceexittime+2; // Accidental death safeguard???
|
|
|
|
player->powers[pw_underwater] = 0;
|
|
player->powers[pw_spacetime] = 0;
|
|
player->kartstuff[k_cardanimation] = 0; // srb2kart: reset battle animation
|
|
|
|
if (player == &players[consoleplayer])
|
|
demo.savebutton = leveltime;
|
|
|
|
/*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 = mo->subsector->sector;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
|
|
return true;
|
|
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
|
|
continue;
|
|
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
|
|
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
|
|
|
|
if (mo->z + (mo->height/2) > topheight)
|
|
continue;
|
|
|
|
if (mo->z + (mo->height/2) < 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 = mo->subsector->sector;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
|
|
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_QUICKSAND))
|
|
continue;
|
|
|
|
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
|
|
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
|
|
|
|
if (mo->z + flipoffset > topheight)
|
|
continue;
|
|
|
|
if (mo->z + (mo->height/2) + flipoffset < 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 have Knuckles's abilities (or Super Sonic)
|
|
// ...or are drilling in NiGHTS (or Metal Sonic)
|
|
if (!(rover->flags & FF_SHATTER) && !(rover->flags & FF_SPINBUST)
|
|
&& !((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
|
&& (!player->powers[pw_super])
|
|
&& !(player->pflags & PF_DRILLING) && !metalrecording)
|
|
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;
|
|
vector3_t momentum;
|
|
|
|
oldx = player->mo->x;
|
|
oldy = player->mo->y;
|
|
oldz = player->mo->z;
|
|
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x += player->mo->momx;
|
|
player->mo->y += player->mo->momy;
|
|
player->mo->z += player->mo->momz;
|
|
P_SetThingPosition(player->mo);
|
|
|
|
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
|
{
|
|
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)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue; // FOFs should not be bouncy if they don't even "exist"
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != 15)
|
|
continue; // this sector type is required for FOFs to be bouncy
|
|
|
|
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;
|
|
|
|
{
|
|
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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
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;
|
|
fixed_t topheight, bottomheight;
|
|
|
|
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;
|
|
|
|
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
|
|
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
|
|
|
|
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
|
|
{
|
|
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
|
|
|
|
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
|
|
|
|
player->mo->z += sinkspeed;
|
|
|
|
if (player->mo->z + player->mo->height >= ceilingheight)
|
|
player->mo->z = ceilingheight - player->mo->height;
|
|
}
|
|
else
|
|
{
|
|
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
|
|
|
|
player->mo->z -= sinkspeed;
|
|
|
|
if (player->mo->z <= floorheight)
|
|
player->mo->z = floorheight;
|
|
}
|
|
|
|
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_CheckInvincibilityTimer
|
|
//
|
|
// Restores music from invincibility, and handles invincibility sparkles
|
|
//
|
|
static void P_CheckInvincibilityTimer(player_t *player)
|
|
{
|
|
if (!player->powers[pw_invulnerability] && !player->kartstuff[k_invincibilitytimer])
|
|
return;
|
|
|
|
player->mo->color = (UINT8)(1 + (leveltime % (MAXSKINCOLORS-1)));
|
|
|
|
// Resume normal music stuff.
|
|
if (player->powers[pw_invulnerability] == 1 || player->kartstuff[k_invincibilitytimer] == 1)
|
|
{
|
|
if (!player->powers[pw_super])
|
|
{
|
|
{
|
|
player->mo->color = player->skincolor;
|
|
G_GhostAddColor((INT32) (player - players), GHC_NORMAL);
|
|
}
|
|
|
|
// If you had a shield, restore its visual significance
|
|
P_SpawnShieldOrb(player);
|
|
}
|
|
|
|
P_RestoreMusic(player);
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// P_DoBubbleBreath
|
|
//
|
|
// Handles bubbles spawned by the player
|
|
//
|
|
static void P_DoBubbleBreath(player_t *player)
|
|
{
|
|
fixed_t zh;
|
|
mobj_t *bubble = NULL;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
zh = player->mo->z + player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4));
|
|
else
|
|
zh = player->mo->z + FixedDiv(player->mo->height,5*(FRACUNIT/4));
|
|
|
|
if (!(player->mo->eflags & MFE_UNDERWATER) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL && !(player->pflags & PF_NIGHTSMODE)) || player->spectator)
|
|
return;
|
|
|
|
if (P_RandomChance(FRACUNIT/16))
|
|
bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, MT_SMALLBUBBLE);
|
|
else if (P_RandomChance(3*FRACUNIT/256))
|
|
bubble = P_SpawnMobj(player->mo->x, player->mo->y, zh, 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;
|
|
}
|
|
|
|
//
|
|
// 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 (!P_IsDisplayPlayer(player)) // 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_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;
|
|
player->pflags &= ~PF_SPINNING;
|
|
//P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
|
|
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;
|
|
}
|
|
|
|
boolean P_AnalogMove(player_t *player)
|
|
{
|
|
return player->pflags & PF_ANALOGMODE;
|
|
}
|
|
|
|
|
|
//#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;
|
|
angle_t dangle; // replaces old quadrants bits
|
|
//boolean dangleflip = false; // SRB2kart - toaster
|
|
//fixed_t normalspd = FixedMul(player->normalspeed, player->mo->scale);
|
|
boolean analogmove = false;
|
|
fixed_t oldMagnitude, newMagnitude;
|
|
vector3_t totalthrust;
|
|
|
|
totalthrust.x = totalthrust.y = 0; // I forget if this is needed
|
|
totalthrust.z = FRACUNIT*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes
|
|
|
|
// Get the old momentum; this will be needed at the end of the function! -SH
|
|
oldMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
|
|
|
|
analogmove = P_AnalogMove(player);
|
|
|
|
cmd = &player->cmd;
|
|
|
|
if ((player->exiting || mapreset) || player->pflags & PF_STASIS || player->kartstuff[k_spinouttimer]) // pw_introcam?
|
|
{
|
|
cmd->forwardmove = cmd->sidemove = 0;
|
|
if (player->kartstuff[k_sneakertimer])
|
|
cmd->forwardmove = 50;
|
|
}
|
|
|
|
if (!(player->pflags & PF_FORCESTRAFE) && !player->kartstuff[k_pogospring])
|
|
cmd->sidemove = 0;
|
|
|
|
if (analogmove)
|
|
{
|
|
movepushangle = (cmd->angleturn<<16 /* not FRACBITS */);
|
|
}
|
|
else
|
|
{
|
|
if (player->kartstuff[k_drift] != 0)
|
|
movepushangle = player->mo->angle-(ANGLE_45/5)*player->kartstuff[k_drift];
|
|
else if (player->kartstuff[k_spinouttimer] || player->kartstuff[k_wipeoutslow]) // if spun out, use the boost angle
|
|
movepushangle = (angle_t)player->kartstuff[k_boostangle];
|
|
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
|
|
&& player->onconveyor != 1
|
|
)
|
|
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 = R_PointToDist2(0, 0, 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);
|
|
//dangleflip = true;
|
|
}
|
|
|
|
// anything else will leave both at 0, so no need to do anything else
|
|
|
|
//{ SRB2kart 220217 - Toaster Code for misplaced thrust
|
|
/*
|
|
if (!player->kartstuff[k_drift]) // Not Drifting
|
|
{
|
|
angle_t difference = dangle/2;
|
|
boolean reverse = (dangle >= ANGLE_90);
|
|
|
|
if (dangleflip)
|
|
difference = InvAngle(difference);
|
|
|
|
if (reverse)
|
|
difference += ANGLE_180;
|
|
|
|
P_InstaThrust(player->mo, player->mo->angle + difference, player->speed);
|
|
}
|
|
*/
|
|
//}
|
|
|
|
// 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.
|
|
// SRB2Kart: pogo spring and speed bumps are supposed to control like you're on the ground
|
|
onground = (P_IsObjectOnGround(player->mo) || (player->kartstuff[k_pogospring]));
|
|
|
|
player->aiming = cmd->aiming<<FRACBITS;
|
|
|
|
// Forward movement
|
|
if (!((player->exiting || mapreset) || (P_PlayerInPain(player) && !onground)))
|
|
{
|
|
//movepushforward = cmd->forwardmove * (thrustfactor * acceleration);
|
|
movepushforward = K_3dKartMovement(player, onground, cmd->forwardmove);
|
|
|
|
// allow very small movement while in air for gameplay
|
|
if (!onground)
|
|
movepushforward >>= 2; // proper air movement
|
|
|
|
// don't need to account for scale here with kart accel code
|
|
//movepushforward = FixedMul(movepushforward, player->mo->scale);
|
|
|
|
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
|
|
movepushforward = FixedMul(movepushforward, player->mo->movefactor);
|
|
|
|
if (cmd->buttons & BT_BRAKE && !cmd->forwardmove) // SRB2kart - braking isn't instant
|
|
movepushforward /= 64;
|
|
|
|
if (cmd->forwardmove > 0)
|
|
player->kartstuff[k_brakestop] = 0;
|
|
else if (player->kartstuff[k_brakestop] < 6) // Don't start reversing with brakes until you've made a stop first
|
|
{
|
|
if (player->speed < 8*FRACUNIT)
|
|
player->kartstuff[k_brakestop]++;
|
|
movepushforward = 0;
|
|
}
|
|
|
|
totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward);
|
|
totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward);
|
|
}
|
|
else if (!(player->kartstuff[k_spinouttimer]))
|
|
{
|
|
K_MomentumToFacing(player);
|
|
}
|
|
|
|
// Sideways movement
|
|
if (cmd->sidemove != 0 && !((player->exiting || mapreset) || player->kartstuff[k_spinouttimer]))
|
|
{
|
|
if (cmd->sidemove > 0)
|
|
movepushside = (cmd->sidemove * FRACUNIT/128) + FixedDiv(player->speed, K_GetKartSpeed(player, true));
|
|
else
|
|
movepushside = (cmd->sidemove * FRACUNIT/128) - FixedDiv(player->speed, K_GetKartSpeed(player, true));
|
|
|
|
totalthrust.x += P_ReturnThrustX(player->mo, movepushsideangle, movepushside);
|
|
totalthrust.y += P_ReturnThrustY(player->mo, movepushsideangle, movepushside);
|
|
}
|
|
|
|
if ((totalthrust.x || totalthrust.y)
|
|
&& player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
|
|
// Factor thrust to slope, but only for the part pushing up it!
|
|
// The rest is unaffected.
|
|
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
|
|
|
|
if (player->mo->standingslope->zdelta < 0) { // Direction goes down, so thrustangle needs to face toward
|
|
if (thrustangle < ANGLE_90 || thrustangle > ANGLE_270) {
|
|
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
|
|
}
|
|
} else { // Direction goes up, so thrustangle needs to face away
|
|
if (thrustangle > ANGLE_90 && thrustangle < ANGLE_270) {
|
|
P_QuantizeMomentumToSlope(&totalthrust, player->mo->standingslope);
|
|
}
|
|
}
|
|
}
|
|
|
|
player->mo->momx += totalthrust.x;
|
|
player->mo->momy += totalthrust.y;
|
|
|
|
// Time to ask three questions:
|
|
// 1) Are we over topspeed?
|
|
// 2) If "yes" to 1, were we moving over topspeed to begin with?
|
|
// 3) If "yes" to 2, are we now going faster?
|
|
|
|
// If "yes" to 3, normalize to our initial momentum; this will allow thoks to stay as fast as they normally are.
|
|
// If "no" to 3, ignore it; the player might be going too fast, but they're slowing down, so let them.
