RingRacers/src/k_collide.c
Sally Coolatta 6e8e0ad0f5 Lightning Shield fixs
- Rename to Lightning Shield (it keeps fucking me up when I want to kartgiveitem it to myself)
- Fix inflictors causing damage being considered damage hitlag. Fixes the player using Lightning Shield being in damage hitlag state (most notable in the DI branch because hurting someone with it lets you DI afterwards, which also fucks with your turning)
- Rewrote attack function to use custom blockmap search instead of P_NukeEnemies.
- It can no longer attack below you, only above & around you.
- Increased the attack radius, so that it actually lines up with the sprites...
- Fixed extremely inconsistent ring blockmap search by moving it to playerafterthink (don't ask me why)
- Rings get joulsted by Lightning Shield when you pass by them without
- Added MAXRADIUS to the blockmap checks for lightning shield & mines, to reduce blockmap inconsistencies
2022-05-20 18:12:34 -04:00

962 lines
25 KiB
C

/// \file k_collide.c
/// \brief SRB2Kart item collision hooks
#include "k_collide.h"
#include "doomtype.h"
#include "p_mobj.h"
#include "k_kart.h"
#include "p_local.h"
#include "s_sound.h"
#include "r_main.h" // R_PointToAngle2, R_PointToDist2
#include "hu_stuff.h" // Sink snipe print
#include "doomdef.h" // Sink snipe print
#include "g_game.h" // Sink snipe print
angle_t K_GetCollideAngle(mobj_t *t1, mobj_t *t2)
{
fixed_t momux, momuy;
angle_t test;
if (!(t1->flags & MF_PAPERCOLLISION))
{
return R_PointToAngle2(t1->x, t1->y, t2->x, t2->y)+ANGLE_90;
}
test = R_PointToAngle2(0, 0, t2->momx, t2->momy) + ANGLE_90 - t1->angle;
if (test > ANGLE_180)
test = t1->angle + ANGLE_180;
else
test = t1->angle;
// intentional way around - sine...
momuy = P_AproxDistance(t2->momx, t2->momy);
momux = t2->momx - P_ReturnThrustY(t2, test, 2*momuy);
momuy = t2->momy - P_ReturnThrustX(t2, test, 2*momuy);
return R_PointToAngle2(0, 0, momux, momuy);
}
boolean K_OrbinautJawzCollide(mobj_t *t1, mobj_t *t2)
{
boolean damageitem = false;
boolean sprung = false;
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if ((t1->type == MT_ORBINAUT_SHIELD || t1->type == MT_JAWZ_SHIELD) && t1->lastlook
&& (t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD) && t2->lastlook
&& (t1->target == t2->target)) // Don't hit each other if you have the same target
return true;
if (t2->player)
{
if ((t2->player->flashing > 0 && t2->hitlag == 0)
&& !(t1->type == MT_ORBINAUT || t1->type == MT_JAWZ || t1->type == MT_JAWZ_DUD))
return true;
if (t2->player->hyudorotimer)
return true; // no interaction
if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
{
// Melt item
S_StartSound(t2, sfx_s3k43);
}
else
{
// Player Damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_WIPEOUT|DMG_WOMBO);
K_KartBouncing(t2, t1);
S_StartSound(t2, sfx_s3k7b);
}
damageitem = true;
}
else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD
|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD
|| t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|| t2->type == MT_BALLHOG)
{
// Other Item Damage
angle_t bounceangle = K_GetCollideAngle(t1, t2);
S_StartSound(t2, t2->info->deathsound);
P_KillMobj(t2, t1, t1, DMG_NORMAL);
P_SetObjectMomZ(t2, 8*FRACUNIT, false);
P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
damageitem = true;
}
else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
{
damageitem = true;
// Bomb death
P_KillMobj(t2, t1, t1, DMG_NORMAL);
}
else if (t2->flags & MF_SPRING && (t1->type != MT_ORBINAUT_SHIELD && t1->type != MT_JAWZ_SHIELD))
{
// Let thrown items hit springs!
