RingRacers/src/p_user.c

5064 lines
126 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2025 by Kart Krew.
// Copyright (C) 2020 by Sonic Team Junior.
// Copyright (C) 2000 by DooM Legacy Team.
// Copyright (C) 1996 by id Software, Inc.
//
// 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_fps.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 "y_inter.h" // Y_DetermineIntermissionType
#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_specialstage.h"
#include "k_terrain.h" // K_SpawnSplashForMobj
#include "k_color.h"
#include "k_follower.h"
#include "k_battle.h"
#include "k_rank.h"
#include "k_director.h"
#include "g_party.h"
#include "k_profiles.h"
#include "music.h"
#include "k_tally.h"
#include "k_objects.h"
#include "k_endcam.h"
#include "k_credits.h"
#include "k_hud.h" // K_AddMessage
#include "m_easing.h"
#include "acs/interface.h"
#include "byteptr.h"
#ifdef HWRENDER
#include "hardware/hw_light.h"
#include "hardware/hw_main.h"
#endif
#if 0
static void P_NukeAllPlayers(player_t *player);
#endif
//
// 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 || gamestate == GS_MENU || con_startup)
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, 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 (mo->flags & MF_NOCLIPHEIGHT)
return;
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 (mo->flags & MF_NOCLIPHEIGHT)
return;
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)
{
cupheader_t *cup = NULL;
if (grandprixinfo.gp == true && grandprixinfo.cup)
{
if (gamedata->sealedswaps[GDMAX_SEALEDSWAPS-1] != NULL // all found
|| grandprixinfo.cup->id >= basenumkartcupheaders // custom content
|| M_SecretUnlocked(SECRET_SPECIALATTACK, false)) // true order
{
cup = grandprixinfo.cup;
}
else
{
// Determine order from sealedswaps.
UINT8 i;
for (i = 0; (i < GDMAX_SEALEDSWAPS && gamedata->sealedswaps[i]); i++)
{
if (gamedata->sealedswaps[i] != grandprixinfo.cup)
continue;
// Repeat visit, grab the same ID.
break;
}
return i+1;
}
}
if (cup == NULL)
{
INT16 mapnum = gamemap-1;
if (mapnum < nummapheaders && mapheaderinfo[mapnum])
{
cup = mapheaderinfo[mapnum]->cup;
}
}
if (cup == NULL)
{
return 0;
}
return cup->emeraldnum;
}
//
// 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(const 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_);
if (player->carry != CR_TRAPBUBBLE)
player->carry = CR_NONE;
player->onconveyor = 0;
//player->drift = player->driftcharge = 0;
player->trickpanel = TRICKSTATE_NONE;
player->glanceDir = 0;
player->fastfall = 0;
player->turbine = 0;
player->bubbledrag = false;
Obj_EndBungee(player);
if (player->mo != NULL && P_MobjWasRemoved(player->mo) == false)
{
P_ResetPitchRoll(player->mo);
}
}
//
// 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_SPHERES)) // No rings in Battle Mode
return 0;
if (gamedata && num_rings > 0 && P_IsPartyPlayer(player) && gamedata->totalrings <= GDMAX_RINGS)
{
gamedata->totalrings += num_rings;
}
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;
if (player->roundconditions.debt_rings == false
&& !(player->exiting || (player->pflags & PF_NOCONTEST))
&& player->rings < 0)
{
player->roundconditions.debt_rings = true;
player->roundconditions.checkthisframe = true;
}
return num_rings;
}
INT32 P_GivePlayerSpheres(player_t *player, INT32 num_spheres)
{
num_spheres += player->spheres;
if (!(gametyperules & GTR_SPHERES)) // No spheres in Race mode)
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 > 10)
player->lives = 10;
else if (player->lives < 1)
player->lives = 1;
}
// Adds to the player's score
void P_AddPlayerScore(player_t *player, INT32 amount)
{
if ((gametyperules & GTR_POINTLIMIT) == 0)
{
return;
}
if (player->exiting) // srb2kart
{
return;
}
const boolean teams = G_GametypeHasTeams();
// Don't underflow.
