RingRacers/src/p_user.c

4797 lines
126 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_user.c
/// \brief New stuff?
/// Player related stuff.
/// Bobbing POV/weapon, movement.
/// Pending weapon.
#include "doomdef.h"
#include "i_system.h"
#include "d_event.h"
#include "d_net.h"
#include "g_game.h"
#include "p_local.h"
#include "r_main.h"
#include "s_sound.h"
#include "r_skins.h"
#include "d_think.h"
#include "r_sky.h"
#include "p_setup.h"
#include "m_random.h"
#include "m_misc.h"
#include "i_video.h"
#include "i_joy.h"
#include "p_slopes.h"
#include "p_spec.h"
#include "r_splats.h"
#include "z_zone.h"
#include "w_wad.h"
#include "hu_stuff.h"
// We need to affect the NiGHTS hud
#include "st_stuff.h"
#include "lua_script.h"
#include "lua_hook.h"
// Objectplace
#include "m_cheat.h"
// Thok camera snap (ctrl-f "chalupa")
#include "g_input.h"
// SRB2kart
#include "m_cond.h" // M_UpdateUnlockablesAndExtraEmblems
#include "k_kart.h"
#include "console.h" // CON_LogMessage
#include "k_respawn.h"
#include "k_bot.h"
#include "k_grandprix.h"
#include "k_boss.h"
#include "k_terrain.h" // K_SpawnSplashForMobj
#include "k_color.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
#ifdef HWRENDER
#include "hardware/hw_light.h"
#include "hardware/hw_main.h"
#endif
#if 0
static void P_NukeAllPlayers(player_t *player);
#endif
//
// Jingle stuff.
//
jingle_t jingleinfo[NUMJINGLES] = {
// {musname, looping, reset, nest}
{"" , false}, // JT_NONE
{"" , false}, // JT_OTHER
{"" , false}, // JT_MASTER
{"_1up" , false},
{"_shoes" , true},
{"_inv" , false},
{"_minv" , false},
{"_drown" , false},
{"_super" , true},
{"_gover" , false},
{"_ntime" , false}, // JT_NIGHTSTIMEOUT
{"_drown" , false} // JT_SSTIMEOUT
// {"_clear" , false},
// {"_inter" , true},
// {"_conti" , true}
};
//
// Movement.
//
// 16 pixels of bob
//#define MAXBOB (0x10 << FRACBITS)
static boolean onground;
//
// P_Thrust
// Moves the given origin along a given angle.
//
void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx += FixedMul(move, FINECOSINE(angle));
mo->momy += FixedMul(move, FINESINE(angle));
}
#if 0
static inline void P_VectorInstaThrust(fixed_t xa, fixed_t xb, fixed_t xc, fixed_t ya, fixed_t yb, fixed_t yc,
fixed_t za, fixed_t zb, fixed_t zc, fixed_t momentum, mobj_t *mo)
{
fixed_t a1, b1, c1, a2, b2, c2, i, j, k;
a1 = xb - xa;
b1 = yb - ya;
c1 = zb - za;
a2 = xb - xc;
b2 = yb - yc;
c2 = zb - zc;
/*
// Convert to unit vectors...
a1 = FixedDiv(a1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
b1 = FixedDiv(b1,FixedSqrt(FixedMul(a1,a1) + FixedMul(b1,b1) + FixedMul(c1,c1)));
c1 = FixedDiv(c1,FixedSqrt(FixedMul(c1,c1) + FixedMul(c1,c1) + FixedMul(c1,c1)));
a2 = FixedDiv(a2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
b2 = FixedDiv(b2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
c2 = FixedDiv(c2,FixedSqrt(FixedMul(a2,a2) + FixedMul(c2,c2) + FixedMul(c2,c2)));
*/
// Calculate the momx, momy, and momz
i = FixedMul(momentum, FixedMul(b1, c2) - FixedMul(c1, b2));
j = FixedMul(momentum, FixedMul(c1, a2) - FixedMul(a1, c2));
k = FixedMul(momentum, FixedMul(a1, b2) - FixedMul(a1, c2));
mo->momx = i;
mo->momy = j;
mo->momz = k;
}
#endif
//
// P_InstaThrust
// Moves the given origin along a given angle instantly.
//
// FIXTHIS: belongs in another file, not here
//
void P_InstaThrust(mobj_t *mo, angle_t angle, fixed_t move)
{
angle >>= ANGLETOFINESHIFT;
mo->momx = FixedMul(move, FINECOSINE(angle));
mo->momy = FixedMul(move,FINESINE(angle));
}
// Returns a location (hard to explain - go see how it is used)
fixed_t P_ReturnThrustX(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINECOSINE(angle));
}
fixed_t P_ReturnThrustY(mobj_t *mo, angle_t angle, fixed_t move)
{
(void)mo;
angle >>= ANGLETOFINESHIFT;
return FixedMul(move, FINESINE(angle));
}
//
// P_AutoPause
// Returns true when gameplay should be halted even if the game isn't necessarily paused.
//
boolean P_AutoPause(void)
{
// Don't pause even on menu-up or focus-lost in netgames or record attack
if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
return false;
return ((menuactive && !demo.playback) || ( window_notinfocus && cv_pauseifunfocused.value ));
}
//
// P_CalcHeight
// Calculate the walking / running height adjustment
//
void P_CalcHeight(player_t *player)
{
fixed_t bob = 0;
fixed_t pviewheight;
mobj_t *mo = player->mo;
fixed_t bobmul = FRACUNIT - FixedDiv(FixedHypot(player->rmomx, player->rmomy), K_GetKartSpeed(player, false));
// Regular movement bobbing.
// Should not be calculated when not on ground (FIXTHIS?)
// OPTIMIZE: tablify angle
// Note: a LUT allows for effects
// like a ramp with low health.
if (bobmul > FRACUNIT) bobmul = FRACUNIT;
if (bobmul < FRACUNIT/8) bobmul = FRACUNIT/8;
player->bob = FixedMul(cv_movebob.value, bobmul);
if (!P_IsObjectOnGround(mo) || player->spectator)
{
if (mo->eflags & MFE_VERTICALFLIP)
{
player->viewz = mo->z + mo->height - player->viewheight;
if (player->viewz < mo->floorz + FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->floorz + FixedMul(FRACUNIT, mo->scale);
}
else
{
player->viewz = mo->z + player->viewheight;
if (player->viewz > mo->ceilingz - FixedMul(FRACUNIT, mo->scale))
player->viewz = mo->ceilingz - FixedMul(FRACUNIT, mo->scale);
}
return;
}
// First person move bobbing in Kart is more of a "move jitter", to match how a go-kart would feel :p
if (leveltime & 1)
{
bob = player->bob;
}
// move viewheight
pviewheight = P_GetPlayerViewHeight(player); // default eye view height
if (player->playerstate == PST_LIVE)
{
player->viewheight += player->deltaviewheight;
if (player->viewheight > pviewheight)
{
player->viewheight = pviewheight;
player->deltaviewheight = 0;
}
if (player->viewheight < pviewheight/2)
{
player->viewheight = pviewheight/2;
if (player->deltaviewheight <= 0)
player->deltaviewheight = 1;
}
if (player->deltaviewheight)
{
player->deltaviewheight += FixedMul(FRACUNIT/4, mo->scale);
if (!player->deltaviewheight)
player->deltaviewheight = 1;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = mo->z + mo->height - player->viewheight - bob;
else
player->viewz = mo->z + player->viewheight + bob;
if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale);
if (player->viewz < mo->floorz+FixedMul(4*FRACUNIT, mo->scale))
player->viewz = mo->floorz+FixedMul(4*FRACUNIT, mo->scale);
}
/** Decides if a player is moving.
* \param pnum The player number to test.
* \return True if the player is considered to be moving.
* \author Graue <graue@oceanbase.org>
*/
boolean P_PlayerMoving(INT32 pnum)
{
player_t *p = &players[pnum];
if (!Playing())
return false;
if (p->jointime < 5*TICRATE || p->playerstate == PST_DEAD || p->playerstate == PST_REBORN || p->spectator)
return false;
return gamestate == GS_LEVEL && p->mo && p->mo->health > 0
&& (abs(p->rmomx) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->rmomy) >= FixedMul(FRACUNIT/2, p->mo->scale)
|| abs(p->mo->momz) >= FixedMul(FRACUNIT/2, p->mo->scale));
}
// P_GetNextEmerald
//
// Gets the number (0 based) of the next emerald to obtain
//
UINT8 P_GetNextEmerald(void)
{
if (gamemap >= sstage_start && gamemap <= sstage_end)
return (UINT8)(gamemap - sstage_start);
if (gamemap >= smpstage_start || gamemap <= smpstage_end)
return (UINT8)(gamemap - smpstage_start);
return 0;
}
//
// P_GiveEmerald
//
// Award an emerald upon completion
// of a special stage.
//
void P_GiveEmerald(boolean spawnObj)
{
UINT8 em = P_GetNextEmerald();
S_StartSound(NULL, sfx_cgot); // Got the emerald!
emeralds |= (1 << em);
stagefailed = false;
if (spawnObj)
{
// The Chaos Emerald begins to orbit us!
// Only visibly give it to ONE person!
UINT8 i, pnum = ((playeringame[consoleplayer]) && (!players[consoleplayer].spectator) && (players[consoleplayer].mo)) ? consoleplayer : 255;
for (i = 0; i < MAXPLAYERS; i++)
{
mobj_t *emmo;
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
emmo = P_SpawnMobjFromMobj(players[i].mo, 0, 0, players[i].mo->height, MT_GOTEMERALD);
if (!emmo)
continue;
P_SetTarget(&emmo->target, players[i].mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
// Make sure we're not being carried before our tracer is changed
players[i].carry = CR_NONE;
P_SetTarget(&players[i].mo->tracer, emmo);
if (pnum == 255)
{
pnum = i;
continue;
}
if (i == pnum)
continue;
emmo->flags2 |= RF_DONTDRAW;
}
}
}
//
// P_GiveFinishFlags
//
// Give the player visual indicators
// that they've finished the map.
//
void P_GiveFinishFlags(player_t *player)
{
angle_t angle = FixedAngle(player->mo->angle << FRACBITS);
UINT8 i;
if (!player->mo)
return;
if (!(netgame||multiplayer))
return;
for (i = 0; i < 3; i++)
{
angle_t fa = (angle >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG);
P_InitAngle(flag, angle);
angle += FixedAngle(120*FRACUNIT);
P_SetTarget(&flag->target, player->mo);
}
}
//
// P_FindLowestLap
//
// SRB2Kart, a similar function as above for finding the lowest lap
//
UINT8 P_FindLowestLap(void)
{
INT32 i;
UINT8 lowest = UINT8_MAX;
if (!(gametyperules & GTR_CIRCUIT))
return 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (lowest == UINT8_MAX || players[i].laps < lowest)
{
lowest = players[i].laps;
}
}
CONS_Debug(DBG_GAMELOGIC, "Lowest laps found: %d\n", lowest);
return lowest;
}
//
// P_FindHighestLap
//
UINT8 P_FindHighestLap(void)
{
INT32 i;
UINT8 highest = 0;
if (!(gametyperules & GTR_CIRCUIT))
return 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (players[i].laps > highest)
highest = players[i].laps;
}
CONS_Debug(DBG_GAMELOGIC, "Highest laps found: %d\n", highest);
return highest;
}
//
// P_PlayerInPain
//
// Is player in pain??
// Checks for painstate and flashing, if both found return true
//
boolean P_PlayerInPain(player_t *player)
{
if (player->spinouttimer || (player->tumbleBounces > 0) || (player->pflags & PF_FAULT))
return true;
return false;
}
//
// P_ResetPlayer
//
// Useful when you want to kill everything the player is doing.
void P_ResetPlayer(player_t *player)
{
//player->pflags &= ~(PF_);
player->carry = CR_NONE;
player->onconveyor = 0;
//player->drift = player->driftcharge = 0;
player->trickpanel = 0;
player->glanceDir = 0;
}
//
// P_GivePlayerRings
//
// Gives rings to the player, and does any special things required.
// Call this function when you want to increment the player's health.
// Returns the number of rings successfully given (or taken).