sprung = P_DoSpring(t2, t1);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Shootable damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
damageitem = true;
}
if (damageitem)
{
// This Item Damage
angle_t bounceangle = K_GetCollideAngle(t2, t1);
S_StartSound(t1, t1->info->deathsound);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
P_SetObjectMomZ(t1, 8*FRACUNIT, false);
P_InstaThrust(t1, bounceangle, 16*FRACUNIT);
}
if (sprung)
{
return false;
}
return true;
}
boolean K_BananaBallhogCollide(mobj_t *t1, mobj_t *t2)
{
boolean damageitem = false;
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if (((t1->type == MT_BANANA_SHIELD) && (t2->type == MT_BANANA_SHIELD))
&& (t1->target == t2->target)) // Don't hit each other if you have the same target
return true;
if (t1->type == MT_BALLHOG && t2->type == MT_BALLHOG)
return true; // Ballhogs don't collide with eachother
if (t2->player)
{
if (t2->player->flashing > 0 && t2->hitlag == 0)
return true;
// Banana snipe!
if (t1->type == MT_BANANA && t1->health > 1)
S_StartSound(t2, sfx_bsnipe);
if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
{
// Melt item
S_StartSound(t2, sfx_s3k43);
}
else
{
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL|DMG_WOMBO);
}
damageitem = true;
}
else if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|| t2->type == MT_ORBINAUT || t2->type == MT_ORBINAUT_SHIELD
|| t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD || t2->type == MT_JAWZ_SHIELD
|| t2->type == MT_BALLHOG)
{
// Other Item Damage
angle_t bounceangle = K_GetCollideAngle(t1, t2);
S_StartSound(t2, t2->info->deathsound);
P_KillMobj(t2, t1, t1, DMG_NORMAL);
P_SetObjectMomZ(t2, 8*FRACUNIT, false);
P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
damageitem = true;
}
else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
{
damageitem = true;
// Bomb death
P_KillMobj(t2, t1, t1, DMG_NORMAL);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Shootable damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
damageitem = true;
}
if (damageitem)
{
// This Item Damage
angle_t bounceangle = K_GetCollideAngle(t2, t1);
S_StartSound(t1, t1->info->deathsound);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
P_SetObjectMomZ(t1, 8*FRACUNIT, false);
P_InstaThrust(t1, bounceangle, 16*FRACUNIT);
}
return true;
}
boolean K_EggItemCollide(mobj_t *t1, mobj_t *t2)
{
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
// Push fakes out of other item boxes
if (t2->type == MT_RANDOMITEM || t2->type == MT_EGGMANITEM)
{
P_InstaThrust(t1, R_PointToAngle2(t2->x, t2->y, t1->x, t1->y), t2->radius/4);
return true;
}
if (t2->player)
{
if ((t1->target == t2 || t1->target == t2->target) && (t1->threshold > 0))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if (!P_CanPickupItem(t2->player, 2))
return true;
if ((gametyperules & GTR_BUMPERS) && t2->player->bumpers <= 0)
{
return true;
}
else
{
K_DropItems(t2->player); //K_StripItems(t2->player);
//K_StripOther(t2->player);
t2->player->itemroulette = 1;
t2->player->roulettetype = 2;
}
if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
{
// Melt item
S_StartSound(t2, sfx_s3k43);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
return true;
}
else
{
mobj_t *poof = P_SpawnMobj(t1->x, t1->y, t1->z, MT_EXPLODE);
S_StartSound(poof, t1->info->deathsound);
#if 0
// Eggbox snipe!