// Don't go above MAXSCORE.
if (amount < 0 && (UINT32)-amount > player->roundscore)
{
player->roundscore = 0;
}
else if (player->roundscore + amount < MAXSCORE)
{
if (player->roundscore < g_pointlimit
&& g_pointlimit <= player->roundscore + amount
&& teams == false) // We want the normal scoring function to update roundscore, but this notification will be done by G_AddTeamScore.
{
HU_DoTitlecardCEchoForDuration(player, "K.O. READY!", true, 5*TICRATE/2);
}
player->roundscore += amount;
}
else
{
player->roundscore = MAXSCORE;
}
if (teams == true)
{
G_AddTeamScore(player->team, amount, player);
}
}
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);
}
//
// P_StartPositionMusic
//
// Consistently sets starting music!
//
void P_StartPositionMusic(boolean exact)
{
if (encoremode)
{
if (exact
? (leveltime != 1)
: (leveltime < 1))
return;
Music_Remap("position", "encore");
}
else
{
if (exact
? (leveltime != introtime)
: (leveltime < introtime))
return;
Music_Remap("position",
(mapheaderinfo[gamemap-1]->positionmus[0]
? mapheaderinfo[gamemap-1]->positionmus
: "postn"
));
}
Music_Play("position");
Music_DelayEnd("position", (starttime + (TICRATE/2)) - leveltime);
}
//
// P_EndingMusic
//
// Consistently sets ending music!
//
void P_EndingMusic(void)
{
const char *jingle = NULL;
UINT8 bestPos = UINT8_MAX;
player_t *bestPlayer = NULL;
SINT8 i = MAXPLAYERS;
// See G_DoCompleted and Y_DetermineIntermissionType
boolean nointer = ((modeattacking && (players[consoleplayer].pflags & PF_NOCONTEST))
|| (grandprixinfo.gp == true && grandprixinfo.eventmode != GPEVENT_NONE));
if (K_CheckBossIntro())
;
else for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i]
|| players[i].spectator)
continue;
// Battle powerstone win
if ((gametyperules & GTR_POWERSTONES)
&& ALLCHAOSEMERALDS(players[i].emeralds))
break;
// Special round?
if (((gametyperules & GTR_SPECIALSTART)
|| (grandprixinfo.gp == true
&& grandprixinfo.eventmode == GPEVENT_SPECIAL)
) == false)
continue;
// Any player has completed well?
if (!players[i].exiting
|| players[i].bot
|| K_IsPlayerLosing(&players[i]))
continue;
// Special win
break;
}
// Event - Emerald Finish
if (i != MAXPLAYERS)
{
jingle = "EMRLD";
goto skippingposition;
}
// Event - Level Finish
// Check for if this is valid or not
for (i = 0; i <= r_splitscreen; i++)
{
UINT8 pos = UINT8_MAX;
player_t *checkPlayer = NULL;
checkPlayer = &players[displayplayers[i]];
if (!checkPlayer || checkPlayer->spectator == true)
{
continue;
}
if (checkPlayer->exiting)
{
// Standard exit, use their position
pos = checkPlayer->position;
}
else if (checkPlayer->pflags & PF_NOCONTEST)
{
// No Contest without finishing, use special value
;
}
else
{
// Not finished, ignore
continue;
}
if (pos <= bestPos)
{
bestPlayer = checkPlayer;
bestPos = pos;
}
}
if (bestPlayer == NULL)
{
// No jingle for you
return;
}
if (bestPos == UINT8_MAX)
{
jingle = "RETIRE";
if (G_GametypeAllowsRetrying() == true)
{
// A retry will be happening
nointer = true;
}
}
else if (K_IsPlayerLosing(bestPlayer) == true)
{
jingle = "_lose";
// Sort of ugly, this composite check is effictively "does gametype force retry": Relaxed allows you to place low.
if (G_GametypeAllowsRetrying() == true && !(grandprixinfo.gp && grandprixinfo.gamespeed == KARTSPEED_EASY && gametyperules & GTR_CIRCUIT))
{
// A retry will be happening
nointer = true;
}
}
else
{
if (K_CheckBossIntro() == true)
{
jingle = "VSENT";
}
else if (modeattacking)
{
if (players[consoleplayer].realtime < oldbest && oldbest != (tic_t)UINT32_MAX && !demo.playback)
jingle = "newrec";
else
jingle = "norec";
}
else if (bestPlayer->position == 1)
{
jingle = "_first";
}
else
{
jingle = "_win";
}
}
skippingposition:
if (nointer == true)
{
// Do not set "racent" in G_Ticker
musiccountdown = 1;
}
if (jingle == NULL)
return;
Music_Remap("finish", jingle);
Music_Play("finish");
}
void P_InvincGrowMusic(void)
{
INT32 invinc = 0;
INT32 grow = 0;
UINT8 i;
for (i = 0; i <= r_splitscreen; ++i)
{
player_t *player = &players[displayplayers[i]];
if (!P_IsPartyPlayer(player))
{
// Director cam on another player? Don't play
// this.