|
|
// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
|
|
// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
|
|
// -Shadow Hog
|
|
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
|
|
if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
|
|
{
|
|
fixed_t tempmomx, tempmomy;
|
|
if (oldMagnitude > K_GetKartSpeed(player, true) && onground) // SRB2Kart: onground check for air speed cap
|
|
{
|
|
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), K_GetKartSpeed(player, true)); //topspeed)
|
|
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //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 = (angle_t)(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_ACCELERATE)
|
|
player->mo->z += 32*mapobjectscale;
|
|
else if (cmd->buttons & BT_BRAKE)
|
|
player->mo->z -= 32*mapobjectscale;
|
|
|
|
// 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*mapobjectscale);
|
|
|
|
// Quake-style flying spectators :D
|
|
player->mo->momz += FixedMul(cmd->forwardmove*mapobjectscale, AIMINGTOSLOPE(player->aiming));
|
|
}
|
|
/*if (cmd->sidemove != 0) -- was disabled in practice anyways, since sidemove was suppressed
|
|
{
|
|
P_Thrust(player->mo, player->mo->angle-ANGLE_90, cmd->sidemove*mapobjectscale);
|
|
}*/
|
|
}
|
|
|
|
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_ElementalFireTrail(player_t *player)
|
|
{
|
|
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;
|
|
|
|
travelangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy);
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
newx = player->mo->x + P_ReturnThrustX(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale));
|
|
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle + ((i&1) ? -1 : 1)*ANGLE_135, FixedMul(24*FRACUNIT, player->mo->scale));
|
|
if (player->mo->standingslope)
|
|
{
|
|
ground = P_GetZAt(player->mo->standingslope, newx, newy);
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
ground -= FixedMul(mobjinfo[MT_SPINFIRE].height, player->mo->scale);
|
|
}
|
|
flame = P_SpawnMobj(newx, newy, ground, MT_SPINFIRE);
|
|
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;
|
|
P_XYMovement(flame);
|
|
if (P_MobjWasRemoved(flame))
|
|
continue;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
{
|
|
if (flame->z + flame->height < flame->ceilingz)
|
|
P_RemoveMobj(flame);
|
|
}
|
|
else if (flame->z > flame->floorz)
|
|
P_RemoveMobj(flame);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_MovePlayer
|
|
static void P_MovePlayer(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
//INT32 i;
|
|
|
|
fixed_t runspd;
|
|
|
|
if (countdowntimeup)
|
|
return;
|
|
|
|
cmd = &player->cmd;
|
|
runspd = 14*player->mo->scale; //srb2kart
|
|
|
|
// Let's have some movement speed fun on low-friction surfaces, JUST for players...
|
|
// (high friction surfaces shouldn't have any adjustment, since the acceleration in
|
|
// this game is super high and that ends up cheesing high-friction surfaces.)
|
|
runspd = FixedMul(runspd, player->mo->movefactor);
|
|
|
|
// Control relinquishing stuff!
|
|
if (player->powers[pw_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;
|
|
}
|
|
}
|
|
|
|
// have to keep this crap for synch reasons
|
|
if (player->spectator)
|
|
{
|
|
P_SpectatorMovement(player);
|
|
return;
|
|
}
|
|
|
|
//////////////////////
|
|
// MOVEMENT CODE //
|
|
//////////////////////
|
|
|
|
{
|
|
INT16 angle_diff, max_left_turn, max_right_turn;
|
|
boolean add_delta = true;
|
|
|
|
// Kart: store the current turn range for later use
|
|
if (((player->mo && player->speed > 0) // Moving
|
|
|| (leveltime > starttime && (cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE)) // Rubber-burn turn
|
|
|| (player->kartstuff[k_respawn]) // Respawning
|
|
|| (player->spectator || objectplacing)) // Not a physical player
|
|
) // ~~Spinning and boosting cancels out turning~~ Not anymore given spinout is more slippery and more prone to get you killed because of boosters.
|
|
{
|
|
player->lturn_max[leveltime%MAXPREDICTTICS] = K_GetKartTurnValue(player, KART_FULLTURN)+1;
|
|
player->rturn_max[leveltime%MAXPREDICTTICS] = K_GetKartTurnValue(player, -KART_FULLTURN)-1;
|
|
} else {
|
|
player->lturn_max[leveltime%MAXPREDICTTICS] = player->rturn_max[leveltime%MAXPREDICTTICS] = 0;
|
|
}
|
|
|
|
if (leveltime >= starttime)
|
|
{
|
|
// KART: Don't directly apply angleturn! It may have been either A) forged by a malicious client, or B) not be a smooth turn due to a player dropping frames.
|
|
// Instead, turn the player only up to the amount they're supposed to turn accounting for latency. Allow exactly 1 extra turn unit to try to keep old replays synced.
|
|
angle_diff = cmd->angleturn - (player->mo->angle>>16);
|
|
max_left_turn = player->lturn_max[(leveltime + MAXPREDICTTICS - cmd->latency) % MAXPREDICTTICS];
|
|
max_right_turn = player->rturn_max[(leveltime + MAXPREDICTTICS - cmd->latency) % MAXPREDICTTICS];
|
|
|
|
//CONS_Printf("----------------\nangle diff: %d - turning options: %d to %d - ", angle_diff, max_left_turn, max_right_turn);
|
|
|
|
if (angle_diff > max_left_turn)
|
|
angle_diff = max_left_turn;
|
|
else if (angle_diff < max_right_turn)
|
|
angle_diff = max_right_turn;
|
|
else
|
|
{
|
|
// Try to keep normal turning as accurate to 1.0.1 as possible to reduce replay desyncs.
|
|
player->mo->angle = cmd->angleturn<<16;
|
|
add_delta = false;
|
|
}
|
|
//CONS_Printf("applied turn: %d\n", angle_diff);
|
|
|
|
if (add_delta) {
|
|
player->mo->angle += angle_diff<<16;
|
|
player->mo->angle &= ~0xFFFF; // Try to keep the turning somewhat similar to how it was before?
|
|
//CONS_Printf("leftover turn (%s): %5d or %4d%%\n",
|
|
// player_names[player-players],
|
|
// (INT16) (cmd->angleturn - (player->mo->angle>>16)),
|
|
// (INT16) (cmd->angleturn - (player->mo->angle>>16)) * 100 / (angle_diff ? angle_diff : 1));
|
|
}
|
|
}
|
|
|
|
ticruned++;
|
|
if ((cmd->angleturn & TICCMD_RECEIVED) == 0)
|
|
ticmiss++;
|
|
|
|
P_3dMovement(player);
|
|
}
|
|
|
|
if (maptol & TOL_2D)
|
|
runspd = FixedMul(runspd, 2*FRACUNIT/3);
|
|
|
|
/////////////////////////
|
|
// MOVEMENT ANIMATIONS //
|
|
/////////////////////////
|
|
|
|
// Kart frames
|
|
if (player->kartstuff[k_squishedtimer] > 0)
|
|
{
|
|
if (player->mo->state != &states[S_KART_SQUISH])
|
|
P_SetPlayerMobjState(player->mo, S_KART_SQUISH);
|
|
}
|
|
else if (player->pflags & PF_SLIDING)
|
|
{
|
|
if (player->mo->state != &states[S_KART_SPIN])
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
|
|
player->frameangle -= ANGLE_22h;
|
|
}
|
|
else if (player->kartstuff[k_spinouttimer] > 0)
|
|
{
|
|
INT32 speed = max(1, min(8, player->kartstuff[k_spinouttimer]/8));
|
|
|
|
if (player->mo->state != &states[S_KART_SPIN])
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
|
|
|
|
if (speed == 1 && abs((signed)(player->mo->angle - player->frameangle)) < ANGLE_22h)
|
|
player->frameangle = player->mo->angle; // Face forward at the end of the animation
|
|
else
|
|
player->frameangle -= (ANGLE_11hh * speed);
|
|
}
|
|
else if (player->powers[pw_nocontrol] && player->pflags & PF_SKIDDOWN)
|
|
{
|
|
if (player->mo->state != &states[S_KART_SPIN])
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
|
|
|
|
if (((player->powers[pw_nocontrol] + 5) % 20) < 10)
|
|
player->frameangle += ANGLE_11hh;
|
|
else
|
|
player->frameangle -= ANGLE_11hh;
|
|
}
|
|
else
|
|
{
|
|
K_KartMoveAnimation(player);
|
|
|
|
if (player->kartstuff[k_pogospring])
|
|
player->frameangle += ANGLE_22h;
|
|
else
|
|
player->frameangle = player->mo->angle;
|
|
}
|
|
|
|
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
|
|
|
|
// 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_KART_STND1); // SRB2kart - was S_PLAY_STND
|
|
|
|
//{ SRB2kart
|
|
|
|
// Drifting sound
|
|
// Start looping the sound now.
|
|
if (leveltime % 50 == 0 && onground && player->kartstuff[k_drift] != 0)
|
|
S_StartSound(player->mo, sfx_drift);
|
|
// Leveltime being 50 might take a while at times. We'll start it up once, isntantly.
|
|
else if (!S_SoundPlaying(player->mo, sfx_drift) && onground && player->kartstuff[k_drift] != 0)
|
|
S_StartSound(player->mo, sfx_drift);
|
|
// Ok, we'll stop now.
|
|
else if (player->kartstuff[k_drift] == 0 || !onground)
|
|
S_StopSoundByID(player->mo, sfx_drift);
|
|
|
|
K_MoveKartPlayer(player, onground);
|
|
//}
|
|
|
|
|
|
//////////////////
|
|
//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_KART_STND1); // SRB2kart - was S_PLAY_STND
|
|
}
|
|
|
|
if (player->gotflag) // If you can't glide, then why the heck would you be gliding?
|
|
{
|
|
player->pflags &= ~PF_GLIDING;
|
|
player->glidetime = 0;
|
|
player->climbing = 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, 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);
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
////////////////////////////
|
|
//SPINNING AND SPINDASHING//
|
|
////////////////////////////
|
|
|
|
// SRB2kart - Drifting smoke and fire
|
|
if (player->kartstuff[k_sneakertimer] > 0 && onground && (leveltime & 1))
|
|
K_SpawnBoostTrail(player);
|
|
|
|
if (player->kartstuff[k_invincibilitytimer] > 0)
|
|
K_SpawnSparkleTrail(player->mo);
|
|
|
|
if (player->kartstuff[k_wipeoutslow] > 1 && (leveltime & 1))
|
|
K_SpawnWipeoutTrail(player->mo, false);
|
|
|
|
K_DriftDustHandling(player->mo);
|
|
|
|
// Crush test...
|
|
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height)
|
|
&& !(player->mo->flags & MF_NOCLIP))
|
|
{
|
|
if ((netgame || multiplayer) && player->spectator)
|
|
P_DamageMobj(player->mo, NULL, NULL, DMG_SPECTATOR); // Respawn crushed spectators
|
|
else
|
|
{
|
|
K_SquishPlayer(player, NULL, NULL); // SRB2kart - we don't kill when squished, we squish when squished.
|
|
}
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
return;
|
|
}
|
|
|
|
if (cv_fovchange.value)
|
|
{
|
|
fixed_t speed;
|
|
const fixed_t runnyspeed = 20*FRACUNIT;
|
|
|
|
speed = R_PointToDist2(player->rmomx, player->rmomy, 0, 0);
|
|
|
|
if (speed > K_GetKartSpeed(player, false)-(5<<FRACBITS))
|
|
speed = K_GetKartSpeed(player, false)-(5<<FRACBITS);
|
|
|
|
if (speed >= runnyspeed)
|
|
player->fovadd = speed-runnyspeed;
|
|
else
|
|
player->fovadd = 0;
|
|
|
|
if (player->fovadd < 0)
|
|
player->fovadd = 0;
|
|
}
|
|
else
|
|
player->fovadd = 0;
|
|
|
|
#ifdef FLOORSPLATS
|
|
if (cv_shadow.value && rendermode == render_soft)
|
|
R_AddFloorSplat(player->mo->subsector, player->mo, "SHADOW", player->mo->x,
|
|
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);
|
|
|
|
// 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)
|
|
{
|
|
fixed_t speed;
|
|
mobj_t *waypoint = NULL;
|
|
fixed_t dist;
|
|
boolean reverse;
|
|
|
|
//player->mo->height = P_GetPlayerSpinHeight(player);
|
|
|
|
if (player->speed > 0)
|
|
reverse = false;
|
|
else
|
|
reverse = true;
|
|
|
|
player->powers[pw_flashing] = 1;
|
|
|
|
speed = abs(player->speed);
|
|
|
|
// change slope
|
|
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
|
|
|
|
if (dist < 1)
|
|
dist = 1;
|
|
|
|
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
|
|
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
|
|
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
|
|
|
|
// Calculate the distance between the player and the waypoint
|
|
// 'dist' already equals this.