if (t1->type == MT_EGGMANITEM && t1->health > 1)
S_StartSound(t2, sfx_bsnipe);
#endif
if (t1->target && t1->target->player)
{
if ((gametyperules & GTR_CIRCUIT) || t1->target->player->bumpers > 0)
t2->player->eggmanblame = t1->target->player-players;
else
t2->player->eggmanblame = t2->player-players;
if (t1->target->hnext == t1)
{
P_SetTarget(&t1->target->hnext, NULL);
t1->target->player->pflags &= ~PF_EGGMANOUT;
}
}
P_RemoveMobj(t1);
return true;
}
}
return true;
}
static mobj_t *grenade;
static fixed_t explodedist;
static boolean explodespin;
static inline boolean PIT_SSMineChecks(mobj_t *thing)
{
if (thing == grenade) // Don't explode yourself! Endless loop!
return true;
if (thing->health <= 0)
return true;
if (!(thing->flags & MF_SHOOTABLE) || (thing->flags & MF_SCENERY))
return true;
if (thing->player && thing->player->spectator)
return true;
if (P_AproxDistance(P_AproxDistance(thing->x - grenade->x, thing->y - grenade->y), thing->z - grenade->z) > explodedist)
return true; // Too far away
if (P_CheckSight(grenade, thing) == false)
return true; // Not in sight
return false;
}
static inline boolean PIT_SSMineSearch(mobj_t *thing)
{
if (grenade == NULL || P_MobjWasRemoved(grenade))
return false; // There's the possibility these can chain react onto themselves after they've already died if there are enough all in one spot
if (grenade->flags2 & MF2_DEBRIS) // don't explode twice
return false;
if (thing->type != MT_PLAYER) // Don't explode for anything but an actual player.
return true;
if (thing == grenade->target && grenade->threshold != 0) // Don't blow up at your owner instantly.
return true;
if (PIT_SSMineChecks(thing) == true)
return true;
// Explode!
P_SetMobjState(grenade, grenade->info->deathstate);
return false;
}
void K_DoMineSearch(mobj_t *actor, fixed_t size)
{
INT32 bx, by, xl, xh, yl, yh;
explodedist = FixedMul(size, actor->scale);
grenade = actor;
yh = (unsigned)(actor->y + (explodedist + MAXRADIUS) - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(actor->y - (explodedist + MAXRADIUS) - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(actor->x + (explodedist + MAXRADIUS) - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(actor->x - (explodedist + MAXRADIUS) - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX (xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, PIT_SSMineSearch);
}
static inline boolean PIT_SSMineExplode(mobj_t *thing)
{
if (grenade == NULL || P_MobjWasRemoved(grenade))
return false; // There's the possibility these can chain react onto themselves after they've already died if there are enough all in one spot
#if 0
if (grenade->flags2 & MF2_DEBRIS) // don't explode twice
return false;
#endif
if (PIT_SSMineChecks(thing) == true)
return true;
P_DamageMobj(thing, grenade, grenade->target, 1, (explodespin ? DMG_NORMAL : DMG_EXPLODE));
return true;
}
void K_MineExplodeAttack(mobj_t *actor, fixed_t size, boolean spin)
{
INT32 bx, by, xl, xh, yl, yh;
explodespin = spin;
explodedist = FixedMul(size, actor->scale);
grenade = actor;
// Use blockmap to check for nearby shootables
yh = (unsigned)(actor->y + explodedist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(actor->y - explodedist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(actor->x + explodedist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(actor->x - explodedist - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX (xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, PIT_SSMineExplode);
// Set this flag to ensure that the inital action won't be triggered twice.
actor->flags2 |= MF2_DEBRIS;
}
boolean K_MineCollide(mobj_t *t1, mobj_t *t2)
{
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if (t2->player)
{
if (t2->player->flashing > 0 && t2->hitlag == 0)
return true;
// Bomb punting
if ((t1->state >= &states[S_SSMINE1] && t1->state <= &states[S_SSMINE4])
|| (t1->state >= &states[S_SSMINE_DEPLOY8] && t1->state <= &states[S_SSMINE_DEPLOY13]))
{
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
else
{
K_PuntMine(t1, t2);
}
}
else if (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD
|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD)
{
// Bomb death
angle_t bounceangle = K_GetCollideAngle(t1, t2);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
// Other Item Damage
S_StartSound(t2, t2->info->deathsound);
P_KillMobj(t2, t1, t1, DMG_NORMAL);
P_SetObjectMomZ(t2, 8*FRACUNIT, false);
P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Bomb death
P_KillMobj(t1, t2, t2, DMG_NORMAL);
// Shootable damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
}
return true;
}
boolean K_LandMineCollide(mobj_t *t1, mobj_t *t2)
{
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if (t2->player)
{
if (t2->player->flashing)
return true;
// Banana snipe!