continue;
}
// Find the longest running timer among splitscreen
// players and use that.
if (player->invincibilitytimer > invinc)
{
invinc = player->invincibilitytimer;
}
if (player->growshrinktimer > grow)
{
grow = player->growshrinktimer;
}
}
if (invinc && !Music_Playing("invinc"))
{
Music_Play("invinc");
}
if (grow && !Music_Playing("grow"))
{
Music_Play("grow");
}
Music_DelayEnd("invinc", invinc);
Music_DelayEnd("grow", grow);
}
//
// P_IsObjectInGoop
//
// Returns true if the object is inside goop water.
// (Spectators and objects otherwise without gravity cannot have goop gravity!)
//
boolean P_IsObjectInGoop(const 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(const 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(const mobj_t *mo, const 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->fofflags & FOF_EXISTS))
continue;
// If the FOF is configured to let the object through, continue.
if (!((rover->fofflags & FOF_BLOCKPLAYER && mo->player)
|| (rover->fofflags & FOF_BLOCKOTHERS && !mo->player)))
continue;
// If the the platform is intangible from below, continue.
if (rover->fofflags & FOF_PLATFORM)
continue;
// If the FOF is a water block, continue. (Unnecessary check?)
if (rover->fofflags & FOF_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->fofflags & FOF_EXISTS))
continue;
// If the FOF is configured to let the object through, continue.
if (!((rover->fofflags & FOF_BLOCKPLAYER && mo->player)
|| (rover->fofflags & FOF_BLOCKOTHERS && !mo->player)))
continue;
// If the the platform is intangible from above, continue.
if (rover->fofflags & FOF_REVERSEPLATFORM)
continue;
// If the FOF is a water block, continue. (Unnecessary check?)
if (rover->fofflags & FOF_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(const mobj_t *mo, const 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_IsMachineLocalPlayer
//
// Returns true if player is
// ACTUALLY on the local machine
//
boolean P_IsMachineLocalPlayer(const player_t *player)
{
UINT8 i;
if (player == NULL)
{
return false;
}
for (i = 0; i <= splitscreen; i++)
{
if (player == &players[g_localplayers[i]])
return true;
}
return false;
}
//
// P_IsPartyPlayer
//
// Returns true if player is
// on the local machine
// (or simulated party)
//
boolean P_IsPartyPlayer(const player_t *player)
{
if (player == NULL)
{
return false;
}
// nobody is ever local when watching something back - you're a spectator there, even if your g_localplayers might say otherwise
if (demo.playback)
return false;
// handles both online parties and local players (no need to call P_IsMachineLocalPlayer here)
return G_IsPartyLocal(player-players);
}
//
// P_IsDisplayPlayer
//
// Returns true if player is
// currently being watched.
//
boolean P_IsDisplayPlayer(const player_t *player)
{
UINT8 i;
if (player == NULL)
{
return false;
}
for (i = 0; i <= r_splitscreen; i++) // DON'T skip P1
{
if (camera[i].freecam)
{
// Freecam still techically has a player in
// displayplayers. But since the camera is
// detached, it would be weird if sounds were
// heard from that player's perspective.