//
INT32 P_GivePlayerRings(player_t *player, INT32 num_rings)
{
INT32 test;
if (!player->mo)
return 0;
if ((gametyperules & GTR_BUMPERS)) // No rings in Battle Mode
return 0;
test = player->rings + num_rings;
if (test > 20) // Caps at 20 rings, sorry!
num_rings -= (test-20);
else if (test < -20) // Chaotix ring debt!
num_rings -= (test+20);
player->rings += num_rings;
//player->totalring += num_rings; // Used for GP lives later -- maybe you might want to move this earlier to discourage ring debt...
return num_rings;
}
INT32 P_GivePlayerSpheres(player_t *player, INT32 num_spheres)
{
num_spheres += player->spheres;
// Not alive
if ((gametyperules & GTR_BUMPERS) && (player->bumpers <= 0))
return 0;
if (num_spheres > 40) // Reached the cap, don't waste 'em!
num_spheres = 40;
else if (num_spheres < 0)
num_spheres = 0;
num_spheres -= player->spheres;
player->spheres += num_spheres;
return num_spheres;
}
//
// P_GivePlayerLives
//
// Gives the player an extra life.
// Call this function when you want to add lives to the player.
//
void P_GivePlayerLives(player_t *player, INT32 numlives)
{
player->lives += numlives;
if (player->lives > 9)
player->lives = 9;
else if (player->lives < 1)
player->lives = 1;
}
// Adds to the player's score
void P_AddPlayerScore(player_t *player, UINT32 amount)
{
if (!((gametyperules & GTR_BUMPERS)))
return;
if (player->exiting) // srb2kart
return;
// Don't go above MAXSCORE.
if (player->roundscore + amount < MAXSCORE)
player->roundscore += amount;
else
player->roundscore = MAXSCORE;
}
//
// P_PlayLivesJingle
//
void P_PlayLivesJingle(player_t *player)
{
if (player && !P_IsLocalPlayer(player))
return;
if (use1upSound)
S_StartSound(NULL, sfx_oneup);
else
{
P_PlayJingle(player, JT_1UP);
strlcpy(S_sfx[sfx_None].caption, "One-up", 7);
S_StartCaption(sfx_None, -1, extralifetics+1);
}
}
void P_PlayJingle(player_t *player, jingletype_t jingletype)
{
const char *musname = jingleinfo[jingletype].musname;
UINT16 musflags = 0;
boolean looping = jingleinfo[jingletype].looping;
char newmusic[7];
strncpy(newmusic, musname, 7);
#ifdef HAVE_LUA_MUSICPLUS
if(LUAh_MusicJingle(jingletype, newmusic, &musflags, &looping))
return;
#endif
newmusic[6] = 0;
P_PlayJingleMusic(player, newmusic, musflags, looping, jingletype);
}
//
// P_PlayJingleMusic
//
void P_PlayJingleMusic(player_t *player, const char *musname, UINT16 musflags, boolean looping, UINT16 status)
{
// If gamestate != GS_LEVEL, always play the jingle (1-up intermission)
if (gamestate == GS_LEVEL && player && !P_IsLocalPlayer(player))
return;
S_RetainMusic(musname, musflags, looping, 0, status);
S_StopMusic();
S_ChangeMusicInternal(musname, looping);
}
boolean P_EvaluateMusicStatus(UINT16 status, const char *musname)
{
// \todo lua hook
int i;
boolean result = false;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!P_IsLocalPlayer(&players[i]))
continue;
switch(status)
{
case JT_1UP: // Extra life
result = false; //(players[i].powers[pw_extralife] > 1);
break;
case JT_SHOES: // Speed shoes
/*if (players[i].powers[pw_sneakers] > 1 && !players[i].powers[pw_super])
{
//strlcpy(S_sfx[sfx_None].caption, "Speed shoes", 12);
//S_StartCaption(sfx_None, -1, players[i].powers[pw_sneakers]);
result = true;
}
else*/
result = false;
break;
case JT_INV: // Invincibility
case JT_MINV: // Mario Invincibility
/*if (players[i].powers[pw_invulnerability] > 1)
{
//strlcpy(S_sfx[sfx_None].caption, "Invincibility", 14);
//S_StartCaption(sfx_None, -1, players[i].powers[pw_invulnerability]);
result = true;
}
else*/
result = false;
break;
case JT_DROWN: // Drowning
result = false; //(players[i].powers[pw_underwater] && players[i].powers[pw_underwater] <= 11*TICRATE + 1);
break;
case JT_SUPER: // Super Sonic
result = false; //(players[i].powers[pw_super]);
break;
case JT_GOVER: // Game Over
result = (players[i].lives <= 0);
break;
case JT_NIGHTSTIMEOUT: // NiGHTS Time Out (10 seconds)
case JT_SSTIMEOUT:
result = false; //(players[i].nightstime && players[i].nightstime <= 10*TICRATE);
break;
case JT_OTHER: // Other state
result = LUAh_ShouldJingleContinue(&players[i], musname);
break;
case JT_NONE: // Null state
case JT_MASTER: // Main level music
default:
result = true;
}
if (result)
break;
}
return result;
}
void P_PlayRinglossSound(mobj_t *source)
{
if (source->player && K_GetShieldFromItem(source->player->itemtype) != KSHIELD_NONE)
S_StartSound(source, sfx_s1a3); // Shield hit (no ring loss)
else if (source->player && source->player->rings <= 0)
S_StartSound(source, sfx_s1a6); // Ring debt (lessened ring loss)
else
S_StartSound(source, sfx_s1c6); // Normal ring loss sound
}
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);
}
//
// 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 (r_splitscreen)
{
if (!((players[displayplayers[0]].exiting || (players[displayplayers[0]].pflags & PF_NOCONTEST))
|| (players[displayplayers[1]].exiting || (players[displayplayers[1]].pflags & PF_NOCONTEST))
|| ((r_splitscreen < 2) && (players[displayplayers[2]].exiting || (players[displayplayers[2]].pflags & PF_NOCONTEST)))
|| ((r_splitscreen < 3) && (players[displayplayers[3]].exiting || (players[displayplayers[3]].pflags & PF_NOCONTEST)))))
return false;
bestlocalplayer = &players[displayplayers[0]];
bestlocalpos = ((players[displayplayers[0]].pflags & PF_NOCONTEST) ? MAXPLAYERS+1 : players[displayplayers[0]].position);
#define setbests(p) \
if (((players[p].pflags & PF_NOCONTEST) ? MAXPLAYERS+1 : players[p].position) < bestlocalpos) \
{ \
bestlocalplayer = &players[p]; \
bestlocalpos = ((players[p].pflags & PF_NOCONTEST) ? MAXPLAYERS+1 : players[p].position); \
}
setbests(displayplayers[1]);
if (r_splitscreen > 1)
setbests(displayplayers[2]);
if (r_splitscreen > 2)
setbests(displayplayers[3]);
#undef setbests
}
else
{
if (!(player->exiting || (player->pflags & PF_NOCONTEST)))
return false;
bestlocalplayer = player;
bestlocalpos = ((player->pflags & PF_NOCONTEST) ? MAXPLAYERS+1 : player->position);
}
if ((gametyperules & GTR_CIRCUIT) && bestlocalpos == MAXPLAYERS+1)
sprintf(buffer, "k*fail"); // F-Zero death results theme
else
{
if (K_IsPlayerLosing(bestlocalplayer))
sprintf(buffer, "k*lose");
else if (bestlocalpos == 1)
sprintf(buffer, "k*win");
else
sprintf(buffer, "k*ok");
}
S_SpeedMusic(1.0f);
if ((gametyperules & GTR_CIRCUIT))
buffer[1] = 'r';
else if ((gametyperules & GTR_BUMPERS))
{
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);
// TO-DO: Use jingle system for Kart's stuff
// Event - HERE COMES A NEW CHALLENGER
if (mapreset)
{
S_ChangeMusicInternal("chalng", false); //S_StopMusic();
return;
}
// Event - Level Ending
if (P_EndingMusic(player))
return;
// Event - Level Start
if (bossinfo.boss == false && (leveltime < (starttime + (TICRATE/2)))) // see also where time overs are handled
return;
{
INT32 wantedmus = 0; // 0 is level music, 1 is invincibility, 2 is grow
if (r_splitscreen)
{
INT32 bestlocaltimer = 1;
#define setbests(p) \
if (players[p].playerstate == PST_LIVE) \
{ \
if (players[p].invincibilitytimer > bestlocaltimer) \
{ wantedmus = 1; bestlocaltimer = players[p].invincibilitytimer; } \
else if (players[p].growshrinktimer > bestlocaltimer) \
{ wantedmus = 2; bestlocaltimer = players[p].growshrinktimer; } \
}
setbests(displayplayers[0]);
setbests(displayplayers[1]);
if (r_splitscreen > 1)
setbests(displayplayers[2]);
if (r_splitscreen > 2)
setbests(displayplayers[3]);
#undef setbests
}
else
{
if (player->playerstate == PST_LIVE)
{
if (player->invincibilitytimer > 1)
wantedmus = 1;
else if (player->growshrinktimer > 1)
wantedmus = 2;
}
}
// Item - Grow
if (wantedmus == 2)
{
S_ChangeMusicInternal("kgrow", true);
S_SetRestoreMusicFadeInCvar(&cv_growmusicfade);
}
// Item - Invincibility
else if (wantedmus == 1)
{
S_ChangeMusicInternal("kinvnc", true);
S_SetRestoreMusicFadeInCvar(&cv_invincmusicfade);
}
else
{
#if 0
// Event - Final Lap
// Still works for GME, but disabled for consistency
if ((gametyperules & GTR_CIRCUIT) && player->laps >= (UINT8)(cv_numlaps.value))
S_SpeedMusic(1.2f);
#endif
if (mapmusresume && cv_resume.value)
position = mapmusresume;
else
position = mapmusposition;
S_ChangeMusicEx(mapmusname, mapmusflags, true, position, 0,
S_GetRestoreMusicFadeIn());
S_ClearRestoreMusicFadeInCvar();
mapmusresume = 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_IsLocalPlayer
//
// Returns true if player is
// on the local machine.
//
boolean P_IsLocalPlayer(player_t *player)
{
UINT8 i;
if (demo.playback)
return P_IsDisplayPlayer(player);
for (i = 0; i <= r_splitscreen; i++) // DON'T skip P1
{
if (player == &players[g_localplayers[i]])
return true;
}
return false;
}
//
// P_IsDisplayPlayer
//
// Returns true if player is
// currently being watched.