if (t1->health > 1)
S_StartSound(t2, sfx_bsnipe);
if (t2->player->flamedash && t2->player->itemtype == KITEM_FLAMESHIELD)
{
// Melt item
S_StartSound(t2, sfx_s3k43);
}
else
{
// Player Damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_TUMBLE);
}
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
else if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|| t2->type == MT_ORBINAUT || t2->type == MT_ORBINAUT_SHIELD
|| t2->type == MT_JAWZ || t2->type == MT_JAWZ_DUD || t2->type == MT_JAWZ_SHIELD
|| t2->type == MT_BALLHOG)
{
// Other Item Damage
angle_t bounceangle = K_GetCollideAngle(t1, t2);
if (t2->eflags & MFE_VERTICALFLIP)
t2->z -= t2->height;
else
t2->z += t2->height;
S_StartSound(t2, t2->info->deathsound);
P_KillMobj(t2, t1, t1, DMG_NORMAL);
P_SetObjectMomZ(t2, 8*FRACUNIT, false);
P_InstaThrust(t2, bounceangle, 16*FRACUNIT);
P_SpawnMobj(t2->x/2 + t1->x/2, t2->y/2 + t1->y/2, t2->z/2 + t1->z/2, MT_ITEMCLASH);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
else if (t2->type == MT_SSMINE_SHIELD || t2->type == MT_SSMINE || t2->type == MT_LANDMINE)
{
P_KillMobj(t1, t2, t2, DMG_NORMAL);
// Bomb death
P_KillMobj(t2, t1, t1, DMG_NORMAL);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Shootable damage
P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
return true;
}
boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
{
mobj_t *draggeddroptarget = (t1->type == MT_DROPTARGET_SHIELD) ? t1->target : NULL;
if ((t1->threshold > 0 && (t2->hitlag > 0 || !draggeddroptarget)) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (t1->target == t2->target)) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t1->health <= 0 || t2->health <= 0)
return true;
if (t2->player && (t2->player->hyudorotimer || t2->player->justbumped))
return true;
// Intensify bumps if already spinning...
P_Thrust(t1, R_PointToAngle2(t1->x, t1->y, t2->x, t2->y),
(t1->reactiontime && !draggeddroptarget) ? 35*FRACUNIT : 20*FRACUNIT);
if (draggeddroptarget)
{
// "Pass through" the shock of the impact, part 1.
t1->momx = t1->target->momx;
t1->momy = t1->target->momy;
t1->momz = t1->target->momz;
}
{
angle_t t2angle = R_PointToAngle2(t2->momx, t2->momy, 0, 0);
angle_t t2deflect;
fixed_t t1speed, t2speed;
K_KartBouncing(t1, t2);
t1speed = FixedHypot(t1->momx, t1->momy);
t2speed = FixedHypot(t2->momx, t2->momy);
t2deflect = t2angle - R_PointToAngle2(0, 0, t2->momx, t2->momy);
if (t2deflect > ANGLE_180)
t2deflect = InvAngle(t2deflect);
if (t2deflect < ANG10)
P_InstaThrust(t2, t2angle, t2speed);
P_InitAngle(t1, R_PointToAngle2(0, 0, t1->momx, t1->momy));
t1->reactiontime = 7*(t1speed+t2speed)/FRACUNIT;
if (t1->reactiontime < 10)
t1->reactiontime = 10;
t1->threshold = 10;
}
t1->renderflags &= ~RF_FULLDARK; // brightest on the bump
if (draggeddroptarget)
{
// "Pass through" the shock of the impact, part 2.