continue;
}
if (player == &players[displayplayers[i]])
return true;
}
return false;
}
//
// P_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_SetTarget(&ghost->target, mobj);
P_SetScale(ghost, mobj->scale);
ghost->scalespeed = mobj->scalespeed;
ghost->destscale = mobj->scale;
if (mobj->eflags & MFE_VERTICALFLIP)
{
ghost->eflags |= MFE_VERTICALFLIP;
ghost->z += mobj->height - ghost->height;
}
ghost->color = mobj->color;
ghost->colorized = mobj->colorized; // Kart: they should also be colorized if their origin is
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 = (mobj->renderflags & ~RF_TRANSMASK)|RF_TRANS50;
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;
// baked offsets
ghost->bakexoff = mobj->bakexoff;
ghost->bakeyoff = mobj->bakeyoff;
ghost->bakezoff = mobj->bakezoff;
ghost->bakexpiv = mobj->bakexpiv;
ghost->bakeypiv = mobj->bakeypiv;
ghost->bakezpiv = mobj->bakezpiv;
ghost->rollangle = mobj->rollangle;
ghost->spritexscale = mobj->spritexscale;
ghost->spriteyscale = mobj->spriteyscale;
ghost->spritexoffset = mobj->spritexoffset;
ghost->spriteyoffset = mobj->spriteyoffset;
if (mobj->flags2 & MF2_OBJECTFLIP)
ghost->flags2 |= 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_x2;
ghost->old_y = mobj->old_y2;
ghost->old_z = mobj->old_z2;
ghost->old_angle = (mobj->player ? mobj->player->old_drawangle2 : mobj->old_angle2);
ghost->old_pitch = mobj->old_pitch2;
ghost->old_roll = mobj->old_roll2;
ghost->old_scale = mobj->old_scale2;
P_SetTarget(&ghost->owner, mobj);
ghost->renderflags |= RF_REDUCEVFX;
ghost->reappear = mobj->reappear;
P_SetTarget(&ghost->punt_ref, mobj->punt_ref);
return ghost;
}
//
// P_SpawnFakeShadow
//
// Spawns a silhouette that copies its tracer and copies RF_DONTDRAW
//
mobj_t *P_SpawnFakeShadow(mobj_t *mobj, UINT8 offset)
{
mobj_t *ghost = P_SpawnMobj(mobj->x, mobj->y, mobj->z - offset*mapobjectscale, MT_FAKESHADOW);
ghost->threshold = offset;
P_SetTarget(&ghost->target, mobj);
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 = mobj->renderflags;
ghost->fuse = -1;
ghost->skin = mobj->skin;
ghost->standingslope = mobj->standingslope;
ghost->sprxoff = mobj->sprxoff;
ghost->spryoff = mobj->spryoff;
ghost->sprzoff = mobj->sprzoff;
ghost->rollangle = mobj->rollangle;
ghost->spritexscale = mobj->spritexscale;
ghost->spriteyscale = mobj->spriteyscale;
ghost->spritexoffset = mobj->spritexoffset;
ghost->spriteyoffset = mobj->spriteyoffset;
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_x2;
ghost->old_y = mobj->old_y2;
ghost->old_z = mobj->old_z2;
ghost->old_angle = (mobj->player ? mobj->player->old_drawangle2 : mobj->old_angle2);
ghost->old_pitch = mobj->old_pitch2;
ghost->old_roll = mobj->old_roll2;
ghost->renderflags &= ~(RF_TRANSMASK|RF_FULLBRIGHT);
ghost->renderflags |= RF_ABSOLUTELIGHTLEVEL;
ghost->lightlevel = 0;
ghost->flags2 |= MF2_LINKDRAW;
P_SetTarget(&ghost->tracer, mobj);
return ghost;
}
//
// P_DoPlayerExit
//
// Player exits the map via sector trigger
void P_DoPlayerExit(player_t *player, pflags_t flags)
{
if (player->exiting || mapreset)
{
return;
}
player->pflags |= flags;
if (P_IsPartyPlayer(player) && (!player->spectator && !demo.playback))
{
legitimateexit = true;
player->roundconditions.checkthisframe = true;
gamedata->deferredconditioncheck = true;
}
player->exiting = 1;
if (!player->spectator && (gametyperules & GTR_CIRCUIT)) // Special Race-like handling
{
K_UpdateAllPlayerPositions();
player->mfdfinish = player->markedfordeath;
}
if (!(gametyperules & GTR_SPHERES) && (player->pflags & PF_RINGLOCK) && grandprixinfo.gp)
{
if (P_IsDisplayPlayer(player))
S_StartSound(NULL, sfx_s3kb0);
player->rings = max(20, player->rings + 20);
}
extern boolean blockreset;
if (modeattacking && !K_IsPlayerLosing(player) && player->realtime < oldbest)
blockreset = true;
const boolean losing = K_IsPlayerLosing(player); // HEY!!!! Set it AFTER K_UpdateAllPlayerPositions!!!!