|
|
|
|
// Will the player go past the waypoint?
|
|
if (speed > dist)
|
|
{
|
|
speed -= dist;
|
|
// If further away, set XYZ of player to waypoint location
|
|
P_UnsetThingPosition(player->mo);
|
|
player->mo->x = player->mo->tracer->x;
|
|
player->mo->y = player->mo->tracer->y;
|
|
player->mo->z = player->mo->tracer->z;
|
|
P_SetThingPosition(player->mo);
|
|
|
|
// ugh, duh!!
|
|
player->mo->floorz = player->mo->subsector->sector->floorheight;
|
|
player->mo->ceilingz = player->mo->subsector->sector->ceilingheight;
|
|
|
|
CONS_Debug(DBG_GAMELOGIC, "Looking for next waypoint...\n");
|
|
|
|
// Find next waypoint
|
|
waypoint = reverse ? P_GetPreviousWaypoint(player->mo->tracer, false) : P_GetNextWaypoint(player->mo->tracer, false);
|
|
|
|
if (waypoint)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
|
|
|
|
P_SetTarget(&player->mo->tracer, waypoint);
|
|
|
|
// calculate MOMX/MOMY/MOMZ for next waypoint
|
|
|
|
// change slope
|
|
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
|
|
|
|
if (dist < 1)
|
|
dist = 1;
|
|
|
|
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
|
|
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
|
|
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
|
|
}
|
|
else
|
|
{
|
|
P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly.
|
|
|
|
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n");
|
|
}
|
|
}
|
|
|
|
// change angle
|
|
if (player->mo->tracer)
|
|
{
|
|
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
|
|
|
|
if (player == &players[consoleplayer])
|
|
localangle[0] = player->mo->angle;
|
|
else if (player == &players[displayplayers[1]])
|
|
localangle[1] = player->mo->angle;
|
|
else if (player == &players[displayplayers[2]])
|
|
localangle[2] = player->mo->angle;
|
|
else if (player == &players[displayplayers[3]])
|
|
localangle[3] = player->mo->angle;
|
|
}
|
|
#if 0
|
|
if (player->mo->state != &states[S_KART_SPIN])
|
|
P_SetPlayerMobjState(player->mo, S_KART_SPIN);
|
|
player->frameangle -= ANGLE_22h;
|
|
#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 * mapobjectscale;
|
|
mobj_t *mo;
|
|
angle_t fa;
|
|
thinker_t *think;
|
|
INT32 i;
|
|
|
|
radius = FixedMul(radius, mapobjectscale);
|
|
|
|
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
|
|
|| mo->type == MT_SPB)) // Don't want to give SPB MF_SHOOTABLE, to ensure it's undamagable through other means
|
|
continue;
|
|
|
|
if (mo->flags & MF_MONITOR)
|
|
continue; // Monitors cannot be 'nuked'.
|
|
|
|
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);
|
|
|
|
if (mo->flags & MF_BOSS) //don't OHKO bosses!
|
|
P_DamageMobj(mo, inflictor, source, 1);
|
|
|
|
//{ SRB2kart
|
|
if (mo->type == MT_ORBINAUT || mo->type == MT_JAWZ || mo->type == MT_JAWZ_DUD
|
|
|| mo->type == MT_ORBINAUT_SHIELD || mo->type == MT_JAWZ_SHIELD
|
|
|| mo->type == MT_BANANA || mo->type == MT_BANANA_SHIELD
|
|
|| mo->type == MT_EGGMANITEM || mo->type == MT_EGGMANITEM_SHIELD
|
|
|| mo->type == MT_BALLHOG || mo->type == MT_SPB)
|
|
{
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
mo->z -= mo->height;
|
|
else
|
|
mo->z += mo->height;
|
|
|
|
S_StartSound(mo, mo->info->deathsound);
|
|
P_KillMobj(mo, inflictor, source);
|
|
|
|
P_SetObjectMomZ(mo, 8*FRACUNIT, false);
|
|
P_InstaThrust(mo, R_PointToAngle2(inflictor->x, inflictor->y, mo->x, mo->y)+ANGLE_90, 16*FRACUNIT);
|
|
}
|
|
|
|
if (mo->type == MT_SPB) // If you destroy a SPB, you don't get the luxury of a cooldown.
|
|
{
|
|
spbplace = -1;
|
|
indirectitemcooldown = 0;
|
|
}
|
|
|
|
if (mo == inflictor) // Don't nuke yourself, dummy!
|
|
continue;
|
|
|
|
if (mo->type == MT_PLAYER) // Players wipe out in Kart
|
|
K_SpinPlayer(mo->player, source, 0, inflictor, false);
|
|
//}
|
|
else
|
|
P_DamageMobj(mo, inflictor, source, 1000);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_LookForEnemies
|
|
// Looks for something you can hit - Used for homing attack
|
|
// Includes monitors and springs!
|
|
//
|
|
boolean P_LookForEnemies(player_t *player)
|
|
{
|
|
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 (!(mo->flags & (MF_ENEMY|MF_BOSS|MF_MONITOR|MF_SPRING)))
|
|
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, mapobjectscale)) && !(player->mo->eflags & MFE_VERTICALFLIP))
|
|
|| ((mo->z+mo->height < player->mo->z+player->mo->height-FixedMul(MAXSTEPMOVE, mapobjectscale)) && (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)
|
|
{
|
|
if (source->player == &players[consoleplayer])
|
|
localangle[0] = source->angle;
|
|
else if (source->player == &players[displayplayers[1]])
|
|
localangle[1] = source->angle;
|
|
else if (source->player == &players[displayplayers[2]])
|
|
localangle[2] = source->angle;
|
|
else if (source->player == &players[displayplayers[3]])
|
|
localangle[3] = 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(K_GetKartSpeed(enemy->player, false), 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)
|
|
ns = FixedDiv(FixedMul(K_GetKartSpeed(source->player, false), source->scale), 3*FRACUNIT/2);
|
|
|
|
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++;
|
|
|
|
if (player->bot) // don't allow bots to do any of the below, B_CheckRespawn does all they need for respawning already
|
|
goto notrealplayer;
|
|
|
|
if (player->pflags & PF_TIMEOVER)
|
|
{
|
|
player->kartstuff[k_timeovercam]++;
|
|
if (player->mo)
|
|
{
|
|
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
|
|
player->mo->flags2 |= MF2_DONTDRAW;
|
|
}
|
|
}
|
|
else
|
|
player->kartstuff[k_timeovercam] = 0;
|
|
|
|
K_KartPlayerHUDUpdate(player);
|
|
|
|
// Force respawn if idle for more than 30 seconds in shooter modes.
|
|
if (player->lives > 0 /*&& leveltime >= starttime*/) // *could* you respawn?
|
|
{
|
|
// SRB2kart - spawn automatically after 1 second
|
|
if (player->deadtimer > ((netgame || multiplayer)
|
|
? cv_respawntime.value*TICRATE
|
|
: TICRATE)) // don't let them change it in record attack
|
|
player->playerstate = PST_REBORN;
|
|
}
|
|
|
|
// Keep time rolling
|
|
if (!(exitcountdown && !racecountdown) && !(player->exiting || mapreset) && !(player->pflags & PF_TIMEOVER))
|
|
{
|
|
if (leveltime >= starttime)
|
|
{
|
|
player->realtime = leveltime - starttime;
|
|
|
|
if (player->spectator)
|
|
player->laptime[LAP_CUR] = 0;
|
|
else if (player->laptime[LAP_CUR] != UINT32_MAX)
|
|
player->laptime[LAP_CUR]++; // This is too complicated to sync to realtime, just sorta hope for the best :V
|
|
}
|
|
else
|
|
{
|
|
player->realtime = 0;
|
|
|
|
player->laptime[LAP_CUR] = 0;
|
|
}
|
|
}
|
|
|
|
notrealplayer:
|
|
|
|
if (!player->mo)
|
|
return;
|
|
|
|
player->mo->colorized = false;
|
|
player->mo->color = player->skincolor;
|
|
|
|
P_CalcHeight(player);
|
|
}
|
|
|
|
//
|
|
// P_MoveCamera: make sure the camera is not outside the world and looks at the player avatar
|
|
//
|
|
|
|
camera_t camera[MAXSPLITSCREENPLAYERS]; // Four cameras, three for splitscreen
|
|
|
|
static void CV_CamRotate_OnChange(void)
|
|
{
|
|
if (cv_cam_rotate[0].value < 0)
|
|
CV_SetValue(&cv_cam_rotate[0], cv_cam_rotate[0].value + 360);
|
|
else if (cv_cam_rotate[0].value > 359)
|
|
CV_SetValue(&cv_cam_rotate[0], cv_cam_rotate[0].value % 360);
|
|
}
|
|
|
|
static void CV_CamRotate2_OnChange(void)
|
|
{
|
|
if (cv_cam_rotate[1].value < 0)
|
|
CV_SetValue(&cv_cam_rotate[1], cv_cam_rotate[1].value + 360);
|
|
else if (cv_cam_rotate[1].value > 359)
|
|
CV_SetValue(&cv_cam_rotate[1], cv_cam_rotate[1].value % 360);
|
|
}
|
|
|
|
static void CV_CamRotate3_OnChange(void)
|
|
{
|
|
if (cv_cam_rotate[2].value < 0)
|
|
CV_SetValue(&cv_cam_rotate[2], cv_cam_rotate[2].value + 360);
|
|
else if (cv_cam_rotate[2].value > 359)
|
|
CV_SetValue(&cv_cam_rotate[2], cv_cam_rotate[2].value % 360);
|
|
}
|
|
|
|
static void CV_CamRotate4_OnChange(void)
|
|
{
|
|
if (cv_cam_rotate[3].value < 0)
|
|
CV_SetValue(&cv_cam_rotate[3], cv_cam_rotate[3].value + 360);
|
|
else if (cv_cam_rotate[3].value > 359)
|
|
CV_SetValue(&cv_cam_rotate[3], cv_cam_rotate[3].value % 360);
|
|
}
|
|
|
|
static void CV_PlayerCam1_OnChange(void)
|
|
{
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
if (!playeringame[displayplayers[0]] || players[displayplayers[0]].spectator)
|
|
return;
|
|
|
|
// dont do stuff when cam speeen at map start
|
|
if (leveltime < starttime - TICRATE*4)
|
|
return;
|
|
|
|
if (camera[displayplayers[0]].chase)
|
|
P_ResetCamera(&players[displayplayers[0]], &camera[0]);
|
|
}
|
|
|
|
static void CV_PlayerCam2_OnChange(void)
|
|
{
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
if (!playeringame[displayplayers[1]] || players[displayplayers[1]].spectator)
|
|
return;
|
|
|
|
// dont do stuff when cam speeen at map start
|
|
if (leveltime < starttime - TICRATE*4)
|
|
return;
|
|
|
|
if (camera[displayplayers[1]].chase)
|
|
P_ResetCamera(&players[displayplayers[1]], &camera[1]);
|
|
}
|
|
|
|
static void CV_PlayerCam3_OnChange(void)
|
|
{
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
if (!playeringame[displayplayers[2]] || players[displayplayers[2]].spectator)
|
|
return;
|
|
|
|
// dont do stuff when cam speeen at map start
|
|
if (leveltime < starttime - TICRATE*4)
|
|
return;
|
|
|
|
if (camera[displayplayers[2]].chase)
|
|
P_ResetCamera(&players[displayplayers[2]], &camera[2]);
|
|
}
|
|
|
|
static void CV_PlayerCam4_OnChange(void)
|
|
{
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
if (!playeringame[displayplayers[3]] || players[displayplayers[3]].spectator)
|
|
return;
|
|
|
|
// dont do stuff when cam speeen at map start
|
|
if (leveltime < starttime - TICRATE*4)
|
|
return;
|
|
|
|
if (camera[displayplayers[3]].chase)
|
|
P_ResetCamera(&players[displayplayers[3]], &camera[3]);
|
|
}
|
|
|
|
consvar_t cv_cam_dist[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam1_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam2_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam3_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_dist", "160", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam4_OnChange, 0, NULL, NULL, 0, 0, NULL}
|
|
};
|
|
|
|
consvar_t cv_cam_height[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_height", "50", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam1_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_height", "50", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam2_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_height", "50", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam3_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_height", "50", CV_FLOAT|CV_SAVE|CV_CALL|CV_NOINIT, NULL, CV_PlayerCam4_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
};
|
|
|
|
consvar_t cv_cam_still[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}
|
|
};
|
|
|
|
static CV_PossibleValue_t cam_speed_cons_t[] = {{0, "MIN"}, {1*FRACUNIT, "MAX"}, {0, NULL}};