//
boolean P_IsDisplayPlayer(player_t *player)
{
UINT8 i;
for (i = 0; i <= r_splitscreen; i++) // DON'T skip P1
{
if (player == &players[displayplayers[i]])
return true;
}
return false;
}
//
// P_SpawnGhostMobj
//
// Spawns a ghost object on the player
//
mobj_t *P_SpawnGhostMobj(mobj_t *mobj)
{
mobj_t *ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_GHOST);
P_SetScale(ghost, mobj->scale);
ghost->destscale = mobj->scale;
if (mobj->eflags & MFE_VERTICALFLIP)
{
ghost->eflags |= MFE_VERTICALFLIP;
ghost->z += mobj->height - ghost->height;
}
ghost->color = mobj->color;
ghost->colorized = mobj->colorized; // Kart: they should also be colorized if their origin is
ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle);
ghost->roll = mobj->roll;
ghost->pitch = mobj->pitch;
ghost->sprite = mobj->sprite;
ghost->sprite2 = mobj->sprite2;
ghost->frame = mobj->frame;
ghost->tics = -1;
ghost->renderflags |= tr_trans50 << RF_TRANSSHIFT;
ghost->fuse = ghost->info->damage;
ghost->skin = mobj->skin;
ghost->standingslope = mobj->standingslope;
ghost->sprxoff = mobj->sprxoff;
ghost->spryoff = mobj->spryoff;
ghost->sprzoff = mobj->sprzoff;
ghost->rollangle = mobj->rollangle;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags |= MF2_OBJECTFLIP;
if (!(mobj->flags & MF_DONTENCOREMAP))
ghost->flags &= ~MF_DONTENCOREMAP;
if (mobj->player && mobj->player->followmobj)
{
mobj_t *ghost2 = P_SpawnGhostMobj(mobj->player->followmobj);
P_SetTarget(&ghost2->tracer, ghost);
P_SetTarget(&ghost->tracer, ghost2);
ghost2->flags2 |= (mobj->player->followmobj->flags2 & MF2_LINKDRAW);
}
// Copy interpolation data :)
ghost->old_x = mobj->old_x;
ghost->old_y = mobj->old_y;
ghost->old_z = mobj->old_z;
ghost->old_angle = (mobj->player ? mobj->player->old_drawangle : mobj->old_angle);
ghost->old_pitch = mobj->old_pitch;
ghost->old_roll = mobj->old_roll;
return ghost;
}
//
// P_DoPlayerExit
//
// Player exits the map via sector trigger
void P_DoPlayerExit(player_t *player)
{
const boolean losing = K_IsPlayerLosing(player);
if (player->exiting || mapreset)
return;
if (P_IsLocalPlayer(player) && (!player->spectator && !demo.playback))
legitimateexit = true;
if (G_GametypeUsesLives() && losing)
{
// Remove a life from the losing player
K_PlayerLoseLife(player);
}
if ((gametyperules & GTR_CIRCUIT)) // If in Race Mode, allow
{
player->exiting = raceexittime+2;
K_KartUpdatePosition(player);
if (cv_kartvoices.value)
{
if (P_IsDisplayPlayer(player))
{
sfxenum_t sfx_id;
if (losing)
sfx_id = ((skin_t *)player->mo->skin)->soundsid[S_sfx[sfx_klose].skinsound];
else
sfx_id = ((skin_t *)player->mo->skin)->soundsid[S_sfx[sfx_kwin].skinsound];
S_StartSound(NULL, sfx_id);
}
else
{
if (losing)
S_StartSound(player->mo, sfx_klose);
else
S_StartSound(player->mo, sfx_kwin);
}
}
if (cv_inttime.value > 0)
P_EndingMusic(player);
if (P_CheckRacers())
player->exiting = raceexittime+1;
}
else if ((gametyperules & GTR_BUMPERS)) // Battle Mode exiting
{
player->exiting = battleexittime+1;
P_EndingMusic(player);
}
else
player->exiting = raceexittime+2; // Accidental death safeguard???
if (grandprixinfo.gp == true)
{
if (player->bot)
{
// Bots are going to get harder... :)
K_IncreaseBotDifficulty(player);
}
else if (!losing)
{
const UINT8 lifethreshold = 20;
UINT8 extra = 0;
// YOU WIN
grandprixinfo.wonround = true;
// Increase your total rings
if (RINGTOTAL(player) > 0)
{
player->totalring += RINGTOTAL(player);
extra = player->totalring / lifethreshold;
if (extra > player->xtralife)
{
P_GivePlayerLives(player, extra - player->xtralife);
S_StartSound(NULL, sfx_cdfm73);
player->xtralife = extra;
}
}
}
}
player->karthud[khud_cardanimation] = 0; // srb2kart: reset battle animation
if (player == &players[consoleplayer])
demo.savebutton = leveltime;
}
//
// P_PlayerHitFloor
//
// Handles player hitting floor surface.
// Returns whether to clip momz.
boolean P_PlayerHitFloor(player_t *player, boolean fromAir)
{
boolean clipmomz;
I_Assert(player->mo != NULL);
clipmomz = !(P_CheckDeathPitCollide(player->mo));
if (fromAir == true && clipmomz == true)
{
K_SpawnSplashForMobj(player->mo, abs(player->mo->momz));
}
return clipmomz;
}
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{
sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
if (sector->ffloors)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_QUICKSAND))
continue;
topheight = P_GetFFloorTopZAt (rover, mo->x, mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, mo->x, mo->y);
if (mo->z + flipoffset > topheight)
continue;
if (mo->z + (mo->height/2) + flipoffset < bottomheight)
continue;
return true;
}
}
return false; // No sand here, Captain!
}
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;
// SRB2Kart TODO: make shatter blocks the default behavior, we don't need the hundreds of other types
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 == CRUMBLE_NONE*/)
{
// If it's an FF_SHATTER, you can break it just by touching it.
if (rover->flags & FF_SHATTER)
goto bust;
if (rover->flags & FF_STRONGBUST)
continue;
bust:
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(NULL, rover); // node->m_sector
// 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_NOTBOUNCY))
{
if (newmom > 0)
{
if (newmom < 8*FRACUNIT)
newmom = 8*FRACUNIT;
}
else if (newmom > -8*FRACUNIT && newmom != 0)
newmom = -8*FRACUNIT;
}
if (newmom > player->mo->height/2)
newmom = player->mo->height/2;
else if (newmom < -player->mo->height/2)
newmom = -player->mo->height/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;
}
else
{
player->mo->momx = -FixedMul(player->mo->momx,linedist);
player->mo->momy = -FixedMul(player->mo->momy,linedist);
}
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 = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
{
sinkspeed = 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;
if (player->mo->momz <= 0)
P_PlayerHitFloor(player, false);
}
else
{
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z -= sinkspeed;
if (player->mo->z <= floorheight)
player->mo->z = floorheight;
if (player->mo->momz >= 0)
P_PlayerHitFloor(player, false);
}
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->invincibilitytimer)
return;
player->mo->color = K_RainbowColor(leveltime);
// Resume normal music stuff.
if (player->invincibilitytimer == 1)
{
player->mo->color = player->skincolor;
G_GhostAddColor((INT32) (player - players), GHC_NORMAL);
P_RestoreMusic(player);
}
}
//
// P_DoBubbleBreath
//
// Handles bubbles spawned by the player
//
static void P_DoBubbleBreath(player_t *player)
{
fixed_t x = player->mo->x;
fixed_t y = player->mo->y;
fixed_t z = player->mo->z;
mobj_t *bubble = NULL;
if (!(player->mo->eflags & MFE_UNDERWATER) || player->spectator)
return;
if (player->charflags & SF_MACHINE)
{
if (P_RandomChance(FRACUNIT/5))
{
fixed_t r = player->mo->radius>>FRACBITS;
x += (P_RandomRange(r, -r)<<FRACBITS);
y += (P_RandomRange(r, -r)<<FRACBITS);
z += (P_RandomKey(player->mo->height>>FRACBITS)<<FRACBITS);
bubble = P_SpawnMobj(x, y, z, MT_WATERZAP);
S_StartSound(bubble, sfx_beelec);
}
}
else
{
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - FixedDiv(player->mo->height,5*(FRACUNIT/4));
else
z += FixedDiv(player->mo->height,5*(FRACUNIT/4));
if (P_RandomChance(FRACUNIT/16))
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
else if (P_RandomChance(3*FRACUNIT/256))
bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE);
}
if (bubble)
{
bubble->threshold = 42;
bubble->destscale = player->mo->scale;
P_SetScale(bubble, bubble->destscale);
}
}
//#define OLD_MOVEMENT_CODE 1
static void P_3dMovement(player_t *player)
{
angle_t movepushangle; // Analog
fixed_t movepushforward = 0;
angle_t dangle; // replaces old quadrants bits
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
if (K_SlopeResistance(player) == true)
{
totalthrust.z = -(totalthrust.z);
}
// 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);
if (player->stairjank > 8 && leveltime & 3)
{
movepushangle = K_MomentumAngle(player->mo);
}
else if (player->drift != 0)
{
movepushangle = player->mo->angle - (ANGLE_45/5) * player->drift;
}
else if (player->spinouttimer || player->wipeoutslow) // if spun out, use the boost angle
{
movepushangle = (angle_t)player->boostangle;
}
else
{
movepushangle = player->mo->angle;
}
// cmomx/cmomy stands for the conveyor belt speed.
if (player->onconveyor == 2) // Wind/Current
{
//if (player->mo->z > player->mo->watertop || player->mo->z + player->mo->height < player->mo->waterbottom)
if (!(player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)))
player->cmomx = player->cmomy = 0;
}
else if (player->onconveyor == 4 && !P_IsObjectOnGround(player->mo)) // Actual conveyor belt
player->cmomx = player->cmomy = 0;
else if (player->onconveyor != 2 && player->onconveyor != 4
#ifdef POLYOBJECTS
&& player->onconveyor != 1
#endif
)
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on distance-of-a-line formula
player->speed = 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);
}
// anything else will leave both at 0, so no need to do anything else
//{ SRB2kart 220217 - Toaster Code for misplaced thrust
#if 0
if (!player->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);
}
#endif
//}
// Do not let the player control movement if not onground.
onground = P_IsObjectOnGround(player->mo);
K_AdjustPlayerFriction(player);
// Forward movement
// If the player isn't on the ground, there is no change in speed
// Smiley Face
if (onground)
{
movepushforward = K_3dKartMovement(player);
if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration...
movepushforward = FixedMul(movepushforward, player->mo->movefactor);
{
INT32 a = K_GetUnderwaterTurnAdjust(player);
INT32 adj = 0;
if (a)
{
const fixed_t maxadj = ANG10/4;
adj = a / 4;
if (adj > 0)
{
if (adj > maxadj)
adj = maxadj;
}
else if (adj < 0)
{
if (adj < -(maxadj))
adj = -(maxadj);
}
if (abs(player->underwatertilt + adj) > abs(a))
adj = (a - player->underwatertilt);
if (abs(a) < abs(player->underwatertilt))
adj = 0;
movepushangle += a;
}
if (adj)
{
player->underwatertilt += adj;
if (abs(player->underwatertilt) > ANG30)
{
player->underwatertilt =
player->underwatertilt > 0 ? ANG30
: -(ANG30);
}
}
else
{
player->underwatertilt =
FixedMul(player->underwatertilt,
7*FRACUNIT/8);
}
}
totalthrust.x += P_ReturnThrustX(player->mo, movepushangle, movepushforward);
totalthrust.y += P_ReturnThrustY(player->mo, movepushangle, movepushforward);
}
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;
if (!onground)
{
const fixed_t airspeedcap = (50*mapobjectscale);
const fixed_t speed = R_PointToDist2(0, 0, player->mo->momx, player->mo->momy);
// If you're going too fast in the air, ease back down to a certain speed.
// Helps lots of jumps from breaking when using speed items, since you can't move in the air.
if (speed > airspeedcap)
{
fixed_t div = 32*FRACUNIT;
fixed_t newspeed;
// Make rubberbanding bots slow down faster
if (K_PlayerUsesBotMovement(player))
{
fixed_t rubberband = K_BotRubberband(player) - FRACUNIT;
if (rubberband > 0)
{
div = FixedDiv(div, FRACUNIT + (rubberband * 2));
}
}
newspeed = speed - FixedDiv((speed - airspeedcap), div);
player->mo->momx = FixedMul(FixedDiv(player->mo->momx, speed), newspeed);
player->mo->momy = FixedMul(FixedDiv(player->mo->momy, speed), newspeed);
}
}
// 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
// Only do this forced cap of speed when in midair, the kart acceleration code takes into account friction, and
// doesn't let you accelerate past top speed, so this is unnecessary on the ground, but in the air is needed to
// allow for being able to change direction on spring jumps without being accelerated into the void - Sryder
if (!P_IsObjectOnGround(player->mo))
{
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))
{
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_UpdatePlayerAngle
//
// Updates player angleturn with cmd->turning
//
static void P_UpdatePlayerAngle(player_t *player)
{
angle_t angleChange = ANGLE_MAX;
UINT8 i;
K_UpdateSteeringValue(player, player->cmd.turning);
angleChange = K_GetKartTurnValue(player, player->steering) << TICCMD_REDUCE;
P_SetPlayerAngle(player, player->angleturn + angleChange);
player->mo->angle = player->angleturn;
if (!cv_allowmlook.value || player->spectator == false)
{
player->aiming = 0;
}
else
{
player->aiming += (player->cmd.aiming << TICCMD_REDUCE);
player->aiming = G_ClipAimingPitch((INT32 *)&player->aiming);
}
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
localaiming[i] = player->aiming;
break;
}
}
}
//
// P_SpectatorMovement
//
// Control for spectators in multiplayer
//
static void P_SpectatorMovement(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
P_UpdatePlayerAngle(player);
ticruned++;
if (!(cmd->flags & TICCMD_RECEIVED))
ticmiss++;
if (cmd->buttons & BT_ACCELERATE)
player->mo->z += 32*mapobjectscale;
else if (cmd->buttons & BT_BRAKE)
player->mo->z -= 32*mapobjectscale;
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;
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));
}
}
//
// P_MovePlayer
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->nocontrol)
player->pflags |= PF_STASIS;
// note: don't unset stasis here
if (player->spectator)
{
player->mo->eflags &= ~MFE_VERTICALFLIP; // deflip...