const boolean specialout = (specialstageinfo.valid == true && losing == true);
if (losing)
{
// Remove a life from the losing player
K_PlayerLoseLife(player);
}
if (!player->spectator)
{
ClearFakePlayerSkin(player);
if ((gametyperules & GTR_CIRCUIT)) // Special Race-like handling
{
if (P_CheckRacers() && !exitcountdown)
{
G_BeginLevelExit();
}
}
else if (!exitcountdown) // All other gametypes
{
G_BeginLevelExit();
}
}
K_UpdatePowerLevelsFinalize(player, false);
if (G_IsPartyLocal(player - players) && !specialout && musiccountdown == 0)
{
Music_Play("finish_silence");
musiccountdown = MUSIC_COUNTDOWN_MAX;
}
if (!player->spectator)
{
if (!(gametyperules & GTR_SPHERES))
{
player->hudrings = RINGTOTAL(player);
if (player->hudrings > 20)
player->hudrings = 20;
if (grandprixinfo.gp == true
&& grandprixinfo.eventmode != GPEVENT_SPECIAL
&& player->bot == false && losing == false && player->hudrings > 0)
{
const UINT8 lifethreshold = 20;
const UINT8 oldExtra = player->totalring / lifethreshold;
const UINT8 extra = (player->totalring + player->hudrings) / lifethreshold;
if (extra > oldExtra)
{
player->xtralife = (extra - oldExtra);
}
}
}
if (specialstageinfo.valid == true && losing == false && P_MobjWasRemoved(player->mo) == false)
{
K_MakeObjectReappear(player->mo);
}
}
//K_InitPlayerTally(player); -- we defer this to P_PlayerAfterThink
if (demo.playback == false)
{
if (modeattacking && !K_LegacyRingboost(player))
{
G_UpdateRecords();
}
// Profile and skin record updates
if (P_IsMachineLocalPlayer(player))
{
profile_t *pr = PR_GetPlayerProfile(player);
// Profile records
if (pr != NULL)
{
if (!losing)
{
pr->wins++;
}
pr->rounds++;
PR_SaveProfiles();
}
// Skin records (saved to gamedata)
if (player->skin < numskins)
{
skin_t *playerskin = skins[player->skin];
if (!losing)
{
playerskin->records.wins++;
}
playerskin->records.rounds++;
}
}
if (!demo.savebutton)
{
UINT8 outstanding = splitscreen + 1;
for (UINT8 i = 0; i <= splitscreen; ++i)
{
if (players[g_localplayers[i]].exiting)
outstanding--;
}
// Once the entire local party finishes (not
// online party), show the "Save Replay" button.
if (!outstanding)
demo.savebutton = leveltime;
}
}
ACS_RunPlayerFinishScript(player);
}
//
// P_DoAllPlayersExit
//
// All players exit the map via event
void P_DoAllPlayersExit(pflags_t flags, boolean trygivelife)
{
UINT8 i;
const boolean dofinishsound = (musiccountdown == 0) && (!K_InRaceDuel());
if (grandprixinfo.gp == false
|| grandprixinfo.eventmode == GPEVENT_SPECIAL
|| (flags & PF_NOCONTEST))
{
trygivelife = false;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
{
continue;
}
if (players[i].exiting)
{
continue;
}
P_DoPlayerExit(&players[i], flags);
if (trygivelife == false)
{
continue;
}
players[i].xtralife++;
}
if (!dofinishsound)
{
// You've already finished, don't play again
;
}
else if (gametyperules & GTR_SPECIALSTART)
{
// Warp out
S_StartSound(NULL, sfx_s3kb3);
}
else if (musiccountdown == 0)
{
// Other people finish
S_StartSound(NULL, sfx_s253);
}
else if (musiccountdown > 1)
{
// Everyone finish sound
S_StartSound(NULL, sfx_s3k6a);
}
}
//
// P_PlayerHitFloor
//
// Handles player hitting floor surface.