draggeddroptarget->momx = t1->momx;
draggeddroptarget->momy = t1->momy;
draggeddroptarget->momz = t1->momz;
// Have the drop target travel between them.
t1->momx = (t1->momx + t2->momx)/2;
t1->momy = (t1->momy + t2->momy)/2;
t1->momz = (t1->momz + t2->momz)/2;
K_AddHitLag(t1->target, 6, false);
}
K_AddHitLag(t1, 6, true);
K_AddHitLag(t2, 6, false);
{
mobj_t *ghost = P_SpawnGhostMobj(t1);
UINT8 i;
P_SetScale(ghost, 3*ghost->destscale/2);
ghost->destscale = 15*ghost->destscale/2;
ghost->fuse = 10;
ghost->scalespeed = (ghost->destscale - ghost->scale)/ghost->fuse;
for (i = 0; i < 2; i++)
{
mobj_t *blast = P_SpawnMobjFromMobj(t1, 0, 0, FixedDiv(t1->height, t1->scale), MT_BATTLEBUMPER_BLAST);
P_SetScale(blast, 5*blast->scale/2);
blast->angle = R_PointToAngle2(0, 0, t1->momx, t1->momy) + ANGLE_45;
if (i & 1)
{
blast->angle += ANGLE_90;
}
P_InitAngle(blast, blast->angle);
blast->destscale *= 10;
}
}
t1->flags |= MF_SHOOTABLE;
// The following sets t1->target to t2, so draggeddroptarget keeps it persisting...
P_DamageMobj(t1, t2, (t2->target ? t2->target : t2), 1, DMG_NORMAL);
t1->color = (t1->health > 1)
? SKINCOLOR_GOLD
: SKINCOLOR_CRIMSON;
t1->flags &= ~MF_SHOOTABLE;
t1->spritexscale = 3*FRACUNIT;
t1->spriteyscale = 3*FRACUNIT/2;
if (!t2->player)
{
t2->angle += ANGLE_180;
if (t2->type == MT_JAWZ)
P_SetTarget(&t2->tracer, t2->target); // Back to the source!
t2->threshold = 10;
}
if (t1->reactiontime > 1000) {
S_StartSound(t2, sfx_kdtrg3);
} else if (t1->reactiontime > 500) {
S_StartSound(t2, sfx_kdtrg2);
} else {
S_StartSound(t2, sfx_kdtrg1);
}
if (draggeddroptarget && draggeddroptarget->player)
{
// The following removes t1, be warned
// (its newly assigned properties are moved across)
K_DropHnextList(draggeddroptarget->player, true);
// Do NOT modify or reference t1 after this line
// I mean it! Do not even absentmindedly try it
}
return true;
}
static mobj_t *lightningSource;
static fixed_t lightningDist;
static inline boolean PIT_LightningShieldAttack(mobj_t *thing)
{
if (lightningSource == NULL || P_MobjWasRemoved(lightningSource))
{
// Invalid?
return false;
}
if (thing == lightningSource)
{
// Don't explode yourself!!