P_SpectatorMovement(player);
return;
}
//////////////////////
// MOVEMENT CODE //
//////////////////////
P_UpdatePlayerAngle(player);
ticruned++;
if (!(cmd->flags & TICCMD_RECEIVED))
ticmiss++;
P_3dMovement(player);
// Kart frames
if (player->tumbleBounces > 0)
{
fixed_t playerSpeed = P_AproxDistance(player->mo->momx, player->mo->momy); // maybe momz too?
const UINT8 minSpinSpeed = 4;
UINT8 spinSpeed = max(minSpinSpeed, min(8 + minSpinSpeed, (playerSpeed / player->mo->scale) * 2));
UINT8 rollSpeed = max(1, min(8, player->tumbleHeight / 10));
if (player->pflags & PF_TUMBLELASTBOUNCE)
spinSpeed = 2;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
player->drawangle -= (ANGLE_11hh * spinSpeed);
player->mo->rollangle -= (ANGLE_11hh * rollSpeed);
if (player->pflags & PF_TUMBLELASTBOUNCE)
{
if (abs((signed)(player->mo->angle - player->drawangle)) < ANGLE_22h)
player->drawangle = player->mo->angle;
if (abs((signed)player->mo->rollangle) < ANGLE_22h)
player->mo->rollangle = 0;
}
}
else if (player->carry == CR_SLIDING)
{
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
player->drawangle -= ANGLE_22h;
player->mo->rollangle = 0;
player->glanceDir = 0;
player->pflags &= ~PF_LOOKDOWN;
}
else if ((player->pflags & PF_FAULT) || (player->spinouttimer > 0))
{
UINT16 speed = ((player->pflags & PF_FAULT) ? player->nocontrol : player->spinouttimer)/8;
if (speed > 8)
speed = 8;
else if (speed < 1)
speed = 1;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
if (speed == 1 && abs((signed)(player->mo->angle - player->drawangle)) < ANGLE_22h)
player->drawangle = player->mo->angle; // Face forward at the end of the animation
else
player->drawangle -= (ANGLE_11hh * speed);
player->mo->rollangle = 0;
}
else
{
K_KartMoveAnimation(player);
if (player->trickpanel == 2)
{
player->drawangle += ANGLE_22h;
}
else if (player->trickpanel >= 3)
{
player->drawangle -= ANGLE_22h;
}
else
{
player->drawangle = player->mo->angle;
if (player->aizdriftturn)
{
player->drawangle += player->aizdriftturn;
}
else if (player->drift != 0)
{
INT32 a = (ANGLE_45 / 5) * player->drift;
if (player->mo->eflags & MFE_UNDERWATER)
a /= 2;
player->drawangle += a;
}
}
player->mo->rollangle = 0;
}
//{ SRB2kart
// Drifting sound
// Start looping the sound now.
if (leveltime % 50 == 0 && onground && player->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->drift != 0)
S_StartSound(player->mo, sfx_drift);
// Ok, we'll stop now.
else if (player->drift == 0)
S_StopSoundByID(player->mo, sfx_drift);
K_MoveKartPlayer(player, onground);
//}
//////////////////
//GAMEPLAY STUFF//
//////////////////
if (((!(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->mo->momz == 0 && player->carry != CR_SLIDING && !player->spectator)
{
fixed_t trailScale = FixedMul(FixedDiv(player->speed - runspd, K_GetKartSpeed(player, false) - runspd), mapobjectscale);
fixed_t playerTopSpeed = K_GetKartSpeed(player, false);
if (playerTopSpeed > runspd)
trailScale = FixedMul(FixedDiv(player->speed - runspd, playerTopSpeed - runspd), mapobjectscale);
else
trailScale = mapobjectscale; // Scaling is based off difference between runspeed and top speed
if (trailScale > 0)
{
const angle_t forwardangle = K_MomentumAngle(player->mo);
const fixed_t playerVisualRadius = player->mo->radius + (8 * player->mo->scale);
const size_t numFrames = S_WATERTRAIL8 - S_WATERTRAIL1;
const statenum_t curOverlayFrame = S_WATERTRAIL1 + (leveltime % numFrames);
const statenum_t curUnderlayFrame = S_WATERTRAILUNDERLAY1 + (leveltime % numFrames);
fixed_t x1, x2, y1, y2;
mobj_t *water;
x1 = player->mo->x + player->mo->momx + P_ReturnThrustX(player->mo, forwardangle + ANGLE_90, playerVisualRadius);
y1 = player->mo->y + player->mo->momy + P_ReturnThrustY(player->mo, forwardangle + ANGLE_90, playerVisualRadius);
x1 = x1 + P_ReturnThrustX(player->mo, forwardangle, playerVisualRadius);
y1 = y1 + P_ReturnThrustY(player->mo, forwardangle, playerVisualRadius);
x2 = player->mo->x + player->mo->momx + P_ReturnThrustX(player->mo, forwardangle - ANGLE_90, playerVisualRadius);
y2 = player->mo->y + player->mo->momy + P_ReturnThrustY(player->mo, forwardangle - ANGLE_90, playerVisualRadius);
x2 = x2 + P_ReturnThrustX(player->mo, forwardangle, playerVisualRadius);
y2 = y2 + P_ReturnThrustY(player->mo, forwardangle, playerVisualRadius);
// Left
// underlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// overlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
// Right
// Underlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// Overlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
if (!S_SoundPlaying(player->mo, sfx_s3kdbs))
{
const INT32 volume = (min(trailScale, FRACUNIT) * 255) / FRACUNIT;
S_StartSoundAtVolume(player->mo, sfx_s3kdbs, volume);
}
}
}
// 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->sneakertimer || player->flamedash)
&& onground && (leveltime & 1))
K_SpawnBoostTrail(player);
if (player->invincibilitytimer > 0)
K_SpawnSparkleTrail(player->mo);
if (player->wipeoutslow > 1 && (leveltime & 1))
K_SpawnWipeoutTrail(player->mo);
K_DriftDustHandling(player->mo);
// Crush test...
if ((player->mo->ceilingz - player->mo->floorz < player->mo->height) && !(player->mo->flags & MF_NOCLIP))
{
if (player->spectator)
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPECTATOR); // Respawn crushed spectators
else
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_CRUSHED);
if (player->playerstate == PST_DEAD)
return;
}
#ifdef 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);
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
}
static void P_DoZoomTube(player_t *player)
{
fixed_t speed;
mobj_t *waypoint = NULL;
fixed_t dist;
boolean reverse;
if (player->speed > 0)
reverse = false;
else
reverse = true;
player->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_GetPreviousTubeWaypoint(player->mo->tracer, false) : P_GetNextTubeWaypoint(player->mo->tracer, false);
if (waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "Found waypoint (sequence %d, number %d).\n", waypoint->threshold, waypoint->health);
P_SetTarget(&player->mo->tracer, waypoint);
// calculate MOMX/MOMY/MOMZ for next waypoint
// change slope
dist = P_AproxDistance(P_AproxDistance(player->mo->tracer->x - player->mo->x, player->mo->tracer->y - player->mo->y), player->mo->tracer->z - player->mo->z);
if (dist < 1)
dist = 1;
player->mo->momx = FixedMul(FixedDiv(player->mo->tracer->x - player->mo->x, dist), (speed));
player->mo->momy = FixedMul(FixedDiv(player->mo->tracer->y - player->mo->y, dist), (speed));
player->mo->momz = FixedMul(FixedDiv(player->mo->tracer->z - player->mo->z, dist), (speed));
}
else
{
P_SetTarget(&player->mo->tracer, NULL); // Else, we just let them fly.
player->carry = CR_NONE;
CONS_Debug(DBG_GAMELOGIC, "Next waypoint not found, releasing from track...\n");
}
}
// change angle
if (player->mo->tracer)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, player->mo->tracer->x, player->mo->tracer->y);
P_SetPlayerAngle(player, player->mo->angle);
}
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
player->drawangle -= ANGLE_22h;
}
#if 0
//
// P_NukeAllPlayers
//
// Hurts all players
// source = guy who gets the credit
//
static void P_NukeAllPlayers(player_t *player)
{
mobj_t *mo;
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (players[i].mo == player->mo)
continue;
if (players[i].mo->health <= 0)
continue;
P_DamageMobj(players[i].mo, player->mo, player->mo, 1, DMG_NORMAL);
}
CONS_Printf(M_GetText("%s caused a world of pain.\n"), player_names[player-players]);
return;
}
#endif
//
// P_NukeEnemies
// Looks for something you can hit - Used for bomb shield
//
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
{
mobj_t *mo;
thinker_t *think;
radius = FixedMul(radius, mapobjectscale);
for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next)
{
if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mo = (mobj_t *)think;
if (!(mo->flags & MF_SHOOTABLE) && (mo->type != MT_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_SPB) // If you destroy a SPB, you don't get the luxury of a cooldown.
{
spbplace = -1;
indirectitemcooldown = 0;
}
if (mo->flags & MF_BOSS) //don't OHKO bosses nor players!
P_DamageMobj(mo, inflictor, source, 1, DMG_NORMAL|DMG_CANTHURTSELF);
else if (mo->type == MT_PLAYER) // Thunder shield: Combo players.
P_DamageMobj(mo, inflictor, source, 1, DMG_NORMAL|DMG_CANTHURTSELF|DMG_WOMBO);
else
P_DamageMobj(mo, inflictor, source, 1000, DMG_NORMAL|DMG_CANTHURTSELF);
}
}
//
// P_ConsiderAllGone
// Shamelessly lifted from TD. Thanks, Sryder!
//
// SRB2Kart: Use for GP?