// Returns whether to clip momz.
boolean P_PlayerHitFloor(player_t *player, boolean fromAir, angle_t oldPitch, angle_t oldRoll)
{
boolean clipmomz;
I_Assert(player->mo != NULL);
clipmomz = !(P_CheckDeathPitCollide(player->mo));
if (clipmomz == true)
{
if (fromAir == true)
{
K_SpawnSplashForMobj(player->mo, abs(player->mo->momz));
}
if (player->mo->health > 0)
{
boolean air = fromAir;
if (P_IsObjectOnGround(player->mo) && (player->mo->eflags & MFE_JUSTHITFLOOR))
{
air = true;
}
if (K_CheckStumble(player, oldPitch, oldRoll, air) == true)
{
return false;
}
if (air == false && K_FastFallBounce(player) == true)
{
return false;
}
}
}
return clipmomz;
}
boolean P_InQuicksand(const 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->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_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 boolean P_PlayerCanBust(player_t *player, ffloor_t *rover)
{
// TODO: Make these act like the Lua SA2 boxes.
(void)player;
(void)rover;
if (!(rover->fofflags & FOF_EXISTS))
return false;
if (!(rover->fofflags & FOF_BUSTUP))
return false;
return true;
}
static void P_CheckBustableBlocks(player_t *player)
{
msecnode_t *node;
fixed_t oldx;
fixed_t oldy;
if ((netgame || multiplayer) && player->spectator)
return;
oldx = player->mo->x;
oldy = player->mo->y;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
if (!node->m_sector)
break;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!P_PlayerCanBust(player, rover))
continue;
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
// Height checks
if (rover->bustflags & FB_ONLYBOTTOM)
{
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
continue;
if (player->mo->z + player->mo->height > bottomheight)
continue;
}
else
{
switch (rover->busttype)
{
case BT_TOUCH:
if (player->mo->z + player->mo->momz > topheight)
continue;
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
continue;
break;
case BT_SPINBUST:
if (player->mo->z + player->mo->momz > topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
break;
default:
if (player->mo->z >= topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
break;
}
}
// Impede the player's fall a bit
if (((rover->busttype == BT_TOUCH) || (rover->busttype == BT_SPINBUST)) && player->mo->z >= topheight)
player->mo->momz >>= 1;
else if (rover->busttype == BT_TOUCH)
{
player->mo->momx >>= 1;
player->mo->momy >>= 1;
}
EV_CrumbleChain(NULL, rover); // node->m_sector
// Run a linedef executor??
if (rover->bustflags & FB_EXECUTOR)
P_LinedefExecute(rover->busttag, 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)
{
ffloor_t *rover;
if (!node->m_sector)
break;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!(rover->fofflags & FOF_EXISTS))
continue; // FOFs should not be bouncy if they don't even "exist"
// Handle deprecated bouncy FOF sector type
if (!udmf && GETSECSPECIAL(rover->master->frontsector->special, 1) == 15)
{
rover->fofflags |= FOF_BOUNCY;
rover->bouncestrength = P_AproxDistance(rover->master->dx, rover->master->dy)/100;
}
if (!(rover->fofflags & FOF_BOUNCY))
continue;
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
if (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))
{
player->mo->momx = -FixedMul(player->mo->momx,rover->bouncestrength);
player->mo->momy = -FixedMul(player->mo->momy,rover->bouncestrength);
}
else
{
pslope_t *slope = (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) ? *rover->t_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);
momentum.z = -FixedMul(momentum.z,rover->bouncestrength)/2;
if (abs(momentum.z) < (rover->bouncestrength*2))
goto bouncydone;
if (momentum.z > FixedMul(24*FRACUNIT, player->mo->scale)) //half of the default player height
momentum.z = FixedMul(24*FRACUNIT, player->mo->scale);
else if (momentum.z < -FixedMul(24*FRACUNIT, player->mo->scale))
momentum.z = -FixedMul(24*FRACUNIT, player->mo->scale);
if (slope)
P_QuantizeMomentumToSlope(&momentum, slope);
player->mo->momx = momentum.x;
player->mo->momy = momentum.y;
player->mo->momz = momentum.z;
}
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->fofflags & FOF_EXISTS)) continue;
if (!(rover->fofflags & FOF_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, player->mo->roll, player->mo->pitch);
}
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, player->mo->roll, player->mo->pitch);
}
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;
// Resume normal music stuff.