|
|
consvar_t cv_cam_speed[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_speed", "0.4", CV_FLOAT|CV_SAVE, cam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_speed", "0.4", CV_FLOAT|CV_SAVE, cam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_speed", "0.4", CV_FLOAT|CV_SAVE, cam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_speed", "0.4", CV_FLOAT|CV_SAVE, cam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}
|
|
};
|
|
|
|
|
|
static CV_PossibleValue_t cam_rotate_cons_t[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}};
|
|
consvar_t cv_cam_rotate[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_rotate", "0", CV_CALL|CV_NOINIT, cam_rotate_cons_t, CV_CamRotate_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_rotate", "0", CV_CALL|CV_NOINIT, cam_rotate_cons_t, CV_CamRotate2_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_rotate", "0", CV_CALL|CV_NOINIT, cam_rotate_cons_t, CV_CamRotate3_OnChange, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_rotate", "0", CV_CALL|CV_NOINIT, cam_rotate_cons_t, CV_CamRotate4_OnChange, 0, NULL, NULL, 0, 0, NULL}
|
|
};
|
|
|
|
consvar_t cv_cam_timeover[MAXSPLITSCREENPLAYERS] = {
|
|
{"cam_timeover", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam2_timeover", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam3_timeover", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"cam4_timeover", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
};
|
|
|
|
static CV_PossibleValue_t freecam_speed_cons_t[] = {{0, "MIN"}, {10, "MAX"}, {0, NULL}};
|
|
consvar_t cv_freecam_speed[MAXSPLITSCREENPLAYERS] = {
|
|
{"freecam_speed", "1", CV_SAVE, freecam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"freecam2_speed", "1", CV_SAVE, freecam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"freecam3_speed", "1", CV_SAVE, freecam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
{"freecam4_speed", "1", CV_SAVE, freecam_speed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL},
|
|
};
|
|
|
|
consvar_t cv_tilting = {"tilting", "Off", CV_SAVE|CV_CALL, CV_OnOff, Bird_menu_Onchange, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_quaketilt = {"quaketilt", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
consvar_t cv_tiltsmoothing = {"tiltsmoothing", "32", CV_SAVE, CV_Natural, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
|
|
consvar_t cv_actionmovie = {"actionmovie", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
|
|
static CV_PossibleValue_t lookbackmom_cons_t[] = {{0, "Off"}, {1, "On"}, {2, "Double"}, {0, NULL}};
|
|
consvar_t cv_lookbackmom = {"cameralookbackmom", "Off", CV_SAVE, lookbackmom_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
|
|
|
fixed_t t_cam_rotate[MAXSPLITSCREENPLAYERS] = {-42, -42, -42, -42};
|
|
|
|
#define MAXCAMERADIST 140*FRACUNIT // Max distance the camera can be in front of the player (2D mode)
|
|
|
|
static fixed_t forwardmove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16};
|
|
static fixed_t sidemove[2] = {2<<FRACBITS>>16, 4<<FRACBITS>>16};
|
|
static fixed_t angleturn[3] = {KART_FULLTURN/2, KART_FULLTURN, KART_FULLTURN/4}; // + slow turn
|
|
static fixed_t strafemove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16}; // faster!
|
|
|
|
void P_ToggleDemoCamera(UINT8 viewnum)
|
|
{
|
|
camera_t *cam = &camera[viewnum];
|
|
|
|
// dont toggle freecam when in spec
|
|
// special case since only non splitscreen can change viewpoints
|
|
if ((!splitscreen && players[consoleplayer].spectator) || players[displayplayers[viewnum]].spectator)
|
|
{
|
|
cam->freecam = false;
|
|
return;
|
|
}
|
|
|
|
if (!cam->freecam) // toggle on
|
|
{
|
|
cam->freecam = true;
|
|
cam->button_a_held = 2;
|
|
cam->reset_aiming = true;
|
|
|
|
// get rid of some hud elements
|
|
if (displayplayers[0] != consoleplayer)
|
|
{
|
|
displayplayers[0] = consoleplayer;
|
|
}
|
|
}
|
|
else // toggle off
|
|
{
|
|
cam->freecam = false;
|
|
G_FixCamera(viewnum+1);
|
|
}
|
|
}
|
|
|
|
static ticcmd_t cameracmd[MAXSPLITSCREENPLAYERS];
|
|
static ticcmd_t *P_CameraCmd(camera_t *cam, UINT8 num)
|
|
{
|
|
INT32 laim, forward, side, axis;
|
|
|
|
// these ones used for multiple conditions
|
|
boolean turnleft, turnright;
|
|
boolean strafeleft, straferight;
|
|
boolean usejoystick;
|
|
angle_t lang;
|
|
const UINT8 forplayer = num+1;
|
|
|
|
SINT8 player_invert = cv_invertmouse.value ? -1 : 1; // who tf uses two mice?
|
|
|
|
memset(&cameracmd[num], 0, sizeof(ticcmd_t)); // initialize cmd
|
|
|
|
ticcmd_t *cmd = &cameracmd[num];
|
|
|
|
lang = cam->localangle;
|
|
laim = cam->localaiming;
|
|
|
|
switch (forplayer)
|
|
{
|
|
case 2:
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1);
|
|
break;
|
|
case 3:
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd3(), 1);
|
|
break;
|
|
case 4:
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd4(), 1);
|
|
break;
|
|
case 1:
|
|
default:
|
|
G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
|
|
break;
|
|
}
|
|
|
|
cmd->angleturn = (INT16)(lang >> 16);
|
|
cmd->aiming = G_ClipAimingPitch(&laim);
|
|
|
|
const boolean analogjoystickmove = cv_usejoystick[num].value && !Joystick[num].bGamepadStyle;
|
|
const boolean gamepadjoystickmove = cv_usejoystick[num].value && Joystick[num].bGamepadStyle;
|
|
|
|
usejoystick = (analogjoystickmove || gamepadjoystickmove);
|
|
|
|
turnright = InputDown(gc_turnright, forplayer);
|
|
turnleft = InputDown(gc_turnleft, forplayer);
|
|
|
|
axis = JoyAxis(AXISCAMTURN, forplayer);
|
|
|
|
if (encoremode)
|
|
{
|
|
turnright ^= turnleft; // swap these using three XORs
|
|
turnleft ^= turnright;
|
|
turnright ^= turnleft;
|
|
axis = -axis;
|
|
}
|
|
|
|
if (usejoystick && axis != 0)
|
|
{
|
|
turnright = turnright || (axis > 0);
|
|
turnleft = turnleft || (axis < 0);
|
|
}
|
|
forward = side = 0;
|
|
|
|
// let movement keys cancel each other out
|
|
if (turnright && !(turnleft))
|
|
{
|
|
cmd->angleturn = (INT16)(cmd->angleturn - (angleturn[1]));
|
|
side += sidemove[1];
|
|
}
|
|
else if (turnleft && !(turnright))
|
|
{
|
|
cmd->angleturn = (INT16)(cmd->angleturn + (angleturn[1]));
|
|
side -= sidemove[1];
|
|
}
|
|
|
|
straferight = InputDown(gc_straferight, forplayer);
|
|
strafeleft = InputDown(gc_strafeleft, forplayer);
|
|
|
|
axis = JoyAxis(AXISCAMSTRAFE, forplayer);
|
|
|
|
if (encoremode)
|
|
{
|
|
straferight ^= strafeleft; // swap these using three XORs
|
|
strafeleft ^= straferight;
|
|
straferight ^= strafeleft;
|
|
axis = -axis;
|
|
}
|
|
|
|
if (usejoystick && axis != 0)
|
|
{
|
|
straferight = straferight || (axis > 0);
|
|
strafeleft = strafeleft || (axis < 0);
|
|
}
|
|
|
|
// let strafe keys cancel each other out
|
|
if (straferight && !(strafeleft))
|
|
{
|
|
side += strafemove[1];
|
|
}
|
|
else if (strafeleft && !(straferight))
|
|
{
|
|
side -= strafemove[1];
|
|
}
|
|
|
|
cmd->angleturn = (INT16)(cmd->angleturn - ((mousex*(encoremode ? -1 : 1)*8)));
|
|
|
|
axis = JoyAxis(AXISAIM, forplayer);
|
|
if (InputDown(gc_aimforward, forplayer) || (usejoystick && axis < 0))
|
|
forward += forwardmove[1];
|
|
if (InputDown(gc_aimbackward, forplayer) || (usejoystick && axis > 0))
|
|
forward -= forwardmove[1];
|
|
|
|
axis = JoyAxis(AXISFIRE, forplayer);
|
|
if (InputDown(gc_fire, forplayer) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_ATTACK;
|
|
|
|
// drift with any button/key
|
|
axis = JoyAxis(AXISDRIFT, forplayer);
|
|
if (InputDown(gc_drift, forplayer) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_DRIFT;
|
|
|
|
// float and sink
|
|
axis = JoyAxis(AXISMOVE, forplayer);
|
|
if (InputDown(gc_accelerate, forplayer) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_ACCELERATE;
|
|
axis = JoyAxis(AXISBRAKE, forplayer);
|
|
if (InputDown(gc_brake, forplayer) || (usejoystick && axis > 0))
|
|
cmd->buttons |= BT_BRAKE;
|
|
|
|
axis = JoyAxis(AXISLOOK, forplayer);
|
|
|
|
laim += (mlooky<<19)*player_invert;
|
|
|
|
if (InputDown(gc_lookup, forplayer) || (usejoystick && axis < 0))
|
|
{
|
|
laim += KB_LOOKSPEED;
|
|
}
|
|
else if (InputDown(gc_lookdown, forplayer) || (usejoystick && axis > 0))
|
|
{
|
|
laim -= KB_LOOKSPEED;
|
|
}
|
|
|
|
if (InputDown(gc_centerview, forplayer)) // No need to put a spectator limit on this one though :V
|
|
{
|
|
laim = 0;
|
|
cam->reset_aiming = false;
|
|
}
|
|
|
|
//if (cam->reset_aiming || ((cmd->buttons & BT_DRIFT) && !cam->button_a_held))
|
|
if (cam->reset_aiming)
|
|
{
|
|
INT32 aiming = laim;
|
|
INT32 smooth = FixedMul(ANGLE_11hh / 4, FCOS(laim));
|
|
|
|
if (abs(smooth) < abs(aiming))
|
|
{
|
|
laim -= (angle_t)(smooth * intsign(aiming));
|
|
}
|
|
else
|
|
{
|
|
laim = 0;
|
|
cam->reset_aiming = false; // completely smoothed out
|
|
}
|
|
}
|
|
|
|
if (!cam->reset_aiming)
|
|
{
|
|
cmd->aiming = G_ClipAimingPitch(&laim);
|
|
}
|
|
|
|
mousex = mousey = mlooky = 0;
|
|
|
|
if (forward > MAXPLMOVE)
|
|
forward = MAXPLMOVE;
|
|
else if (forward < -MAXPLMOVE)
|
|
forward = -MAXPLMOVE;
|
|
|
|
if (side > MAXPLMOVE)
|
|
side = MAXPLMOVE;
|
|
else if (side < -MAXPLMOVE)
|
|
side = -MAXPLMOVE;
|
|
|
|
if (forward || side)
|
|
{
|
|
cmd->forwardmove = (SINT8)(cmd->forwardmove + forward);
|
|
cmd->sidemove = (SINT8)(cmd->sidemove + side);
|
|
}
|
|
|
|
lang += (cmd->angleturn<<16);
|
|
|
|
cam->localangle = lang;
|
|
if (!cam->reset_aiming)
|
|
{
|
|
cam->localaiming = laim;
|
|
}
|
|
|
|
return cmd;
|
|
}
|
|
|
|
static void P_DemoCameraMovement(camera_t *cam, UINT8 num)
|
|
{
|
|
ticcmd_t *cmd;
|
|
angle_t thrustangle;
|
|
player_t *lastp;
|
|
const UINT8 forplayer = num+1;
|
|
|
|
cam->localangle = cam->angle;
|
|
cam->localaiming = cam->aiming;
|
|
|
|
// first off we need to get button input
|
|
cmd = P_CameraCmd(cam, num);
|
|
|
|
// make sure we dont aim away during reset
|
|
if (!cam->reset_aiming)
|
|
{
|
|
cam->aiming = cmd->aiming << FRACBITS;
|
|
}
|
|
|
|
cam->angle = cmd->angleturn << 16;
|
|
|
|
// camera movement:
|
|
if (!cam->button_a_held)
|
|
{
|
|
fixed_t spd = (32*mapobjectscale*cv_freecam_speed[num].value);
|
|
int dir = ((cmd->buttons & BT_ACCELERATE || InputDown(gc_camfloat, forplayer)) ? 1 : 0) + ((cmd->buttons & BT_BRAKE || InputDown(gc_camsink, forplayer)) ? -1 : 0);
|
|
cam->z += spd * dir;
|
|
}
|
|
|
|
if (!(cmd->buttons & (BT_ACCELERATE | BT_DRIFT) || InputDown(gc_camfloat, forplayer)) && cam->button_a_held)
|
|
{
|
|
cam->button_a_held--;
|
|
}
|
|
|
|
// if you hold item, you will lock on to displayplayer. (The last player you were ""f12-ing"")
|
|
// this feels kinda pointless for ingame freecam so keep it for replays only
|
|
if (demo.playback && cmd->buttons & BT_ATTACK)
|
|
{
|
|
lastp = &players[displayplayers[0]]; // Fun fact, I was trying displayplayers[0]->mo as if it was Lua like an absolute idiot.