return true;
}
if (thing->health <= 0)
{
// Dead
return true;
}
if (!(thing->flags & MF_SHOOTABLE) || (thing->flags & MF_SCENERY))
{
// Not shootable
return true;
}
if (thing->player && thing->player->spectator)
{
// Spectator
return true;
}
if ((lightningSource->eflags & MFE_VERTICALFLIP)
? (thing->z > lightningSource->z + lightningSource->height)
: (thing->z + thing->height < lightningSource->z))
{
// Underneath
return true;
}
if (P_AproxDistance(thing->x - lightningSource->x, thing->y - lightningSource->y) > lightningDist + thing->radius)
{
// Too far away
return true;
}
if (P_CheckSight(lightningSource, thing) == false)
{
// Not in sight
return true;
}
P_DamageMobj(thing, lightningSource, lightningSource, 1, DMG_NORMAL|DMG_CANTHURTSELF|DMG_WOMBO);
return true;
}
void K_LightningShieldAttack(mobj_t *actor, fixed_t size)
{
INT32 bx, by, xl, xh, yl, yh;
lightningDist = FixedMul(size, actor->scale);
lightningSource = actor;
// Use blockmap to check for nearby shootables
yh = (unsigned)(actor->y + lightningDist - bmaporgy)>>MAPBLOCKSHIFT;
yl = (unsigned)(actor->y - lightningDist - bmaporgy)>>MAPBLOCKSHIFT;
xh = (unsigned)(actor->x + lightningDist - bmaporgx)>>MAPBLOCKSHIFT;
xl = (unsigned)(actor->x - lightningDist - bmaporgx)>>MAPBLOCKSHIFT;
BMBOUNDFIX (xl, xh, yl, yh);
for (by = yl; by <= yh; by++)
for (bx = xl; bx <= xh; bx++)
P_BlockThingsIterator(bx, by, PIT_LightningShieldAttack);
}
boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
{
if (t2->type == MT_PLAYER)
{
// Counter desyncs
/*mobj_t *oldthing = thing;
mobj_t *oldtmthing = tmthing;
P_Thrust(tmthing, R_PointToAngle2(thing->x, thing->y, tmthing->x, tmthing->y), 4*thing->scale);
thing = oldthing;
P_SetTarget(&tmthing, oldtmthing);*/
if (P_PlayerInPain(t2->player)
|| t2->player->flashing || t2->player->hyudorotimer
|| t2->player->justbumped || t2->scale > t1->scale + (mapobjectscale/8))
return true;
// Player Damage
P_DamageMobj(t2, ((t1->type == MT_BUBBLESHIELD) ? t1->target : t1), t1, 1, DMG_NORMAL|DMG_WOMBO);
S_StartSound(t1, sfx_s3k44);
}
else
{
if (!t2->threshold)
{
if (!t2->momx && !t2->momy)
{
t2->momz += (24*t2->scale) * P_MobjFlip(t2);
}
else
{
t2->momx = -4*t2->momx;
t2->momy = -4*t2->momy;
t2->momz = -4*t2->momz;
t2->angle += ANGLE_180;
}
if (t2->type == MT_JAWZ)
P_SetTarget(&t2->tracer, t2->target); // Back to the source!
t2->threshold = 10;
S_StartSound(t1, sfx_s3k44);
}
}
// no interaction
return true;
}
boolean K_KitchenSinkCollide(mobj_t *t1, mobj_t *t2)
{
if ((t1->threshold > 0 && t2->hitlag > 0) || (t2->threshold > 0 && t1->hitlag > 0))
return true;
if (((t1->target == t2) || (!(t2->flags & (MF_ENEMY|MF_BOSS)) && (t1->target == t2->target))) && (t1->threshold > 0 || (t2->type != MT_PLAYER && t2->threshold > 0)))
return true;
if (t2->player)
{
if (t2->player->flashing > 0 && t2->hitlag == 0)
return true;
S_StartSound(NULL, sfx_bsnipe); // let all players hear it.