if (player->invincibilitytimer == 1)
{
//K_KartResetPlayerColor(player); -- this gets called every tic anyways
G_GhostAddColor((INT32) (player - players), GHC_NORMAL);
return;
}
}
//
// 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 || player->curshield == KSHIELD_BUBBLE)
return;
#if 0
if (player->charflags & SF_MACHINE)
{
if (P_RandomChance(PR_BUBBLE, FRACUNIT/5))
{
fixed_t r = player->mo->radius>>FRACBITS;
x += (P_RandomRange(PR_BUBBLE, r, -r)<<FRACBITS);
y += (P_RandomRange(PR_BUBBLE, r, -r)<<FRACBITS);
z += (P_RandomKey(PR_BUBBLE, player->mo->height>>FRACBITS)<<FRACBITS);
bubble = P_SpawnMobj(x, y, z, MT_WATERZAP);
S_StartSound(bubble, sfx_beelec);
}
}
else
#endif
{
fixed_t topspeed = K_GetKartSpeed(player, false, false);
fixed_t f = FixedDiv(player->speed, topspeed/2);
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(PR_BUBBLE, FixedMul(FRACUNIT/16, FRACUNIT + 3*f)))
{
UINT32 seed = P_GetRandSeed(PR_BUBBLE);
x += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
y += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
z += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
P_SetRandSeed(PR_BUBBLE, seed);
bubble = P_SpawnMobj(x, y, z, MT_SMALLBUBBLE);
}
else if (P_RandomChance(PR_BUBBLE, FixedMul(3*FRACUNIT/256, FRACUNIT + 3*f)))
{
UINT32 seed = P_GetRandSeed(PR_BUBBLE);
x += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
y += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
z += P_RandomRange(PR_BUBBLE, -16, 16) * player->mo->scale;
P_SetRandSeed(PR_BUBBLE, seed);
bubble = P_SpawnMobj(x, y, z, MT_MEDIUMBUBBLE);
}
if (bubble)
{
bubble->color = SKINCOLOR_TEAL;
bubble->colorized = true;
f = min(f, 11*FRACUNIT/10);
vector3_t v = {FixedMul(player->mo->momx, f), FixedMul(player->mo->momy, f), FixedMul(player->mo->momz, f)};
if (player->mo->standingslope)
P_QuantizeMomentumToSlope(&v, player->mo->standingslope);
bubble->momx += v.x;
bubble->momy += v.y;
bubble->momz += v.z;
}
}
if (bubble)
{
bubble->threshold = 42;
bubble->destscale = 3 * player->mo->scale / 2;
P_SetScale(bubble, bubble->destscale);
}
}
static inline boolean P_IsMomentumAngleLocked(player_t *player)
{
// This timer is used for the animation too and the
// animation should continue for a bit after the physics
// stop.
fixed_t myspeed = player->speed;
// Stairjank soften tuning constants
fixed_t BASE_SPEED = K_GetKartSpeed(player, false, true);
fixed_t TOP_SPEED = 5*BASE_SPEED/2;
fixed_t BASE_ANGLE_CHECK = ANGLE_45; // Higher values = need more deflection to soften stairjank
fixed_t FAST_ANGLE_CHECK = BASE_ANGLE_CHECK/3;
fixed_t speedrange = TOP_SPEED - BASE_SPEED;
if (myspeed < BASE_SPEED)
myspeed = BASE_SPEED;
if (myspeed > TOP_SPEED)
myspeed = TOP_SPEED;
myspeed -= BASE_SPEED; // normalize lowest checked speed to 0
fixed_t speedrate = FixedDiv(myspeed, speedrange); // ...and highest checked speed to FRACUNIT
fixed_t anglecheck = Easing_Linear(speedrate, BASE_ANGLE_CHECK, FAST_ANGLE_CHECK);
if (player->stairjank > 8)
{
const angle_t th = K_MomentumAngle(player->mo);
const angle_t d = AngleDelta(th, player->mo->angle);
// A larger difference between momentum and facing
// angles awards back control.