|
|
|
|
const fixed_t dist = R_PointToDist2(cam->x, cam->y, lastp->mo->x, lastp->mo->y);
|
|
cam->angle = R_PointToAngle2(cam->x, cam->y, lastp->mo->x, lastp->mo->y);
|
|
cam->aiming = R_PointToAngle2(0, cam->z, dist, lastp->mo->z + lastp->mo->scale*128*P_MobjFlip(lastp->mo)); // This is still unholy. Aim a bit above their heads.
|
|
cam->reset_aiming = false;
|
|
}
|
|
|
|
if (InputDown(gc_centerview, forplayer)) // No need to put a spectator limit on this one though :V
|
|
{
|
|
cam->aiming = 0;
|
|
cam->reset_aiming = false;
|
|
}
|
|
|
|
// After switching to democam, the vertical angle of
|
|
// chasecam is inherited. This is intentional because it
|
|
// creates a smooth transition. However, moving
|
|
// forward/back will have a slope. So, as long as democam
|
|
// controls haven't been used to alter the vertical angle,
|
|
// slowly reset it to flat.
|
|
//if (cam->reset_aiming || ((cmd->buttons & BT_DRIFT) && !cam->button_a_held))
|
|
if (cam->reset_aiming)
|
|
{
|
|
INT32 aiming = cam->aiming;
|
|
INT32 smooth = FixedMul(ANGLE_11hh / 4, FCOS(cam->aiming));
|
|
|
|
if (abs(smooth) < abs(aiming))
|
|
{
|
|
cam->aiming -= smooth * intsign(aiming);
|
|
}
|
|
else
|
|
{
|
|
cam->aiming = 0;
|
|
cam->reset_aiming = false; // completely smoothed out
|
|
}
|
|
}
|
|
|
|
cam->momx = cam->momy = cam->momz = 0;
|
|
if (cmd->forwardmove != 0)
|
|
{
|
|
fixed_t spd = cmd->forwardmove*mapobjectscale*cv_freecam_speed[num].value;
|
|
|
|
thrustangle = cam->angle >> ANGLETOFINESHIFT;
|
|
|
|
cam->x += FixedMul(spd, FINECOSINE(thrustangle));
|
|
cam->y += FixedMul(spd, FINESINE(thrustangle));
|
|
if (!cam->reset_aiming)
|
|
{
|
|
cam->z += FixedMul(spd, AIMINGTOSLOPE(cam->aiming));
|
|
}
|
|
|
|
// momentums are useless here, directly add to the coordinates
|
|
|
|
// this.......... doesn't actually check for floors and walls and whatnot but the function to do that is a pure mess so fuck that.
|
|
// besides freecam going inside walls sounds pretty cool on paper.
|
|
}
|
|
|
|
// cmd->strafemove -- cant really add stuff to ticcmd struct so im reusing this
|
|
if (cmd->sidemove != 0) // was disabled in practice anyways, since sidemove was suppressed
|
|
{
|
|
//False I fixed this shit - Nep
|
|
fixed_t spd = cmd->sidemove*mapobjectscale*cv_freecam_speed[num].value;
|
|
|
|
thrustangle = (cam->angle-ANGLE_90) >> ANGLETOFINESHIFT;
|
|
cam->x += FixedMul(spd, FINECOSINE(thrustangle));
|
|
cam->y += FixedMul(spd, FINESINE(thrustangle));
|
|
}
|
|
|
|
// update subsector to avoid crashes;
|
|
cam->subsector = R_PointInSubsector(cam->x, cam->y);
|
|
}
|
|
|
|
void P_ResetCamera(player_t *player, camera_t *thiscam)
|
|
{
|
|
tic_t tries = 0;
|
|
fixed_t x, y, z;
|
|
UINT8 i;
|
|
|
|
if (thiscam->freecam)
|
|
return; // do not reset the camera there.
|
|
|
|
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 - (32<<FRACBITS) - 16*FRACUNIT;
|
|
else
|
|
z = player->mo->z + (32<<FRACBITS);
|
|
|
|
// set bits for the camera
|
|
thiscam->x = x;
|
|
thiscam->y = y;
|
|
thiscam->z = z;
|
|
thiscam->reset = true;
|
|
|
|
for (i = 0; i <= splitscreen; i++)
|
|
{
|
|
if (!(thiscam == &camera[i] && cv_cam_still[i].value))
|
|
{
|
|
thiscam->angle = player->mo->angle;
|
|
thiscam->aiming = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
thiscam->relativex = 0;
|
|
|
|
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
|
|
|
|
thiscam->radius = 20*FRACUNIT;
|
|
thiscam->height = 16*FRACUNIT;
|
|
|
|
thiscam->reset_aiming = true;
|
|
|
|
while (!P_MoveChaseCamera(player,thiscam,true) && ++tries < 2*TICRATE);
|
|
}
|
|
|
|
#ifndef NOCLIPCAM // Disable all z-clipping for noclip cam
|
|
static boolean P_CheckNoclipCameraPosition(player_t *player, camera_t *thiscam, fixed_t x, fixed_t y, fixed_t z, boolean resetcalled)
|
|
{
|
|
subsector_t *newsubsec;
|
|
boolean cameranoclip;
|
|
mobj_t *mo = player->mo;
|
|
|
|
cameranoclip = ((player->pflags & (PF_NOCLIP|PF_NIGHTSMODE))
|
|
|| (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)) // Noclipping player camera noclips too!!
|
|
|| (leveltime < introtime)); // Kart intro cam
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// crushed camera
|
|
if (myceilingz <= myfloorz + thiscam->height && !resetcalled && !cameranoclip)
|
|
{
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
|
|
// camera fit?
|
|
if (myceilingz != myfloorz
|
|
&& myceilingz - thiscam->height < z)
|
|
{
|
|
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 (thiscam->z < thiscam->floorz && !cameranoclip)
|
|
thiscam->z = thiscam->floorz;
|
|
|
|
return false;
|
|
}
|
|
#endif
|
|
|
|
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled)
|
|
{
|
|
static boolean lookbackactive[MAXSPLITSCREENPLAYERS];
|
|
static UINT8 lookbackdelay[MAXSPLITSCREENPLAYERS];
|
|
UINT8 num = 0;
|
|
angle_t angle = 0, focusangle = 0, focusaiming = 0;
|
|
fixed_t x, y, z, dist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
|
|
fixed_t pan, xpan, ypan;
|
|
INT32 camrotate;
|
|
boolean camstill, lookback, lookbackdown;
|
|
UINT8 timeover;
|
|
mobj_t *mo;
|
|
fixed_t f1, f2;
|
|
|
|
// We probably shouldn't move the camera if there is no player or player mobj somehow
|
|
if (!player || !player->mo)
|
|
return true;
|
|
|
|
// This can happen when joining
|
|
if (thiscam->subsector == NULL || thiscam->subsector->sector == NULL)
|
|
return true;
|
|
|
|
for (UINT8 i = 0; i <= splitscreen; i++)
|
|
{
|
|
if (thiscam == &camera[i])
|
|
{
|
|
num = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (thiscam->freecam || player->spectator)
|
|
{
|
|
P_DemoCameraMovement(thiscam, num);
|
|
P_CalcChasePostImg(player, thiscam);
|
|
return true;
|
|
}
|
|
|
|
if (paused || P_AutoPause())
|
|
return true;
|
|
|
|
mo = player->mo;
|
|
|
|
const boolean vflip = (mo->eflags & MFE_VERTICALFLIP);
|
|
|
|
if (cv_cam_timeover[num].value && (player->pflags & PF_TIMEOVER))
|
|
timeover = (player->kartstuff[k_timeovercam] > 2*TICRATE ? 2 : 1); // 1 for momentum keep, 2 for turnaround
|
|
else
|
|
timeover = 0;
|
|
|
|
if (!(player->playerstate == PST_DEAD || player->exiting))
|
|
{
|
|
if (player->spectator) // force cam off for spectators
|
|
return true;
|
|
|
|
if (!cv_chasecam[num].value && thiscam == &camera[num])
|
|
return true;
|
|
}
|
|
|
|
if (!thiscam->chase && !resetcalled)
|
|
{
|
|
focusangle = ((P_IsLocalPlayer(player)) ? localangle[num] : mo->angle);
|
|
camrotate = ((thiscam == &camera[num]) ? cv_cam_rotate[num].value : 0);
|
|
|
|
if (leveltime < introtime) // Whoooshy camera!