/*
static void P_ConsiderAllGone(void)
{
INT32 i, lastdeadplayer = -1, deadtimercheck = INT32_MAX;
if (countdown2)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (players[i].playerstate != PST_DEAD && !players[i].spectator && players[i].mo && players[i].mo->health)
break;
if (players[i].spectator)
{
if (lastdeadplayer == -1)
lastdeadplayer = i;
}
else if (players[i].lives > 0)
{
lastdeadplayer = i;
if (players[i].deadtimer < deadtimercheck)
deadtimercheck = players[i].deadtimer;
}
}
if (i == MAXPLAYERS && lastdeadplayer != -1 && deadtimercheck > 2*TICRATE) // the last killed player will reset the level in G_DoReborn
{
//players[lastdeadplayer].spectator = true;
players[lastdeadplayer].outofcoop = true;
players[lastdeadplayer].playerstate = PST_REBORN;
}
}
*/
//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//
static void P_DeathThink(player_t *player)
{
boolean playerGone = false;
player->deltaviewheight = 0;
if (player->deadtimer < INT32_MAX)
player->deadtimer++;
if ((player->pflags & PF_NOCONTEST) && (gametyperules & GTR_CIRCUIT))
{
player->karthud[khud_timeovercam]++;
if (player->mo)
{
player->mo->flags |= (MF_NOGRAVITY|MF_NOCLIP);
player->mo->renderflags |= RF_DONTDRAW;
}
}
else
player->karthud[khud_timeovercam] = 0;
K_KartPlayerHUDUpdate(player);
if (player->pflags & PF_NOCONTEST)
{
playerGone = true;
}
else if (player->bot == false)
{
if (G_GametypeUsesLives() == true && player->lives == 0)
{
playerGone = true;
}
}
if (playerGone == false && player->deadtimer > TICRATE)
{
player->playerstate = PST_REBORN;
}
// Keep time rolling
if (!(exitcountdown && !racecountdown) && !(player->exiting || mapreset) && !(player->pflags & PF_NOCONTEST) && !stoppedclock)
{
if (leveltime >= starttime)
{
player->realtime = leveltime - starttime;
if (player == &players[consoleplayer])
{
if (player->spectator || !circuitmap)
curlap = 0;
else if (curlap != UINT32_MAX)
curlap++; // This is too complicated to sync to realtime, just sorta hope for the best :V
}
}
else
{
player->realtime = 0;
if (player == &players[consoleplayer])
curlap = 0;
}
}
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 CV_PossibleValue_t CV_CamSpeed[] = {{0, "MIN"}, {1*FRACUNIT, "MAX"}, {0, NULL}};
static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NULL}};
consvar_t cv_cam_dist[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("cam_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam2_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam3_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam4_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL)
};
consvar_t cv_cam_height[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("cam_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam2_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam3_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL),
CVAR_INIT ("cam4_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL)
};
consvar_t cv_cam_still[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("cam_still", "Off", 0, CV_OnOff, NULL),
CVAR_INIT ("cam2_still", "Off", 0, CV_OnOff, NULL),
CVAR_INIT ("cam3_still", "Off", 0, CV_OnOff, NULL),
CVAR_INIT ("cam4_still", "Off", 0, CV_OnOff, NULL)
};
consvar_t cv_cam_speed[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("cam_speed", "0.4", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL),
CVAR_INIT ("cam2_speed", "0.4", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL),
CVAR_INIT ("cam3_speed", "0.4", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL),
CVAR_INIT ("cam4_speed", "0.4", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL)
};
consvar_t cv_cam_rotate[MAXSPLITSCREENPLAYERS] = {
CVAR_INIT ("cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange),
CVAR_INIT ("cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange),
CVAR_INIT ("cam3_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate3_OnChange),
CVAR_INIT ("cam4_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate4_OnChange)
};
consvar_t cv_tilting = CVAR_INIT ("tilting", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_actionmovie = CVAR_INIT ("actionmovie", "On", CV_SAVE, CV_OnOff, NULL);
consvar_t cv_windowquake = CVAR_INIT ("windowquake", "Off", CV_SAVE, CV_OnOff, NULL);
fixed_t t_cam_dist[MAXSPLITSCREENPLAYERS] = {-42,-42,-42,-42};
fixed_t t_cam_height[MAXSPLITSCREENPLAYERS] = {-42,-42,-42,-42};
fixed_t t_cam_rotate[MAXSPLITSCREENPLAYERS] = {-42,-42,-42,-42};
// Heavily simplified version of G_BuildTicCmd that only takes the local first player's control input and converts it to readable ticcmd_t
// we then throw that ticcmd garbage in the camera and make it move
// TODO: please just use the normal ticcmd function somehow
static ticcmd_t cameracmd;
struct demofreecam_s democam;
// called by m_menu to reinit cam input every time it's toggled
void P_InitCameraCmd(void)
{
memset(&cameracmd, 0, sizeof(ticcmd_t)); // initialize cmd
}
static ticcmd_t *P_CameraCmd(camera_t *cam)
{
INT32 forward, axis; //i
// these ones used for multiple conditions
boolean turnleft, turnright, mouseaiming;
boolean invertmouse, lookaxis, usejoystick, kbl;
INT32 player_invert;
INT32 screen_invert;
ticcmd_t *cmd = &cameracmd;
(void)cam;
if (!demo.playback)
return cmd; // empty cmd, no.
kbl = democam.keyboardlook;
G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
mouseaiming = true;
invertmouse = cv_invertmouse.value;
lookaxis = cv_lookaxis[0].value;
usejoystick = true;
turnright = PlayerInputDown(1, gc_turnright);
turnleft = PlayerInputDown(1, gc_turnleft);
axis = PlayerJoyAxis(1, AXISTURN);
if (encoremode)
{
turnright ^= turnleft; // swap these using three XORs
turnleft ^= turnright;
turnright ^= turnleft;
axis = -axis;
}
if (axis != 0)
{
turnright = turnright || (axis > 0);
turnleft = turnleft || (axis < 0);
}
forward = 0;
cmd->turning = 0;
// let movement keys cancel each other out
if (turnright && !(turnleft))
{
cmd->turning -= KART_FULLTURN;
}
else if (turnleft && !(turnright))
{
cmd->turning += KART_FULLTURN;
}
cmd->turning -= (mousex * 8) * (encoremode ? -1 : 1);
axis = PlayerJoyAxis(1, AXISMOVE);
if (PlayerInputDown(1, gc_accelerate) || (usejoystick && axis > 0))
cmd->buttons |= BT_ACCELERATE;
axis = PlayerJoyAxis(1, AXISBRAKE);
if (PlayerInputDown(1, gc_brake) || (usejoystick && axis > 0))
cmd->buttons |= BT_BRAKE;
axis = PlayerJoyAxis(1, AXISAIM);
if (PlayerInputDown(1, gc_aimforward) || (usejoystick && axis < 0))
forward += MAXPLMOVE;
if (PlayerInputDown(1, gc_aimbackward) || (usejoystick && axis > 0))
forward -= MAXPLMOVE;
// fire with any button/key
axis = PlayerJoyAxis(1, AXISFIRE);
if (PlayerInputDown(1, gc_fire) || (usejoystick && axis > 0))
cmd->buttons |= BT_ATTACK;
// spectator aiming shit, ahhhh...
player_invert = invertmouse ? -1 : 1;
screen_invert = 1; // nope
// mouse look stuff (mouse look is not the same as mouse aim)
kbl = false;
// looking up/down
cmd->aiming += (mlooky<<19)*player_invert*screen_invert;
axis = PlayerJoyAxis(1, AXISLOOK);
// spring back if not using keyboard neither mouselookin'
if (!kbl && !lookaxis && !mouseaiming)
cmd->aiming = 0;
if (PlayerInputDown(1, gc_lookup) || (axis < 0))
{
cmd->aiming += KB_LOOKSPEED * screen_invert;
kbl = true;
}
else if (PlayerInputDown(1, gc_lookdown) || (axis > 0))
{
cmd->aiming -= KB_LOOKSPEED * screen_invert;
kbl = true;
}
if (PlayerInputDown(1, gc_centerview)) // No need to put a spectator limit on this one though :V
cmd->aiming = 0;
mousex = mousey = mlooky = 0;
cmd->forwardmove += (SINT8)forward;
if (cmd->forwardmove > MAXPLMOVE)
cmd->forwardmove = MAXPLMOVE;
else if (cmd->forwardmove < -MAXPLMOVE)
cmd->forwardmove = -MAXPLMOVE;
if (cmd->turning > KART_FULLTURN)
cmd->turning = KART_FULLTURN;
else if (cmd->turning < -KART_FULLTURN)
cmd->turning = -KART_FULLTURN;
democam.keyboardlook = kbl;
return cmd;
}
void P_DemoCameraMovement(camera_t *cam)
{
ticcmd_t *cmd;
angle_t thrustangle;
mobj_t *awayviewmobj_hack;
player_t *lastp;
// update democam stuff with what we got here:
democam.cam = cam;
democam.localangle = cam->angle;
democam.localaiming = cam->aiming;
// first off we need to get button input
cmd = P_CameraCmd(cam);
cam->aiming += cmd->aiming << TICCMD_REDUCE;
cam->angle += cmd->turning << TICCMD_REDUCE;
democam.localangle += cmd->turning << TICCMD_REDUCE;
democam.localaiming += cmd->aiming << TICCMD_REDUCE;
cam->aiming = G_ClipAimingPitch((INT32 *)&cam->aiming);
democam.localaiming = G_ClipAimingPitch((INT32 *)&democam.localaiming);
// camera movement:
if (cmd->buttons & BT_ACCELERATE)
cam->z += 32*mapobjectscale;
else if (cmd->buttons & BT_BRAKE)
cam->z -= 32*mapobjectscale;
// if you hold item, you will lock on to displayplayer. (The last player you were ""f12-ing"")
if (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.
cam->angle = R_PointToAngle2(cam->x, cam->y, lastp->mo->x, lastp->mo->y);
cam->aiming = R_PointToAngle2(0, cam->z, R_PointToDist2(cam->x, cam->y, lastp->mo->x, lastp->mo->y), lastp->mo->z + lastp->mo->scale*128*P_MobjFlip(lastp->mo)); // This is still unholy. Aim a bit above their heads.
}
cam->momx = cam->momy = cam->momz = 0;
if (cmd->forwardmove != 0)
{
thrustangle = cam->angle >> ANGLETOFINESHIFT;
cam->x += FixedMul(cmd->forwardmove*mapobjectscale, FINECOSINE(thrustangle));
cam->y += FixedMul(cmd->forwardmove*mapobjectscale, FINESINE(thrustangle));
cam->z += FixedMul(cmd->forwardmove*mapobjectscale, 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.
}
// awayviewmobj hack; this is to prevent us from hearing sounds from the player's perspective
awayviewmobj_hack = P_SpawnMobj(cam->x, cam->y, cam->z, MT_THOK);
awayviewmobj_hack->tics = 2;
awayviewmobj_hack->renderflags |= RF_DONTDRAW;
democam.soundmobj = awayviewmobj_hack;
// 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;
if (demo.freecam)
return; // do not reset the camera there.
if (!player->mo)
return;
if (thiscam->chase && player->mo->health <= 0)
return;
thiscam->chase = !player->spectator;
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 - P_GetPlayerViewHeight(player) - 16*FRACUNIT;
else
z = player->mo->z + P_GetPlayerViewHeight(player);
// set bits for the camera
thiscam->x = x;
thiscam->y = y;
thiscam->z = z;
thiscam->angle = player->mo->angle;
thiscam->aiming = 0;
thiscam->relativex = 0;
thiscam->subsector = R_PointInSubsector(thiscam->x,thiscam->y);
thiscam->radius = 20*FRACUNIT;
thiscam->height = 16*FRACUNIT;
while (!P_MoveChaseCamera(player,thiscam,true) && ++tries < 2*TICRATE);
}
boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcalled)
{
static boolean lookbackactive[MAXSPLITSCREENPLAYERS];
static UINT8 lookbackdelay[MAXSPLITSCREENPLAYERS];
UINT8 num;
angle_t angle = 0, focusangle = 0, focusaiming = 0, pitch = 0;
fixed_t x, y, z, dist, distxy, distz, 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;
fixed_t speed;
#ifndef NOCLIPCAM
boolean cameranoclip;
subsector_t *newsubsec;
#endif
thiscam->old_x = thiscam->x;
thiscam->old_y = thiscam->y;
thiscam->old_z = thiscam->z;
thiscam->old_angle = thiscam->angle;
thiscam->old_aiming = thiscam->aiming;
democam.soundmobj = NULL; // reset this each frame, we don't want the game crashing for stupid reasons now do we
// 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;
if (demo.freecam)
{
P_DemoCameraMovement(thiscam);
return true;
}
if (thiscam == &camera[1]) // Camera 2
{
num = 1;
}
else if (thiscam == &camera[2]) // Camera 3
{
num = 2;
}
else if (thiscam == &camera[3]) // Camera 4
{
num = 3;
}
else // Camera 1
{
num = 0;
}
mo = player->mo;
if (mo->hitlag > 0 || player->playerstate == PST_DEAD)
{
// Do not move the camera while in hitlag!
// The camera zooming out after you got hit makes it hard to focus on the vibration.
// of course, if you're in chase, don't forget the postimage - otherwise encore will flip back
if (thiscam->chase)
P_CalcChasePostImg(player, thiscam);
return true;
}
#ifndef NOCLIPCAM
cameranoclip = ((player->pflags & PF_NOCLIP)
|| (mo->flags & (MF_NOCLIP|MF_NOCLIPHEIGHT)) // Noclipping player camera noclips too!!
|| (leveltime < introtime)); // Kart intro cam
#endif
if ((player->pflags & PF_NOCONTEST) && (gametyperules & GTR_CIRCUIT)) // 1 for momentum keep, 2 for turnaround
timeover = (player->karthud[khud_timeovercam] > 2*TICRATE ? 2 : 1);
else
timeover = 0;
if (!(player->playerstate == PST_DEAD || player->exiting || leveltime < introtime))
{
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 = localangle[num];
camrotate = cv_cam_rotate[num].value;
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;
// Don't run while respawning from a starpost
// Inu 4/8/13 Why not?!