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va("%s\\was hit by a kitchen sink.\\\\\\\\", player_names[t2->player-players]));
I_OutputMsg("%s was hit by a kitchen sink.\n", player_names[t2->player-players]);
P_DamageMobj(t2, t1, t1->target, 1, DMG_INSTAKILL);
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
else if (t2->flags & MF_SHOOTABLE)
{
// Shootable damage
P_KillMobj(t2, t2, t1->target, DMG_NORMAL);
// This item damage
P_KillMobj(t1, t2, t2, DMG_NORMAL);
}
return true;
}
boolean K_FallingRockCollide(mobj_t *t1, mobj_t *t2)
{
if (t2->player || t2->type == MT_FALLINGROCK)
K_KartBouncing(t2, t1);
return true;
}
boolean K_SMKIceBlockCollide(mobj_t *t1, mobj_t *t2)
{
if (!(t2->flags & MF_SOLID || t2->flags & MF_SHOOTABLE))
return true;
if (!(t2->health))
return true;
if (t2->type == MT_BANANA || t2->type == MT_BANANA_SHIELD
|| t2->type == MT_EGGMANITEM || t2->type == MT_EGGMANITEM_SHIELD
|| t2->type == MT_SSMINE || t2->type == MT_SSMINE_SHIELD
|| t2->type == MT_DROPTARGET_SHIELD
|| t2->type == MT_ORBINAUT_SHIELD || t2->type == MT_JAWZ_SHIELD)
return false;
if (t1->health)
P_KillMobj(t1, t2, t2, DMG_NORMAL);
/*
if (t2->player && (t2->player->invincibilitytimer > 0
|| t2->player->growshrinktimer > 0))
return true;
*/
K_KartSolidBounce(t1, t2);
return true;
}
boolean K_PvPTouchDamage(mobj_t *t1, mobj_t *t2)
{
boolean t1Condition = false;
boolean t2Condition = false;
boolean stungT1 = false;
boolean stungT2 = false;
t1Condition = (t1->scale > t2->scale + (mapobjectscale/8)) || (t1->player->invincibilitytimer > 0);
t2Condition = (t2->scale > t1->scale + (mapobjectscale/8)) || (t2->player->invincibilitytimer > 0);
if (t1Condition == true && t2Condition == false)
{
P_DamageMobj(t2, t1, t1, 1, DMG_TUMBLE);
return true;
}
else if (t1Condition == false && t2Condition == true)
{
P_DamageMobj(t1, t2, t2, 1, DMG_TUMBLE);
return true;
} else if (t1Condition == true && t2Condition == true) {
K_DoPowerClash(t1->player, t2->player);
return false;
}
// Flame Shield dash damage
t1Condition = (t1->player->flamedash > 0 && t1->player->itemtype == KITEM_FLAMESHIELD);
t2Condition = (t2->player->flamedash > 0 && t2->player->itemtype == KITEM_FLAMESHIELD);
if (t1Condition == true && t2Condition == false)
{
P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_WOMBO);
return true;
}
else if (t1Condition == false && t2Condition == true)
{
P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_WOMBO);
return true;
}
// Battle Mode Sneaker damage
// (Pogo Spring damage is handled in head-stomping code)
if (gametyperules & GTR_BUMPERS)
{
t1Condition = ((t1->player->sneakertimer > 0)
&& !P_PlayerInPain(t1->player)
&& (t1->player->flashing == 0));
t2Condition = ((t2->player->sneakertimer > 0)
&& !P_PlayerInPain(t2->player)
&& (t2->player->flashing == 0));
if (t1Condition == true && t2Condition == false)
{
P_DamageMobj(t2, t1, t1, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
return true;
}
else if (t1Condition == false && t2Condition == true)
{
P_DamageMobj(t1, t2, t2, 1, DMG_WIPEOUT|DMG_STEAL|DMG_WOMBO);
return true;
}
}
// Ring sting, this is a bit more unique
t1Condition = (K_GetShieldFromItem(t2->player->itemtype) == KSHIELD_NONE);
t2Condition = (K_GetShieldFromItem(t1->player->itemtype) == KSHIELD_NONE);
if (t1Condition == true)
{
if (t2->player->rings <= 0)
{
P_DamageMobj(t2, t1, t1, 1, DMG_STING|DMG_WOMBO);
stungT2 = true;
}
P_PlayerRingBurst(t2->player, 1);
}
if (t2Condition == true)
{
if (t1->player->rings <= 0)
{
P_DamageMobj(t1, t2, t2, 1, DMG_STING|DMG_WOMBO);
stungT1 = true;
}
P_PlayerRingBurst(t1->player, 1);
}
// No damage hitlag for stinging.
if (stungT1 == true && stungT2 == false)
{
t2->eflags &= ~MFE_DAMAGEHITLAG;
}
else if (stungT2 == true && stungT1 == false)
{
t1->eflags &= ~MFE_DAMAGEHITLAG;
}
return (stungT1 || stungT2);
}