|
|
{
|
|
const INT32 introcam = (introtime - leveltime);
|
|
camrotate += introcam*5;
|
|
}
|
|
|
|
thiscam->angle = focusangle + FixedAngle(camrotate*FRACUNIT);
|
|
P_ResetCamera(player, thiscam);
|
|
return true;
|
|
}
|
|
|
|
thiscam->radius = 20*mapobjectscale;
|
|
thiscam->height = 16*mapobjectscale;
|
|
|
|
if (demo.playback)
|
|
{
|
|
focusangle = mo->angle;
|
|
focusaiming = 0;
|
|
}
|
|
else if (P_IsLocalPlayer(player))
|
|
{
|
|
focusangle = localangle[num];
|
|
focusaiming = localaiming[num];
|
|
}
|
|
else
|
|
{
|
|
focusangle = mo->angle;
|
|
focusaiming = player->aiming;
|
|
}
|
|
|
|
if (abs(thiscam->dpad_y_held) >= 2*TICRATE)
|
|
{
|
|
focusaiming += ANGLE_45 * intsign(thiscam->dpad_y_held) * P_MobjFlip(mo);
|
|
}
|
|
|
|
if (P_CameraThinker(player, thiscam, resetcalled))
|
|
return true;
|
|
|
|
camspeed = cv_cam_speed[num].value;
|
|
camstill = cv_cam_still[num].value;
|
|
camrotate = cv_cam_rotate[num].value;
|
|
camdist = FixedMul(cv_cam_dist[num].value, mapobjectscale);
|
|
camheight = FixedMul(cv_cam_height[num].value, mapobjectscale);
|
|
lookback = camspin[num];
|
|
|
|
if (timeover)
|
|
{
|
|
const INT32 timeovercam = max(0, min(180, (player->kartstuff[k_timeovercam] - 2*TICRATE)*15));
|
|
camrotate += timeovercam;
|
|
}
|
|
else if (leveltime < introtime && !(modeattacking && !demo.playback)) // Whoooshy camera! (don't do this in RA when we PLAY, still do it in replays however~)
|
|
{
|
|
const INT32 introcam = (introtime - leveltime);
|
|
camrotate += introcam*5;
|
|
camdist += (introcam * mapobjectscale)*3;
|
|
camheight += (introcam * mapobjectscale)*2;
|
|
}
|
|
else if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
|
|
{
|
|
camstill = true;
|
|
}
|
|
else if (lookback || lookbackdelay[num]) // SRB2kart - Camera flipper
|
|
{
|
|
#define MAXLOOKBACKDELAY 2
|
|
camspeed = FRACUNIT;
|
|
if (lookback)
|
|
{
|
|
camrotate += 180;
|
|
lookbackdelay[num] = MAXLOOKBACKDELAY;
|
|
}
|
|
else
|
|
lookbackdelay[num]--;
|
|
}
|
|
|
|
lookbackdown = (lookbackdelay[num] == MAXLOOKBACKDELAY) != lookbackactive[num];
|
|
lookbackactive[num] = (lookbackdelay[num] == MAXLOOKBACKDELAY);
|
|
#undef MAXLOOKBACKDELAY
|
|
|
|
if (vflip)
|
|
camheight += thiscam->height;
|
|
|
|
if (camspeed > FRACUNIT)
|
|
camspeed = FRACUNIT;
|
|
|
|
if (timeover)
|
|
{
|
|
angle = mo->angle + FixedAngle(camrotate*FRACUNIT);
|
|
}
|
|
else if (leveltime < starttime)
|
|
{
|
|
angle = focusangle + FixedAngle(camrotate*FRACUNIT);
|
|
}
|
|
else if (camstill || resetcalled || player->playerstate == PST_DEAD)
|
|
{
|
|
angle = thiscam->angle;
|
|
}
|
|
else
|
|
{
|
|
if (camspeed == FRACUNIT)
|
|
{
|
|
angle = focusangle + FixedAngle(camrotate<<FRACBITS);
|
|
}
|
|
else
|
|
{
|
|
angle_t input = focusangle + FixedAngle(camrotate<<FRACBITS) - thiscam->angle;
|
|
boolean invert = (input > ANGLE_180);
|
|
if (invert)
|
|
input = InvAngle(input);
|
|
|
|
input = FixedAngle(FixedMul(AngleFixed(input), camspeed));
|
|
if (invert)
|
|
input = InvAngle(input);
|
|
|
|
angle = thiscam->angle + input;
|
|
}
|
|
}
|
|
|
|
if (!resetcalled && (leveltime > starttime && timeover != 2)
|
|
&& (thiscam == &camera[num] && t_cam_rotate[num] != -42))
|
|
{
|
|
angle = FixedAngle(camrotate*FRACUNIT);
|
|
thiscam->angle = angle;
|
|
}
|
|
|
|
// sets ideal cam pos
|
|
dist = camdist;
|
|
|
|
if (player->speed > K_GetKartSpeed(player, false))
|
|
dist += 4*(player->speed - K_GetKartSpeed(player, false));
|
|
dist += abs(thiscam->momz)/4;
|
|
|
|
if (player->kartstuff[k_boostcam])
|
|
dist -= FixedMul(11*dist/16, player->kartstuff[k_boostcam]);
|
|
|
|
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
|
|
|
// SRB2Kart: set camera panning
|
|
if (camstill || resetcalled || player->playerstate == PST_DEAD)
|
|
{
|
|
pan = xpan = ypan = 0;
|
|
}
|
|
else
|
|
{
|
|
if (player->kartstuff[k_drift] != 0)
|
|
{
|
|
fixed_t panmax = (dist/5);
|
|
pan = FixedDiv(FixedMul(min((fixed_t)player->kartstuff[k_driftcharge], K_GetKartDriftSparkValue(player)), panmax), K_GetKartDriftSparkValue(player));
|
|
if (pan > panmax)
|
|
pan = panmax;
|
|
if (player->kartstuff[k_drift] < 0)
|
|
pan *= -1;
|
|
}
|
|
else
|
|
pan = 0;
|
|
|
|
pan = thiscam->pan + FixedMul(pan - thiscam->pan, camspeed/4);
|
|
|
|
xpan = FixedMul(FINECOSINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
|
|
ypan = FixedMul(FINESINE(((angle+ANGLE_90)>>ANGLETOFINESHIFT) & FINEMASK), pan);
|
|
|
|
x += xpan;
|
|
y += ypan;
|
|
}
|
|
|
|
pviewheight = FixedMul(32<<FRACBITS, mo->scale);
|
|
|
|
if (vflip)
|
|
z = mo->z + mo->height - pviewheight - camheight;
|
|
else
|
|
z = mo->z + pviewheight + camheight;
|
|
|
|
#ifndef NOCLIPCAM // Disable all z-clipping for noclip cam
|
|
if (P_CheckNoclipCameraPosition(player, thiscam, x, y, z, resetcalled))
|
|
return true;
|
|
#endif // NOCLIPCAM
|
|
|
|
// point viewed by the camera
|
|
// this point is just 64 unit forward the player
|
|
dist = 64*mapobjectscale;
|
|
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + xpan;
|
|
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist) + ypan;
|
|
|
|
if (timeover)
|
|
thiscam->angle = angle;
|
|
else if (!camstill && !resetcalled && !paused && timeover != 1)
|
|
thiscam->angle = R_PointToAngle2(thiscam->x, thiscam->y, viewpointx, viewpointy);
|
|
|
|
if (timeover == 1)
|
|
{
|
|
thiscam->momx = P_ReturnThrustX(NULL, mo->angle, 32*mo->scale); // Push forward
|
|
thiscam->momy = P_ReturnThrustY(NULL, mo->angle, 32*mo->scale);
|
|
thiscam->momz = 0;
|
|
}
|
|
else if (player->exiting || timeover == 2)
|
|
{
|
|
thiscam->momx = thiscam->momy = thiscam->momz = 0;
|
|
}
|
|
else if (leveltime < starttime)
|
|
{
|
|
thiscam->momx = FixedMul(x - thiscam->x, camspeed);
|
|
thiscam->momy = FixedMul(y - thiscam->y, camspeed);
|
|
thiscam->momz = FixedMul(z - thiscam->z, camspeed);
|
|
}
|
|
else
|
|
{
|
|
thiscam->momx = x - thiscam->x;
|
|
thiscam->momy = y - thiscam->y;
|
|
|
|
// when looking back, camera's momentum
|
|
// should inherit the momentum of the player
|
|
// if value is 2, add extra
|
|
if (cv_lookbackmom.value && lookback && lookbackdelay[num])
|
|
{
|
|
thiscam->momx += cv_lookbackmom.value*mo->momx;
|
|
thiscam->momy += cv_lookbackmom.value*mo->momy;
|
|
}
|
|
|
|
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
|
|
}
|
|
|
|
thiscam->pan = pan;
|
|
|
|
// compute aming to look the viewed point
|
|
f1 = viewpointx-thiscam->x;
|
|
f2 = viewpointy-thiscam->y;
|
|
dist = FixedHypot(f1, f2);
|
|
|
|
if (vflip)
|
|
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 && !((player->pflags & PF_NIGHTSMODE) && player->exiting))
|
|
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
|
|
|
|
if (twodlevel || (mo->flags2 & MF2_TWOD) || (!camstill && !timeover)) // Keep the view still...
|
|
{
|
|
G_ClipAimingPitch((INT32 *)&angle);
|
|
|
|
if (camspeed == FRACUNIT)
|
|
{
|
|
thiscam->aiming = angle;
|
|
}
|
|
else
|
|
{
|
|
angle_t input;
|
|
boolean invert;
|
|
|
|
input = thiscam->aiming - angle;
|
|
invert = (input > ANGLE_180);
|
|
if (invert)
|
|
input = InvAngle(input);
|
|
|
|
input = FixedAngle(FixedMul(AngleFixed(input), (5*camspeed)/16));
|
|
if (invert)
|
|
input = InvAngle(input);
|
|
|
|
thiscam->aiming -= input;
|
|
}
|
|
}
|
|
|
|
if (!resetcalled && (player->playerstate == PST_DEAD || player->playerstate == PST_REBORN))
|
|
{
|
|
// Don't let the camera match your movement.
|
|
thiscam->momz = 0;
|
|
|
|
if (player->spectator)
|
|
thiscam->aiming = 0;
|
|
// Only let the camera go a little bit downwards.
|
|
else if (!vflip && thiscam->aiming < ANGLE_337h && thiscam->aiming > ANGLE_180)
|
|
thiscam->aiming = ANGLE_337h;
|
|
else if (vflip && thiscam->aiming > ANGLE_22h && thiscam->aiming < ANGLE_180)
|
|
thiscam->aiming = ANGLE_22h;
|
|
}
|
|
|
|
if (lookbackdown)
|
|
{
|
|
P_MoveChaseCamera(player, thiscam, false);
|
|
R_ResetViewInterpolation(num + 1);
|
|
}
|
|
|
|
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
|
|
}
|
|
|
|
void P_ResetLocalCamAiming(player_t *player)
|
|
{
|
|
UINT8 i;
|
|
|
|
if (player == &players[consoleplayer])
|
|
localaiming[0] = 0;
|
|
else if (splitscreen)
|
|
{
|
|
for (i = 1; i <= splitscreen; i++) // Skip P1
|
|
{
|
|
if (player == &players[displayplayers[i]])
|
|
{
|
|
localaiming[i] = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
boolean P_SpectatorJoinGame(player_t *player)
|
|
{
|
|
// Team changing isn't allowed.
|
|
if (!cv_allowteamchange.value)
|
|
{
|
|
if (P_IsLocalPlayer(player))
|
|
CONS_Printf(M_GetText("Server does not allow team change.\n"));
|
|
}
|
|
// 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->pflags &= ~PF_WANTSTOJOIN;
|
|
player->kartstuff[k_spectatewait] = 0;
|
|
player->ctfteam = changeto;
|
|
player->playerstate = PST_REBORN;
|
|
|
|
//center camera
|
|
P_ResetLocalCamAiming(player);
|
|
|
|
//Reset away view
|
|
if (P_IsLocalPlayer(player) && displayplayers[0] != consoleplayer)
|
|
displayplayers[0] = 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
|
|
{
|
|
if (player->mo)
|
|
{
|
|
P_RemoveMobj(player->mo);
|
|
player->mo = NULL;
|
|
}
|
|
player->spectator = false;
|
|
player->pflags &= ~PF_WANTSTOJOIN;
|
|
player->kartstuff[k_spectatewait] = 0;
|
|
player->playerstate = PST_REBORN;
|
|
|
|
//center camera
|
|
P_ResetLocalCamAiming(player);
|
|
|
|
//Reset away view
|
|
if (P_IsLocalPlayer(player) && displayplayers[0] != consoleplayer)
|
|
displayplayers[0] = consoleplayer;
|
|
|
|
HU_AddChatText(va(M_GetText("\x82*%s entered the game."), player_names[player-players]), false);
|
|
return true; // no more player->mo, cannot continue.