// if (leveltime > 0 && timeinmap <= 0)
// return true;
if (demo.playback)
{
focusangle = mo->angle;
focusaiming = 0;
}
else
{
focusangle = localangle[num];
focusaiming = localaiming[num];
}
if (P_CameraThinker(player, thiscam, resetcalled))
return true;
lookback = ( player->cmd.buttons & BT_LOOKBACK );
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);
if (timeover)
{
const INT32 timeovercam = max(0, min(180, (player->karthud[khud_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]--;
}
else if (player->respawn.state != RESPAWNST_NONE)
{
camspeed = 3*FRACUNIT/4;
}
lookbackdown = (lookbackdelay[num] == MAXLOOKBACKDELAY) != lookbackactive[num];
lookbackactive[num] = (lookbackdelay[num] == MAXLOOKBACKDELAY);
#undef MAXLOOKBACKDELAY
if (mo->eflags & MFE_VERTICALFLIP)
camheight += thiscam->height;
if (camspeed > FRACUNIT)
camspeed = FRACUNIT;
if (timeover)
angle = mo->angle + FixedAngle(camrotate*FRACUNIT);
else if (leveltime < introtime)
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 >= introtime && timeover != 2)
&& (t_cam_rotate[num] != -42))
{
angle = FixedAngle(camrotate*FRACUNIT);
thiscam->angle = angle;
}
// sets ideal cam pos
{
const fixed_t speedthreshold = 48*mapobjectscale;
const fixed_t olddist = P_AproxDistance(mo->x - thiscam->x, mo->y - thiscam->y);
fixed_t lag, distoffset;
dist = camdist;
if (player->karthud[khud_boostcam])
{
dist -= FixedMul(11*dist/16, player->karthud[khud_boostcam]);
}
speed = P_AproxDistance(P_AproxDistance(mo->momx, mo->momy), mo->momz / 16);
lag = FRACUNIT - ((FixedDiv(speed, speedthreshold) - FRACUNIT) * 2);
if (lag > FRACUNIT)
{
lag = FRACUNIT;
}
if (lag < camspeed)
{
lag = camspeed;
}
distoffset = dist - olddist;
dist = olddist + FixedMul(distoffset, lag);
if (dist < 0)
{
dist = 0;
}
}
if (mo->standingslope)
{
pitch = (angle_t)FixedMul(P_ReturnThrustX(mo, thiscam->angle - mo->standingslope->xydirection, FRACUNIT), (fixed_t)mo->standingslope->zangle);
if (mo->eflags & MFE_VERTICALFLIP)
{
if (pitch >= ANGLE_180)
pitch = 0;
}
else
{
if (pitch < ANGLE_180)
pitch = 0;
}
}
pitch = thiscam->pitch + (angle_t)FixedMul(pitch - thiscam->pitch, camspeed/4);
if (rendermode == render_opengl && !cv_glshearing.value)
distxy = FixedMul(dist, FINECOSINE((pitch>>ANGLETOFINESHIFT) & FINEMASK));
else
distxy = dist;
distz = -FixedMul(dist, FINESINE((pitch>>ANGLETOFINESHIFT) & FINEMASK));
x = mo->x - FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
y = mo->y - FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), distxy);
// SRB2Kart: set camera panning
if (camstill || resetcalled || player->playerstate == PST_DEAD)
pan = xpan = ypan = 0;
else
{
if (player->drift != 0)
{
fixed_t panmax = (dist/5);
INT32 driftval = K_GetKartDriftSparkValue(player);
INT32 dc = player->driftcharge;
if (dc > driftval || dc < 0)
dc = driftval;
pan = FixedDiv(FixedMul((fixed_t)dc, panmax), driftval);
if (pan > panmax)
pan = panmax;
if (player->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 (mo->eflags & MFE_VERTICALFLIP)
{
distz = min(-camheight, distz);
z = mo->z + mo->height - pviewheight + distz;
}
else
{
distz = max(camheight, distz);
z = mo->z + pviewheight + distz;
}
#ifndef NOCLIPCAM // Disable all z-clipping for noclip cam
// move camera down to move under lower ceilings
newsubsec = R_PointInSubsectorOrNull(((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1), ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1));
if (!newsubsec)
newsubsec = thiscam->subsector;
if (newsubsec)
{
fixed_t myfloorz, myceilingz;
fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2;
fixed_t midx = ((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1);
fixed_t midy = ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1);
// Cameras use the heightsec's heights rather then the actual sector heights.
// If you can see through it, why not move the camera through it too?
if (newsubsec->sector->camsec >= 0)
{
myfloorz = sectors[newsubsec->sector->camsec].floorheight;
myceilingz = sectors[newsubsec->sector->camsec].ceilingheight;
}
else if (newsubsec->sector->heightsec >= 0)
{
myfloorz = sectors[newsubsec->sector->heightsec].floorheight;
myceilingz = sectors[newsubsec->sector->heightsec].ceilingheight;
}
else
{
myfloorz = P_CameraGetFloorZ(thiscam, newsubsec->sector, midx, midy, NULL);
myceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, midx, midy, NULL);
}
// Check list of fake floors and see if floorz/ceilingz need to be altered.
if (newsubsec->sector->ffloors)
{
ffloor_t *rover;
fixed_t delta1, delta2;
INT32 thingtop = midz + thiscam->height;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->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)
{
/* // no fit
if (!resetcalled && !cameranoclip)
{
P_ResetCamera(player, thiscam);
return true;
}
*/
z = myceilingz - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
// is the camera fit is there own sector
}
// Make the camera a tad smarter with 3d floors
if (newsubsec->sector->ffloors && !cameranoclip)
{
ffloor_t *rover;
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if ((rover->flags & FF_BLOCKOTHERS) && (rover->flags & FF_RENDERALL) && (rover->flags & FF_EXISTS) && GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
{
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
if (bottomheight - thiscam->height < z
&& midz < bottomheight)
z = bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
else if (topheight + thiscam->height > z
&& midz > topheight)
z = topheight;
if ((mo->z >= topheight && midz < bottomheight)
|| ((mo->z < bottomheight && mo->z+mo->height < topheight) && midz >= topheight))
{
// Can't see
if (!resetcalled)
P_ResetCamera(player, thiscam);
return true;
}
}
}
}
}
if (thiscam->z < thiscam->floorz && !cameranoclip)
thiscam->z = thiscam->floorz;
#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 < introtime)
{
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;
thiscam->momz = FixedMul(z - thiscam->z, camspeed/2);
}
thiscam->pan = pan;
thiscam->pitch = pitch;
// compute aming to look the viewed point
f1 = viewpointx-thiscam->x;
f2 = viewpointy-thiscam->y;
dist = FixedHypot(f1, f2);
if (mo->eflags & MFE_VERTICALFLIP)
{
angle = R_PointToAngle2(0, thiscam->z + thiscam->height, dist, mo->z + mo->height - player->mo->height);
if (thiscam->pitch < ANGLE_180 && thiscam->pitch > angle)
angle += (thiscam->pitch - angle)/2;
}
else
{
angle = R_PointToAngle2(0, thiscam->z, dist, mo->z + player->mo->height);
if (thiscam->pitch >= ANGLE_180 && thiscam->pitch < angle)
angle -= (angle - thiscam->pitch)/2;
}
if (player->playerstate != PST_DEAD)
angle += (focusaiming < ANGLE_180 ? focusaiming/2 : InvAngle(InvAngle(focusaiming)/2)); // overcomplicated version of '((signed)focusaiming)/2;'
if (!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 (!(mo->eflags & MFE_VERTICALFLIP) && thiscam->aiming < ANGLE_337h && thiscam->aiming > ANGLE_180)
thiscam->aiming = ANGLE_337h;
else if (mo->eflags & MFE_VERTICALFLIP && thiscam->aiming > ANGLE_22h && thiscam->aiming < ANGLE_180)
thiscam->aiming = ANGLE_22h;
}
if (lookbackdown)
P_MoveChaseCamera(player, thiscam, false);
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
}
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"));
//player->flashing = TICRATE + 1; //to prevent message spam.
}
// Team changing in Team Match and CTF
// Pressing fire assigns you to a team that needs players if allowed.
// Partial code reproduction from p_tick.c autobalance code.
else if (G_GametypeHasTeams())
{
INT32 changeto = 0;
INT32 z, numplayersred = 0, numplayersblue = 0;
//find a team by num players, score, or random if all else fails.
for (z = 0; z < MAXPLAYERS; ++z)
if (playeringame[z])
{
if (players[z].ctfteam == 1)
++numplayersred;
else if (players[z].ctfteam == 2)
++numplayersblue;
}
// for z
if (numplayersblue > numplayersred)
changeto = 1;
else if (numplayersred > numplayersblue)
changeto = 2;
else if (bluescore > redscore)
changeto = 1;
else if (redscore > bluescore)
changeto = 2;
else
changeto = (P_RandomFixed() & 1) + 1;
if (!LUAh_TeamSwitch(player, changeto, true, false, false))
return false;
if (player->mo)
{
P_RemoveMobj(player->mo);
player->mo = NULL;
}
player->spectator = false;
player->pflags &= ~PF_WANTSTOJOIN;
player->spectatewait = 0;
player->ctfteam = changeto;
player->playerstate = PST_REBORN;
//Reset away view
if (P_IsLocalPlayer(player) && displayplayers[0] != consoleplayer)
{
// Call ViewpointSwitch hooks here.
// The viewpoint was forcibly changed.
LUAh_ViewpointSwitch(player, &players[consoleplayer], true);
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->spectatewait = 0;
player->playerstate = PST_REBORN;
//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;
}
// the below is first person only, if you're curious. check out P_CalcChasePostImg in p_mobj.c for chasecam
static void P_CalcPostImg(player_t *player)
{
sector_t *sector = player->mo->subsector->sector;
postimg_t *type = NULL;
INT32 *param;
fixed_t pviewheight;
size_t i;
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;
}
for (i = 0; i <= (unsigned)r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
type = &postimgtype[i];
param = &postimgparam[i];
break;
}
}
// see if we are in heat (no, not THAT kind of heat...)
for (i = 0; i < sector->tags.count; i++)
{
if (Tag_FindLineSpecial(13, sector->tags.tags[i]) != -1)
{
*type = postimg_heat;
break;
}
else if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
boolean gotres = false;
for (rover = sector->ffloors; rover; rover = rover->next)
{
size_t j;
if (!(rover->flags & FF_EXISTS))
continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
for (j = 0; j < rover->master->frontsector->tags.count; j++)
{
if (Tag_FindLineSpecial(13, rover->master->frontsector->tags.tags[j]) != -1)
{
*type = postimg_heat;
gotres = true;
break;
}
}
}
if (gotres)
break;
}
}
// see if we are in water (water trumps heat)
if (sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
continue;
topheight = P_GetFFloorTopZAt (rover, player->mo->x, player->mo->y);
bottomheight = P_GetFFloorBottomZAt(rover, player->mo->x, player->mo->y);
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue;
*type = postimg_water;
}
}
if (player->mo->eflags & MFE_VERTICALFLIP)
*type = postimg_flip;
#if 1
(void)param;
#else
// Motion blur
if (player->speed > (35<<FRACBITS))
{
*type = postimg_motion;
*param = (player->speed - 32)/4;
if (*param > 5)
*param = 5;
}
#endif
if (encoremode) // srb2kart
*type = postimg_mirror;
}
void P_DoTimeOver(player_t *player)
{
if (player->pflags & PF_NOCONTEST)
{
// NO! Don't do this!
return;
}
if (P_IsLocalPlayer(player) && !demo.playback)
{
legitimateexit = true; // SRB2kart: losing a race is still seeing it through to the end :p
}
if (netgame && !player->bot && !bossinfo.boss)
{
CON_LogMessage(va(M_GetText("%s ran out of time.\n"), player_names[player-players]));
}
player->pflags |= PF_NOCONTEST;
if (G_GametypeUsesLives())
{
K_PlayerLoseLife(player);
}
if (player->mo)
{
S_StopSound(player->mo);
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER);
}
P_EndingMusic(player);
if (!exitcountdown)
exitcountdown = 5*TICRATE;
}
// SRB2Kart: These are useful functions, but we aren't using them yet.
#if 0
// Get an axis of a certain ID number
static mobj_t *P_GetAxis(INT32 num)
{
thinker_t *th;
mobj_t *mobj;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
mobj = (mobj_t *)th;
// NiGHTS axes spawn before anything else. If this mobj doesn't have MF2_AXIS, it means we reached the axes' end.
if (!(mobj->flags2 & MF2_AXIS))
break;
// Skip if this axis isn't the one we want.
if (mobj->health != num)
continue;
return mobj;
}
CONS_Alert(CONS_WARNING, "P_GetAxis: Track segment %d is missing!\n", num);
return NULL;
}
// Auxiliary function. For a given position and axis, it calculates the nearest "valid" snap-on position.
static void P_GetAxisPosition(fixed_t x, fixed_t y, mobj_t *amo, fixed_t *newx, fixed_t *newy, angle_t *targetangle, angle_t *grind)
{
fixed_t ax = amo->x;
fixed_t ay = amo->y;
angle_t ang;
angle_t gr = 0;
if (amo->type == MT_AXISTRANSFERLINE)
{
ang = amo->angle;
// Extra security for cardinal directions.
if (ang == ANGLE_90 || ang == ANGLE_270) // Vertical lines
x = ax;
else if (ang == 0 || ang == ANGLE_180) // Horizontal lines
y = ay;
else // Diagonal lines
{
fixed_t distance = R_PointToDist2(ax, ay, x, y);
angle_t fad = ((R_PointToAngle2(ax, ay, x, y) - ang) >> ANGLETOFINESHIFT) & FINEMASK;
fixed_t cosine = FINECOSINE(fad);
angle_t fa = (ang >> ANGLETOFINESHIFT) & FINEMASK;
distance = FixedMul(distance, cosine);
x = ax + FixedMul(distance, FINECOSINE(fa));
y = ay + FixedMul(distance, FINESINE(fa));
}
}
else // Keep minecart to circle
{
fixed_t rad = amo->radius;
fixed_t distfactor = FixedDiv(rad, R_PointToDist2(ax, ay, x, y));
gr = R_PointToAngle2(ax, ay, x, y);
ang = gr + ANGLE_90;
x = ax + FixedMul(x - ax, distfactor);
y = ay + FixedMul(y - ay, distfactor);
}
*newx = x;
*newy = y;
*targetangle = ang;
*grind = gr;
}
static void P_ParabolicMove(mobj_t *mo, fixed_t x, fixed_t y, fixed_t z, fixed_t g, fixed_t speed)
{
fixed_t dx = x - mo->x;
fixed_t dy = y - mo->y;
fixed_t dz = z - mo->z;
fixed_t dh = P_AproxDistance(dx, dy);
fixed_t c = FixedDiv(dx, dh);
fixed_t s = FixedDiv(dy, dh);
fixed_t fixConst = FixedDiv(speed, g);
mo->momx = FixedMul(c, speed);
mo->momy = FixedMul(s, speed);
mo->momz = FixedDiv(dh, 2*fixConst) + FixedDiv(dz, FixedDiv(dh, fixConst/2));
}
#endif
/* set follower state with our weird hacks
the reason we do this is to avoid followers ever using actions (majormods, yikes!)
without having to touch p_mobj.c.
so we give it 1more tic and change the state when tic == 1 instead of 0
cool beans?
cool beans.
*/
static void P_SetFollowerState(mobj_t *f, INT32 state)
{
if (!f || P_MobjWasRemoved(f))
return; // safety net
// No, do NOT set the follower to S_NULL. Set it to S_INVISIBLE.
if (state == S_NULL)
{
state = S_INVISIBLE;
f->threshold = 1; // Threshold = 1 means stop doing anything related to setting states, so that we don't get out of S_INVISIBLE
}
// extravalue2 stores the last "first state" we used.
// because states default to idlestates, if we use an animation that uses an "ongoing" state line, don't reset it!
// this prevents it from looking very dumb
if (state == f->extravalue2)
return;
// we will save the state into extravalue2.
f->extravalue2 = state;
P_SetMobjStateNF(f, state);
if (f->state->tics > 0)
f->tics++;
}
//
//P_HandleFollower
//
//Handle the follower's spawning and moving along with the player. Do note that some of the stuff like the removal if a player doesn't exist anymore is handled in MT_FOLLOWER's thinker.
static void P_HandleFollower(player_t *player)
{
follower_t fl;
angle_t an;
fixed_t zoffs;
fixed_t sx, sy, sz;
UINT16 color;
fixed_t bubble; // bubble scale (0 if no bubble)
mobj_t *bmobj; // temp bubble mobj
if (!player->followerready)
return; // we aren't ready to perform anything follower related yet.
// How about making sure our follower exists and is added before trying to spawn it n' all?
if (player->followerskin > numfollowers-1 || player->followerskin < -1)
{
//CONS_Printf("Follower skin invlaid. Setting to -1.\n");
player->followerskin = -1;
return;
}
// don't do anything if we can't have a follower to begin with. (It gets removed under those conditions)
if (player->spectator)
return;
if (player->followerskin < 0)
return;
// Before we do anything, let's be sure of where we're supposed to be
fl = followers[player->followerskin];
an = player->mo->angle + (fl.atangle)*ANG1; // it's aproximative but it really doesn't matter in the grand scheme of things...
zoffs = (fl.zoffs)*FRACUNIT;
bubble = fl.bubblescale; // 0 if no bubble to spawn.
// do you like angle maths? I certainly don't...
sx = player->mo->x + FixedMul((player->mo->scale*fl.dist), FINECOSINE((an)>>ANGLETOFINESHIFT));
sy = player->mo->y + FixedMul((player->mo->scale*fl.dist), FINESINE((an)>>ANGLETOFINESHIFT));
// for the z coordinate, don't be a doof like Steel and forget that MFE_VERTICALFLIP exists :P
sz = player->mo->z + FixedMul(player->mo->scale, zoffs)*P_MobjFlip(player->mo);
if (player->mo->eflags & MFE_VERTICALFLIP)
sz += fl.height*player->mo->scale;
// finally, add a cool floating effect to the z height.
// not stolen from k_kart I swear!!
{
const fixed_t pi = (22<<FRACBITS) / 7; // loose approximation, this doesn't need to be incredibly precise
fixed_t sine = fl.bobamp * FINESINE((((8*pi*(fl.bobspeed)) * leveltime)>>ANGLETOFINESHIFT) & FINEMASK);
sz += FixedMul(player->mo->scale, sine)*P_MobjFlip(player->mo);
}
// Set follower colour
switch (player->followercolor)
{
case 255: // "Match" (-1)
color = player->skincolor;
break;
case 254: // "Opposite" (-2)
color = skincolors[player->skincolor].invcolor;
break;
default:
color = player->followercolor;
if (!color || color > MAXSKINCOLORS+2) // Make sure this isn't garbage
color = player->skincolor; // "Match" as fallback.
break;
}
if (!player->follower) // follower doesn't exist / isn't valid
{
//CONS_Printf("Spawning follower...\n");
// so let's spawn one!
P_SetTarget(&player->follower, P_SpawnMobj(sx, sy, sz, MT_FOLLOWER));
P_SetFollowerState(player->follower, fl.idlestate);
P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear
P_InitAngle(player->follower, player->mo->angle);
// This is safe to only spawn it here, the follower is removed then respawned when switched.
if (bubble)
{
bmobj = P_SpawnMobj(player->follower->x, player->follower->y, player->follower->z, MT_FOLLOWERBUBBLE_FRONT);
P_SetTarget(&player->follower->hnext, bmobj);
P_SetTarget(&bmobj->target, player->follower); // Used to know if we have to despawn at some point.
bmobj = P_SpawnMobj(player->follower->x, player->follower->y, player->follower->z, MT_FOLLOWERBUBBLE_BACK);
P_SetTarget(&player->follower->hnext->hnext, bmobj); // this seems absolutely stupid, I know, but this will make updating the momentums/flags of these a bit easier.
P_SetTarget(&bmobj->target, player->follower); // Ditto
}
player->follower->extravalue1 = 0; // extravalue1 is used to know what "state set" to use.
/*
0 = idle
1 = forwards
2 = hurt
3 = win
4 = lose
5 = hitconfirm (< this one uses ->movecount as timer to know when to end, and goes back to normal states afterwards, unless hurt)
*/
}
else // follower exists, woo!
{
// Safety net (2)
if (P_MobjWasRemoved(player->follower))
{
P_SetTarget(&player->follower, NULL); // Remove this and respawn one, don't crash the game if Lua decides to P_RemoveMobj this thing.
return;
}
// first of all, handle states following the same model as above:
if (player->follower->tics == 1)
P_SetFollowerState(player->follower, player->follower->state->nextstate);
// move the follower next to us (yes, this is really basic maths but it looks pretty damn clean in practice)!
// 02/09/2021: cast lag to int32 otherwise funny things happen since it was changed to uint32 in the struct
player->follower->momx = (sx - player->follower->x)/ (INT32)fl.horzlag;
player->follower->momy = (sy - player->follower->y)/ (INT32)fl.horzlag;
player->follower->momz = (sz - player->follower->z)/ (INT32)fl.vertlag;
player->follower->angle = player->mo->angle;
if (player->mo->colorized)
player->follower->color = player->mo->color;
else
player->follower->color = color;
player->follower->colorized = player->mo->colorized;
P_SetScale(player->follower, FixedMul(fl.scale, player->mo->scale));
K_GenericExtraFlagsNoZAdjust(player->follower, player->mo); // Not K_MatchGenericExtraFlag because the Z adjust it has only works properly if master & mo have the same Z height.
// Match how the player is being drawn
player->follower->renderflags = player->mo->renderflags;
// Make the follower invisible if we no contest'd rather than removing it. No one will notice the diff seriously.
if (player->pflags & PF_NOCONTEST)
player->follower->renderflags |= RF_DONTDRAW;
// if we're moving let's make the angle the direction we're moving towards. This is to avoid drifting / reverse looking awkward.
player->follower->angle = K_MomentumAngle(player->follower);
// Finally, if the follower has bubbles, move them, set their scale, etc....
// This is what I meant earlier by it being easier, now we can just use this weird lil loop to get the job done!
bmobj = player->follower->hnext; // will be NULL if there's no bubble
while (bmobj && !P_MobjWasRemoved(bmobj))
{
// match follower's momentums and (e)flags(2).
bmobj->momx = player->follower->momx;
bmobj->momy = player->follower->momy;
bmobj->momz = player->follower->momz;
P_SetScale(bmobj, FixedMul(bubble, player->mo->scale));
K_GenericExtraFlagsNoZAdjust(bmobj, player->follower);
bmobj->renderflags = player->mo->renderflags;
if (player->follower->threshold) // threshold means the follower was "despawned" with S_NULL (is actually just set to S_INVISIBLE)
P_SetMobjState(bmobj, S_INVISIBLE); // sooooo... let's do the same!
bmobj = bmobj->hnext; // switch to other bubble layer or exit
}
if (player->follower->threshold)
return; // Threshold means the follower was "despanwed" with S_NULL.
// However with how the code is factored, this is just a special case of S_INVISBLE to avoid having to add other player variables.
// handle follower animations. Could probably be better...
// hurt or dead
if (player->spinouttimer || player->mo->state == &states[S_KART_SPINOUT] || player->mo->health <= 0)
{
player->follower->movecount = 0; // cancel hit confirm.
player->follower->angle = player->drawangle; // spin out
if (player->follower->extravalue1 != 2)
{
player->follower->extravalue1 = 2;
P_SetFollowerState(player->follower, fl.hurtstate);
}
if (player->mo->health <= 0) // if dead, follow the player's z momentum exactly so they both look like they die at the same speed.
player->follower->momz = player->mo->momz;
}
else if (player->follower->movecount)
{
if (player->follower->extravalue1 != 5)
{
player->follower->extravalue1 = 5;
P_SetFollowerState(player->follower, fl.hitconfirmstate);
}
player->follower->movecount--;
}
else if (player->speed > 10*player->mo->scale) // animation for moving fast enough
{
if (player->follower->extravalue1 != 1)
{
player->follower->extravalue1 = 1;
P_SetFollowerState(player->follower, fl.followstate);
}
}
else // animations when nearly still. This includes winning and losing.