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static boolean P_CameraCheckHeatFirstperson(player_t *player, sector_t *sector, fixed_t pviewheight)
|
|
{
|
|
if (P_FindSpecialLineFromTag(13, sector->tag, -1) != -1)
|
|
return true;
|
|
|
|
if (sector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (pviewheight >= P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y))
|
|
continue;
|
|
|
|
if (pviewheight <= P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y))
|
|
continue;
|
|
|
|
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static boolean P_CameraCheckWaterFirstperson(player_t *player, sector_t *sector, fixed_t pviewheight)
|
|
{
|
|
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 >= P_GetFFloorTopZAt(rover, player->mo->x, player->mo->y))
|
|
continue;
|
|
|
|
if (pviewheight <= P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y))
|
|
continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// the below is first person only, if you're curious. check out P_CalcChasePostImg in p_mobj.c for chasecam
|
|
static void P_CalcPostImg(player_t *player, camera_t *thiscam)
|
|
{
|
|
sector_t *sector = NULL;
|
|
UINT8 postimgtype = 0;
|
|
//INT32 *param;
|
|
fixed_t pviewheight = 0;
|
|
|
|
/*for (i = 0; i <= splitscreen; i++)
|
|
{
|
|
if (player == &players[displayplayers[i]])
|
|
{
|
|
param = &postimgparam[i];
|
|
break;
|
|
}
|
|
}*/
|
|
|
|
if (encoremode) // srb2kart
|
|
postimgtype |= POSTIMG_MIRROR;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
postimgtype |= POSTIMG_FLIP;
|
|
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl && splitscreen)
|
|
{
|
|
thiscam->postimg = postimgtype;
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
sector = player->mo->subsector->sector;
|
|
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
pviewheight = player->mo->z + player->mo->height - player->viewheight;
|
|
else
|
|
pviewheight = player->mo->z + player->viewheight;
|
|
|
|
if (player->awayviewtics && player->awayviewmobj && !P_MobjWasRemoved(player->awayviewmobj))
|
|
{
|
|
sector = player->awayviewmobj->subsector->sector;
|
|
pviewheight = player->awayviewmobj->z + 20*FRACUNIT;
|
|
}
|
|
|
|
// see if we are in water (water trumps heat)
|
|
if (P_CameraCheckWaterFirstperson(player, sector, pviewheight))
|
|
postimgtype |= POSTIMG_WATER;
|
|
// see if we are in heat (no, not THAT kind of heat...)
|
|
else if (P_CameraCheckHeatFirstperson(player, sector, pviewheight))
|
|
postimgtype |= POSTIMG_HEAT;
|
|
|
|
// Motion blur
|
|
// unused
|
|
/*if (player->speed > (35<<FRACBITS))
|
|
{
|
|
postimgtype |= POSTIMG_MOTION;
|
|
*param = (player->speed - 32)/4;
|
|
|
|
if (*param > 5)
|
|
*param = 5;
|
|
}*/
|
|
|
|
thiscam->postimg = postimgtype;
|
|
}
|
|
|
|
void P_DoTimeOver(player_t *player)
|
|
{
|
|
if (netgame && player->health > 0)
|
|
CON_LogMessage(va(M_GetText("%s ran out of time.\n"), player_names[player-players]));
|
|
|
|
player->pflags |= PF_TIMEOVER;
|
|
|
|
demo.savebutton = leveltime;
|
|
|
|
if (P_IsLocalPlayer(player) && !demo.playback)
|
|
legitimateexit = true; // SRB2kart: losing a race is still seeing it through to the end :p
|
|
|
|
if (player->mo)
|
|
{
|
|
S_StopSound(player->mo);
|
|
P_DamageMobj(player->mo, NULL, NULL, DMG_INSTAKILL);
|
|
}
|
|
|
|
player->lives = 0;
|
|
|
|
P_EndingMusic(player);
|
|
|
|
if (!exitcountdown)
|
|
exitcountdown = 5*TICRATE;
|
|
}
|
|
|
|
/* gaysed script from me, based on Golden's sprite slope roll */
|
|
|
|
// holy SHIT
|
|
static INT32
|
|
Quaketilt (player_t *player)
|
|
{
|
|
angle_t tilt;
|
|
fixed_t lowb; // this threshold for speed
|
|
angle_t moma = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy);
|
|
INT32 delta = (INT32)( player->mo->angle - moma );
|
|
fixed_t speed;
|
|
|
|
boolean sliptiding = player->kartstuff[k_drift] ? 0 : player->kartstuff[k_aizdriftstrat];
|
|
|
|
if (delta == (INT32)ANGLE_180)/* FUCK YOU HAVE A HACK */
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Hi! I'm "not a math guy"!
|
|
if (abs(delta) > ANGLE_90)
|
|
delta = (INT32)(( moma + ANGLE_180 ) - player->mo->angle );
|
|
if (P_IsObjectOnGround(player->mo))
|
|
{
|
|
if (sliptiding)
|
|
{
|
|
tilt = ANGLE_45;
|
|
lowb = 5*FRACUNIT;
|
|
}
|
|
else
|
|
{
|
|
tilt = ANGLE_11hh/2;
|
|
lowb = 15*FRACUNIT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tilt = ANGLE_22h;
|
|
lowb = 10*FRACUNIT;
|
|
}
|
|
lowb = FixedMul(lowb, player->mo->scale);
|
|
moma = FixedMul(FixedDiv(delta, ANGLE_90), tilt);
|
|
speed = abs( player->mo->momx + player->mo->momy );
|
|
if (speed < lowb)
|
|
{
|
|
// ease out tilt as we slow...
|
|
moma = FixedMul(moma, FixedDiv(speed, lowb));
|
|
}
|
|
return moma;
|
|
}
|
|
|
|
static void
|
|
DoABarrelRoll (player_t *player)
|
|
{
|
|
angle_t slope;
|
|
angle_t delta;
|
|
|
|
fixed_t smoothing;
|
|
|
|
if (player->exiting)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (player->kartstuff[k_respawn])
|
|
{
|
|
player->tilt = 0;
|
|
return;
|
|
}
|
|
|
|
if (player->mo->standingslope)
|
|
{
|
|
slope = player->mo->standingslope->real_zangle;
|
|
}
|
|
else
|
|
{
|
|
slope = 0;
|
|
}
|
|
|
|
if (abs((INT32)slope) > ANGLE_11hh)
|
|
{
|
|
delta = ( player->mo->angle - player->mo->standingslope->real_xydirection );
|
|
slope = -(FixedMul(FINESINE (delta>>ANGLETOFINESHIFT), slope));
|
|
}
|
|
else
|
|
{
|
|
slope = 0;
|
|
}
|
|
|
|
if (cv_quaketilt.value)
|
|
{
|
|
slope -= Quaketilt(player);
|
|
}
|
|
|
|
delta = slope - player->tilt;
|
|
smoothing = FixedDiv(AbsAngle(slope), ANGLE_45);
|
|
|
|
delta = FixedDiv(delta, cv_tiltsmoothing.value *
|
|
FixedDiv(FRACUNIT, FRACUNIT + smoothing));
|
|
|
|
if (delta)
|
|
player->tilt += delta;
|
|
else
|
|
player->tilt = slope;
|
|
}
|
|
|
|
#define SPINOUTROTSPEED (24 * FRACUNIT)
|
|
#define MAXSPINROT (360 * FRACUNIT)
|
|
|
|
//
|
|
// P_PlayerThink
|
|
//
|
|
|
|
void P_PlayerThink(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
const size_t playeri = (size_t)(player - players);
|
|
|
|
#ifdef PARANOIA
|
|
if (!player->mo)
|
|
I_Error("p_playerthink: players[%s].mo == NULL", sizeu1(playeri));
|
|
#endif
|
|
|
|
// 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 || player->playerstate == PST_DEAD)
|
|
{
|
|
if (B_CheckRespawn(player))
|
|
player->playerstate = PST_REBORN;
|
|
}
|
|
if (player->playerstate == PST_REBORN)
|
|
{
|
|
LUA_HookPlayer(player, HOOK(PlayerThink));
|
|
return;
|
|
}
|
|
}
|
|
|
|
#ifdef SEENAMES
|
|
if (netgame && player == &players[displayplayers[0]] && !(leveltime % (TICRATE/5)) && !splitscreen)
|
|
{
|
|
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->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
|
|
{
|
|
P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid
|
|
player->awayviewtics = 0; // reset to zero
|
|
}
|
|
|
|
if (player->flashcount)
|
|
player->flashcount--;
|
|
|
|
// Re-fixed by Jimita (11-12-2018)
|
|
if (player->awayviewtics)
|
|
{
|
|
player->awayviewtics--;
|
|
if (!player->awayviewtics)
|
|
player->awayviewtics = -1;
|
|
// The timer might've reached zero, but we'll run the remote view camera anyway by setting it to -1.
|
|
}
|
|
|
|
/// \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;
|
|
|
|
//@TODO This fixes a one-tic latency on direction handling, AND makes behavior consistent while paused, but is not BC with 1.0.4. Do this for 1.1!
|
|
#if 0
|
|
// SRB2kart
|
|
// Save the dir the player is holding
|
|
// to allow items to be thrown forward or backward.
|
|
if (cmd->buttons & BT_FORWARD)
|
|
player->kartstuff[k_throwdir] = 1;
|
|
else if (cmd->buttons & BT_BACKWARD)
|
|
player->kartstuff[k_throwdir] = -1;
|
|
else
|
|
player->kartstuff[k_throwdir] = 0;
|
|
#endif
|
|
|
|
// 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 (!mapreset)
|
|
{
|
|
if (G_RaceGametype())
|
|
{
|
|
INT32 i;
|
|
|
|
// Check if all the players in the race have finished. If so, end the level.
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].spectator)
|
|
{
|
|
if (!players[i].exiting && players[i].lives > 0)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i == MAXPLAYERS && player->exiting == raceexittime+2) // finished
|
|
player->exiting = raceexittime+1;
|
|
|
|
// If you've hit the countdown and you haven't made
|
|
// it to the exit, you're a goner!
|
|
else if (racecountdown == 1 && !player->exiting && !player->spectator && player->lives > 0)
|
|
{
|
|
P_DoTimeOver(player);
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
{
|
|
LUA_HookPlayer(player, HOOK(PlayerThink));
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (player->kartstuff[k_spinouttimer] && (player->spinoutrot == 0))
|
|
{
|
|
player->spinoutrot = SPINOUTROTSPEED;
|
|
}
|
|
|
|
// MKWii-styled icon spinouts: do a full 360 rotation before stopping.
|
|
if (player->spinoutrot && (player->spinoutrot < MAXSPINROT))
|
|
{
|
|
if ((player->spinoutrot + SPINOUTROTSPEED) >= MAXSPINROT)
|
|
{
|
|
if (player->kartstuff[k_spinouttimer])
|
|
{
|
|
player->spinoutrot = (player->spinoutrot + SPINOUTROTSPEED) % MAXSPINROT;
|
|
}
|
|
else
|
|
{
|
|
player->spinoutrot = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
player->spinoutrot += SPINOUTROTSPEED;
|
|
}
|
|
}
|
|
|
|
// If it is set, start subtracting
|
|
// Don't allow it to go back to 0
|
|
if (player->exiting > 1 && (player->exiting < raceexittime+2 || !G_RaceGametype())) // SRB2kart - "&& player->exiting > 1"
|
|
player->exiting--;
|
|
|
|
if (player->exiting && exitcountdown)
|
|
player->exiting = 99; // SRB2kart
|
|
|
|
if (player->exiting == 2 || exitcountdown == 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);
|
|
|
|
#ifndef SECTORSPECIALSAFTERTHINK
|
|
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
|
|
player->onconveyor = 0;
|
|
// check special sectors : damage & secrets
|
|
|
|
if (!player->spectator)
|
|
P_PlayerInSpecialSector(player);
|
|
#endif
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
{
|
|
if (player->spectator)
|
|
player->mo->flags2 |= MF2_SHADOW;
|
|
else
|
|
player->mo->flags2 &= ~MF2_SHADOW;
|
|
P_DeathThink(player);
|
|
LUA_HookPlayer(player, HOOK(PlayerThink));
|
|
return;
|
|
}
|
|
|
|
// Make sure spectators always have a score and ring count of 0.
|
|
if (player->spectator)
|
|
{
|
|
//player->score = 0;
|
|
player->mo->health = 1;
|
|
player->health = 1;
|
|
}
|
|
|
|
player->lives = 1; // SRB2Kart
|
|
|
|
// SRB2kart 010217
|
|
if (leveltime < starttime)
|
|
player->powers[pw_nocontrol] = 2;
|
|
|
|
// Synchronizes the "real" amount of time spent in the level.
|
|
if (!player->exiting)
|
|
{
|
|
if (leveltime >= starttime)
|
|
{
|
|
player->realtime = leveltime - starttime;
|
|
|
|
if (player->spectator)
|
|
player->laptime[LAP_CUR] = 0;
|
|
else if (player->laptime[LAP_CUR] != UINT32_MAX)
|
|
player->laptime[LAP_CUR]++; // This is too complicated to sync to realtime, just sorta hope for the best :V
|
|
}
|
|
else
|
|
{
|
|
player->realtime = 0;
|
|
player->laptime[LAP_CUR] = 0;
|
|
}
|
|
}
|
|
|
|
if (netgame && cv_antigrief.value != 0 && G_RaceGametype())
|
|
{
|
|
INT32 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
if (&players[i] == player)
|
|
continue;
|
|
break;
|
|
}
|
|
|
|
if (i < MAXPLAYERS && !player->spectator && !player->exiting && !(player->pflags & PF_TIMEOVER))
|
|
{
|
|
const tic_t griefval = cv_antigrief.value * TICRATE;
|
|
const UINT8 n = player - players;
|
|
|
|
{
|
|
if (player->grieftime > griefval)
|
|
{
|
|
player->griefstrikes++;
|
|
player->grieftime = 0;
|
|
|
|
if (server)
|
|
{
|
|
if ((player->griefstrikes > 2)
|
|
#ifndef DEVELOP
|
|
&& !IsPlayerAdmin(n)
|
|
#endif
|
|
&& !P_IsLocalPlayer(player)) // P_IsMachineLocalPlayer for DRRR
|
|
{
|
|
// Send kick
|
|
UINT8 buf[2];
|
|
|
|
buf[0] = n;
|
|
buf[1] = KICK_MSG_GRIEF;
|
|
SendNetXCmd(XD_KICK, &buf, 2);
|
|
}
|
|
else
|
|
{
|
|
// Send spectate
|
|
changeteam_union NetPacket;
|
|
UINT16 usvalue;
|
|
|
|
NetPacket.value.l = NetPacket.value.b = 0;
|
|
NetPacket.packet.newteam = 0;
|
|
NetPacket.packet.playernum = n;
|
|
NetPacket.packet.verification = true;
|
|
|
|
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
|
|
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
|
|
}
|
|
}
|
|
}
|
|
else if (player->powers[pw_flashing] == 0)
|
|
{
|
|
player->grieftime++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((netgame || multiplayer) && player->spectator && cmd->buttons & BT_ATTACK && !player->powers[pw_flashing])
|
|
{
|
|
player->pflags ^= PF_WANTSTOJOIN;
|
|
player->powers[pw_flashing] = TICRATE/2 + 1;
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
if (player->mo->reactiontime)
|
|
{
|
|
// Reactiontime is used to prevent movement
|
|
// for a bit after a teleport.
|
|
player->mo->reactiontime--;
|
|
}
|
|
else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
|
|
{
|
|
P_DoZoomTube(player);
|
|
player->rmomx = player->rmomy = 0; // no actual momentum from your controls
|
|
P_ResetScore(player);
|
|
}
|
|
else
|
|
{
|
|
// Move around.
|
|
P_MovePlayer(player);
|
|
}
|
|
|
|
if (!player->mo)
|
|
{
|
|
LUA_HookPlayer(player, HOOK(PlayerThink));
|
|
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;
|
|
|
|
if (player->onconveyor == 1)
|
|
player->cmomy = player->cmomx = 0;
|
|
|
|
P_DoBubbleBreath(player); // Spawn Sonic's bubbles
|
|
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->kartstuff[k_driftboost] || player->kartstuff[k_sneakertimer] || player->kartstuff[k_startboost]) && !player->kartstuff[k_invincibilitytimer] // SRB2kart
|
|
&& (player->speed + abs(player->mo->momz)) > FixedMul(20*FRACUNIT,player->mo->scale))
|
|
{
|
|
UINT8 i;
|
|
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.
|
|
// Why not just not spawn the mobj? Well, I'd rather only flirt with
|
|
// consistency so much...
|
|
for (i = 0; i <= splitscreen; i++)
|
|
{
|
|
if (player == &players[displayplayers[i]] && !camera[i].chase)
|
|
{
|
|
gmobj->flags2 |= MF2_DONTDRAW;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// check for use
|
|
if (!(player->pflags & PF_NIGHTSMODE))
|
|
{
|
|
if (cmd->buttons & BT_BRAKE)
|
|
player->pflags |= PF_USEDOWN;
|
|
else
|
|
player->pflags &= ~PF_USEDOWN;
|
|
}
|
|
else if (player->mo->tracer) // match tracer's position with yours when NiGHTS
|
|
{
|
|
P_UnsetThingPosition(player->mo->tracer);
|
|
player->mo->tracer->x = player->mo->x;
|
|
player->mo->tracer->y = player->mo->y;
|
|
if (player->mo->eflags & MFE_VERTICALFLIP)
|
|
player->mo->tracer->z = player->mo->z + player->mo->height - player->mo->tracer->height;
|
|
else
|
|
player->mo->tracer->z = player->mo->z;
|
|
player->mo->tracer->floorz = player->mo->floorz;
|
|
player->mo->tracer->ceilingz = player->mo->ceilingz;
|
|
P_SetThingPosition(player->mo->tracer);
|
|
}
|
|
|
|
// 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->spectator || player->powers[pw_flashing] < K_GetKartFlashing(player)))
|
|
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_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)
|
|
{
|
|
if (!(--player->powers[pw_nocontrol]))
|
|
player->pflags &= ~PF_SKIDDOWN;
|
|
}
|
|
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_KART_STND1]) // SRB2kart - was 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->kartstuff[k_hyudorotimer] // SRB2kart - fixes Hyudoro not flashing when it should.
|
|
|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
|
|
|| player->kartstuff[k_respawn] // Respawn timer (for drop dash effect)
|
|
|| (player->pflags & PF_TIMEOVER) // NO CONTEST explosion
|
|
|| (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer])
|
|
|| leveltime < starttime)) // Level intro
|
|
{
|
|
if (player->powers[pw_flashing] > 0 && player->powers[pw_flashing] < K_GetKartFlashing(player)
|
|
&& (leveltime & 1))
|
|
player->mo->flags2 |= MF2_DONTDRAW;
|
|
else
|
|
player->mo->flags2 &= ~MF2_DONTDRAW;
|
|
}
|
|
/*else if (player->mo->tracer)
|
|
{
|
|
if (player->powers[pw_flashing] & 1)
|
|
player->mo->tracer->flags2 |= MF2_DONTDRAW;
|
|
else
|
|
player->mo->tracer->flags2 &= ~MF2_DONTDRAW;
|
|
}*/
|
|
|
|
player->pflags &= ~PF_SLIDING;
|
|
|
|
K_KartPlayerThink(player, cmd); // SRB2kart
|
|
|
|
if (rendermode != render_none && cv_tilting.value)
|
|
DoABarrelRoll(player);
|
|
|
|
LUA_HookPlayer(player, HOOK(PlayerThink));
|
|
}
|
|
|
|
//
|
|
// P_PlayerAfterThink
|
|
//
|
|
// Thinker for player after all other thinkers have run
|
|
//
|
|
void P_PlayerAfterThink(player_t *player)
|
|
{
|
|
ticcmd_t *cmd;
|
|
//INT32 oldweapon = player->currentweapon; // SRB2kart - unused
|
|
camera_t *thiscam = NULL; // if not one of the displayed players, just don't bother
|
|
UINT8 i;
|
|
|
|
#ifdef PARANOIA
|
|
if (!player->mo)
|
|
{
|
|
const size_t playeri = (size_t)(player - players);
|
|
I_Error("P_PlayerAfterThink: players[%s].mo == NULL", sizeu1(playeri));
|
|
}
|
|
#endif
|
|
|
|
cmd = &player->cmd;
|
|
|
|
#ifdef SECTORSPECIALSAFTERTHINK
|
|
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
|
|
player->onconveyor = 0;
|
|
// check special sectors : damage & secrets
|
|
|
|
if (!player->spectator)
|
|
P_PlayerInSpecialSector(player);
|
|
#endif
|
|
|
|
for (i = 0; i <= splitscreen; i++)
|
|
{
|
|
if (player == &players[displayplayers[i]])
|
|
{
|
|
thiscam = &camera[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (player->playerstate == PST_DEAD)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (player->pflags & PF_NIGHTSMODE)
|
|
{
|
|
player->powers[pw_gravityboots] = 0;
|
|
}
|
|
|
|
if (player->pflags & PF_SLIDING)
|
|
P_SetPlayerMobjState(player->mo, player->mo->info->painstate);
|
|
|
|
if (player->pflags & PF_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_MoveOrigin(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 (player == &players[consoleplayer])
|
|
localangle[0] = player->mo->angle; // Adjust the local control angle.
|
|
else if (player == &players[displayplayers[1]])
|
|
localangle[1] = player->mo->angle;
|
|
else if (player == &players[displayplayers[2]])
|
|
localangle[2] = player->mo->angle;
|
|
else if (player == &players[displayplayers[3]])
|
|
localangle[3] = player->mo->angle;
|
|
}
|
|
}
|
|
|
|
if (thiscam)
|
|
{
|
|
if (!thiscam->chase) // bob view only if looking through the player's eyes
|
|
{
|
|
P_CalcHeight(player);
|
|
P_CalcPostImg(player, thiscam);
|
|
}
|
|
else
|
|
{
|
|
// defaults to make sure 1st person cam doesn't do anything weird on startup
|
|
//player->deltaviewheight = 0;
|
|
player->viewheight = FixedMul(32 << 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 (player->awayviewtics < 0)
|
|
player->awayviewtics = 0;
|
|
|
|
// 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;
|
|
|
|
K_KartPlayerAfterThink(player);
|
|
}
|