{
if (player->follower->extravalue1 != 0)
{
if (player->exiting) // win/ loss animations
{
if (K_IsPlayerLosing(player)) // L
{
if (player->follower->extravalue1 != 4)
{
player->follower->extravalue1 = 4;
P_SetFollowerState(player->follower, fl.losestate);
}
}
else // W
{
if (player->follower->extravalue1 != 3)
{
player->follower->extravalue1 = 3;
P_SetFollowerState(player->follower, fl.winstate);
}
}
}
else // normal standstill
{
player->follower->extravalue1 = 0;
P_SetFollowerState(player->follower, fl.idlestate);
}
}
}
}
}
/* 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 = K_Sliptiding(player);
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;
}
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->respawn.state != RESPAWNST_NONE)
{
player->tilt = 0;
return;
}
if (player->exiting)
{
return;
}
slope = InvAngle(R_GetPitchRollAngle(player->mo, player));
if (AbsAngle(slope) < ANGLE_11hh)
{
slope = 0;
}
if (AbsAngle(slope) > ANGLE_45)
{
slope = slope & ANGLE_180 ? InvAngle(ANGLE_45) : ANGLE_45;
}
slope -= Quaketilt(player);
delta = slope - player->tilt;
smoothing = FixedDiv(AbsAngle(slope), ANGLE_45);
delta = FixedDiv(delta, 33 *
FixedDiv(FRACUNIT, FRACUNIT + smoothing));
if (delta)
player->tilt += delta;
else
player->tilt = slope;
}
//
// 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->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;
}
player->old_drawangle = player->drawangle;
player->old_viewrollangle = player->viewrollangle;
player->pflags &= ~PF_HITFINISHLINE;
if (player->awayviewmobj && P_MobjWasRemoved(player->awayviewmobj))
{
P_SetTarget(&player->awayviewmobj, NULL); // remove awayviewmobj asap if invalid
player->awayviewtics = 0; // reset to zero
}
// Run followes here. We need them to run even when we're dead to follow through what we're doing.
P_HandleFollower(player);
if (player->flashcount)
player->flashcount--;
if (player->awayviewtics && player->awayviewtics != -1)
player->awayviewtics--;
if (player->mo->hitlag > 0)
{
return;
}
// Track airtime
if (P_IsObjectOnGround(player->mo))
{
if (!P_PlayerInPain(player))
player->airtime = 0;
}
else
{
player->airtime++;
}
cmd = &player->cmd;
// SRB2kart
// Save the dir the player is holding
// to allow items to be thrown forward or backward.
if (cmd->buttons & BT_FORWARD)
{
player->throwdir = 1;
}
else if (cmd->buttons & BT_BACKWARD)
{
player->throwdir = -1;
}
else
{
player->throwdir = 0;
}
// Accessibility - kickstart your acceleration
if (gametype == GT_BATTLE || !(player->pflags & PF_KICKSTARTACCEL))
player->kickstartaccel = 0;
else if (cmd->buttons & BT_ACCELERATE)
{
if (!player->exiting && !(player->pflags & PF_ACCELDOWN))
player->kickstartaccel = 0;
else if (player->kickstartaccel < ACCEL_KICKSTART)
player->kickstartaccel++;
}
else if (player->kickstartaccel < ACCEL_KICKSTART)
player->kickstartaccel = 0;
#ifdef PARANOIA
if (player->playerstate == PST_REBORN)
I_Error("player %s is in PST_REBORN\n", sizeu1(playeri));
#endif
if (!mapreset)
{
if (gametyperules & GTR_CIRCUIT)
{
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].pflags & PF_NOCONTEST) && players[i].lives > 0)
break;
}
}
if (i == MAXPLAYERS && player->exiting == raceexittime+2) // finished
player->exiting = raceexittime+1;
#if 0
// If 10 seconds are left on the timer,
// begin the drown music for countdown!
// SRB2Kart: despite how perfect this is, it's disabled FOR A REASON
if (racecountdown == 11*TICRATE - 1)
{
if (P_IsLocalPlayer(player))
S_ChangeMusicInternal("drown", false);
}
#endif
// If you've hit the countdown and you haven't made
// it to the exit, you're a goner!
if (racecountdown == 1 && !player->spectator && !player->exiting && !(player->pflags & PF_NOCONTEST) && player->lives > 0)
{
P_DoTimeOver(player);
if (player->playerstate == PST_DEAD)
{
LUAh_PlayerThink(player);
return;
}
}
}
// If it is set, start subtracting
// Don't allow it to go back to 0
if (player->exiting > 1 && (player->exiting < raceexittime+2 || !(gametyperules & GTR_CIRCUIT))) // SRB2kart - "&& player->exiting > 1"
player->exiting--;
if (player->exiting && exitcountdown)
player->exiting = 99; // SRB2kart
if (player->exiting == 2 || exitcountdown == 2)
{
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);
else if (
#else
if (player->spectator &&
#endif
(gametyperules & GTR_LIVES))
{
/*P_ConsiderAllGone()*/;
}
if (player->playerstate == PST_DEAD)
{
if (player->spectator)
player->mo->renderflags |= RF_GHOSTLY;
else
player->mo->renderflags &= ~RF_GHOSTLYMASK;
P_DeathThink(player);
LUAh_PlayerThink(player);
return;
}
// Make sure spectators always have a score and ring count of 0.
if (player->spectator)
{
//player->score = 0;
player->rings = 0;
player->mo->health = 1;
}
// SRB2kart 010217
if (leveltime < introtime)
{
player->nocontrol = 2;
}
// Synchronizes the "real" amount of time spent in the level.
if (!(exitcountdown && !racecountdown) && !(player->exiting || mapreset) && !(player->pflags & PF_NOCONTEST) && !stoppedclock)
{
if (leveltime >= starttime)
{
player->realtime = leveltime - starttime;
if (player == &players[consoleplayer])
{
if (player->spectator || !circuitmap)
curlap = 0;
else if (curlap != UINT32_MAX)
curlap++; // This is too complicated to sync to realtime, just sorta hope for the best :V
}
}
else
{
player->realtime = 0;
if (player == &players[consoleplayer])
curlap = 0;
}
}
if ((netgame || multiplayer) && player->spectator && cmd->buttons & BT_ATTACK && !player->flashing)
{
player->pflags ^= PF_WANTSTOJOIN;
player->flashing = TICRATE/2 + 1;
/*if (P_SpectatorJoinGame(player))
return; // player->mo was removed.*/
//CONS_Printf("player %s wants to join on tic %d\n", player_names[player-players], leveltime);
}
if (player->respawn.state != RESPAWNST_NONE)
{
K_RespawnChecker(player);
player->rmomx = player->rmomy = 0;
if (player->respawn.state == RESPAWNST_DROP)
{
// Allows some turning
P_MovePlayer(player);
}
}
else 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;
}
else
{
// Move around.
P_MovePlayer(player);
}
// Unset statis flag after moving.
// In other words, if you manually set stasis via code,
// it lasts for one tic.
player->pflags &= ~PF_STASIS;
if (player->onconveyor == 1)
player->onconveyor = 3;
else if (player->onconveyor == 3)
player->cmomy = player->cmomx = 0;
P_DoBubbleBreath(player); // Spawn Sonic's bubbles
P_CheckInvincibilityTimer(player); // Spawn Invincibility Sparkles
// check for buttons
if (cmd->buttons & BT_ACCELERATE)
player->pflags |= PF_ACCELDOWN;
else
player->pflags &= ~PF_ACCELDOWN;
if (cmd->buttons & BT_BRAKE)
player->pflags |= PF_BRAKEDOWN;
else
player->pflags &= ~PF_BRAKEDOWN;
// PF_LOOKDOWN handled in K_KartMoveAnimation
// Counters, time dependent power ups.
// Time Bonus & Ring Bonus count settings
// Strength counts up to diminish fade.
if (player->flashing && player->flashing < UINT16_MAX &&
(player->spectator || !P_PlayerInPain(player)))
{
player->flashing--;
}
if (player->nocontrol && player->nocontrol < UINT16_MAX)
{
if (!(--player->nocontrol))
player->pflags &= ~PF_FAULT;
}
else
player->nocontrol = 0;
// Flash player after being hit.
if (!(player->hyudorotimer // SRB2kart - fixes Hyudoro not flashing when it should.
|| player->growshrinktimer > 0 // Grow doesn't flash either.
|| (player->respawn.state != RESPAWNST_NONE) // Respawn timer (for drop dash effect)
|| (player->pflags & PF_NOCONTEST) // NO CONTEST explosion
|| ((gametyperules & GTR_BUMPERS) && player->bumpers <= 0 && player->karmadelay)))
{
if (player->flashing > 1 && player->flashing < K_GetKartFlashing(player)
&& (leveltime & 1))
player->mo->renderflags |= RF_DONTDRAW;
else
player->mo->renderflags &= ~RF_DONTDRAW;
}
if (cmd->flags & TICCMD_TYPING)
{
/*
typing_duration is slow to start and slow to stop.
typing_timer counts down a grace period before the player is not
actually considered typing anymore.
*/
if (cmd->flags & TICCMD_KEYSTROKE)
{
/* speed up if we are typing quickly! */
if (player->typing_duration > 0 && player->typing_timer > 12)
{
if (player->typing_duration < 16)
{
player->typing_duration = 24;
}
else
{
/* slows down a tiny bit as it approaches the next dot */
const UINT8 step = (((player->typing_duration + 15) & ~15) -
player->typing_duration) / 2;
player->typing_duration += max(step, 4);
}
}
player->typing_timer = 15;
}
else if (player->typing_timer > 0)
{
player->typing_timer--;
}
/* if we are in the grace period (including currently typing) */
if (player->typing_timer + player->typing_duration > 0)
{
/* always end the cycle on two dots */
if (player->typing_timer == 0 &&
(player->typing_duration < 16 || player->typing_duration == 40))
{
player->typing_duration = 0;
}
else if (player->typing_duration < 63)
{
player->typing_duration++;
}
else
{
player->typing_duration = 16;
}
}
}
else
{
player->typing_timer = 0;
player->typing_duration = 0;
}
if (player->stairjank > 0)
{
player->stairjank--;
}
K_KartPlayerThink(player, cmd); // SRB2kart
DoABarrelRoll(player);
if (player->carry == CR_SLIDING)
player->carry = CR_NONE;
LUAh_PlayerThink(player);
}
//
// P_PlayerAfterThink
//
// Thinker for player after all other thinkers have run
//
void P_PlayerAfterThink(player_t *player)
{
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
#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 <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
thiscam = &camera[i];
break;
}
}
if (player->playerstate == PST_DEAD)
{
if (player->followmobj)
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
return;
}
if (thiscam)
{
if (!thiscam->chase) // bob view only if looking through the player's eyes
{
P_CalcHeight(player);
P_CalcPostImg(player);
}
else
{
// defaults to make sure 1st person cam doesn't do anything weird on startup
player->deltaviewheight = 0;
player->viewheight = P_GetPlayerViewHeight(player);
if (player->mo->eflags & MFE_VERTICALFLIP)
player->viewz = player->mo->z + player->mo->height - player->viewheight;
else
player->viewz = player->mo->z + player->viewheight;
}
}
// spectator invisibility and nogravity.
if ((netgame || multiplayer) && player->spectator)
{
player->mo->renderflags |= RF_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY;
}
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
K_KartPlayerAfterThink(player);
if (player->followmobj && (player->spectator || player->mo->health <= 0 || player->followmobj->type != player->followitem))
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
if (!player->spectator && player->mo->health && player->followitem)
{
if (!player->followmobj || P_MobjWasRemoved(player->followmobj))
{
P_SetTarget(&player->followmobj, P_SpawnMobjFromMobj(player->mo, 0, 0, 0, player->followitem));
P_SetTarget(&player->followmobj->tracer, player->mo);
switch (player->followmobj->type)
{
default:
player->followmobj->flags2 |= MF2_LINKDRAW;
break;
}
}
if (player->followmobj)
{
if (LUAh_FollowMobj(player, player->followmobj) || P_MobjWasRemoved(player->followmobj))
{;}
else
{
switch (player->followmobj->type)
{
default:
var1 = 1;
var2 = 0;
A_CapeChase(player->followmobj);
break;
}
}
}
}
}
void P_SetPlayerAngle(player_t *player, angle_t angle)
{
P_ForceLocalAngle(player, angle);
player->angleturn = angle;
}
angle_t P_GetLocalAngle(player_t *player)
{
// this function is from vanilla srb2. can you tell?
// (hint: they have separate variables for all of this shit instead of arrays)
UINT8 i;
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
return localangle[i];
}
return 0;
}
void P_ForceLocalAngle(player_t *player, angle_t angle)
{
UINT8 i;
angle = angle & ~UINT16_MAX;
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]])
{
localangle[i] = angle;
break;
}
}
}
boolean P_PlayerFullbright(player_t *player)
{
return (player->invincibilitytimer > 0);
}