// <45 deg: 3/4 tics
// >45 deg: 2/4 tics
// >90 deg: 1/4 tics
// >135 deg: 0/4 tics
if ((leveltime & 3) > (d / anglecheck))
{
return true;
}
}
if (K_IsRidingFloatingTop(player))
{
return true;
}
return false;
}
//#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 = FixedMul(mapobjectscale, K_GrowShrinkSpeedMul(player))*P_MobjFlip(player->mo)/3; // A bit of extra push-back on slopes, but scaled for mapobject and player size
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 (P_IsMomentumAngleLocked(player))
{
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
&& player->onconveyor != 1
)
player->cmomx = player->cmomy = 0;
player->rmomx = player->mo->momx - player->cmomx;
player->rmomy = player->mo->momy - player->cmomy;
// Calculates player's speed based on distance-of-a-line formula
player->speed = R_PointToDist2(0, 0, player->rmomx, player->rmomy);
const fixed_t topspeedometer = K_GetKartSpeed(player, false, true);
if (player->speed > topspeedometer)
{
const fixed_t convSpeed = (player->speed * 100) / topspeedometer;
if (convSpeed > player->roundconditions.maxspeed)
{
player->roundconditions.maxspeed = convSpeed;
//player->roundconditions.checkthisframe = true; -- no, safe to leave until lapchange at worst
}
}
// 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);
if (player->curshield != KSHIELD_TOP)
{
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 != NULL
&& (!(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;
// Releasing a drift while on the Top translates all your
// momentum (and even then some) into whichever direction
// you're facing
if (onground && player->curshield == KSHIELD_TOP && (K_GetKartButtons(player) & BT_DRIFT) != BT_DRIFT && (player->oldcmd.buttons & BT_DRIFT))
{
const fixed_t gmin = FRACUNIT/4;
const fixed_t gmax = 3*FRACUNIT;
const fixed_t grindfactor = (gmax - gmin) / GARDENTOP_MAXGRINDTIME;
const fixed_t grindscale = gmin + (player->topdriftheld * grindfactor);
const fixed_t speed = R_PointToDist2(0, 0, player->mo->momx, player->mo->momy);
const fixed_t minspeed = 3 * K_GetKartSpeed(player, false, false) / 5; // 60% top speed
P_InstaThrust(player->mo, player->mo->angle, FixedMul(max(speed, minspeed), grindscale));
player->topdriftheld = 0;/* reset after release */
}
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) && player->dashpadcooldown == 0)
{
fixed_t rubberband = player->botvars.rubberband - 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))
{
fixed_t topspeed = K_GetKartSpeed(player, true, true);
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > topspeed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > topspeed)
{
if (newMagnitude > oldMagnitude)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
// else do nothing
}
else
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), topspeed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), topspeed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}
}
// For turning correction in P_UpdatePlayerAngle.
// Given a range of possible steering inputs, finds a steering input that corresponds to the desired angle change.
static INT16 P_FindClosestTurningForAngle(player_t *player, INT32 targetAngle, INT16 lowBound, INT16 highBound)
{
INT16 newBound;
INT16 preferred = lowBound;
int attempts = 0;
// Only works if our low bound is actually our low bound.
if (highBound < lowBound)
{
INT16 tmp = lowBound;
lowBound = highBound;
highBound = tmp;
}
// Slightly frumpy binary search for the ideal turning input.
// We do this instead of reversing K_GetKartTurnValue so that future handling changes are automatically accounted for.
while (attempts++ < 20) // Practical calls of this function search maximum 10 times, this is solely for safety.
{
// These need to be treated as signed, or situations where boundaries straddle 0 are a mess.
INT32 lowAngle = K_GetKartTurnValue(player, lowBound) << TICCMD_REDUCE;
INT32 highAngle = K_GetKartTurnValue(player, highBound) << TICCMD_REDUCE;
// EXIT CONDITION 1: Hopeless search, target angle isn't between boundaries at all.
if (lowAngle >= targetAngle)
return lowBound;
if (highAngle <= targetAngle)
return highBound;
// Test the middle of our steering range, so we can see which side is more promising.
newBound = (lowBound + highBound) / 2;
// EXIT CONDITION 2: Boundaries converged and we're all out of precision.
if (newBound == lowBound || newBound == highBound)
break;
INT32 newAngle = K_GetKartTurnValue(player, newBound) << TICCMD_REDUCE;
angle_t lowError = abs(targetAngle - lowAngle);
angle_t highError = abs(targetAngle - highAngle);
angle_t newError = abs(targetAngle - newAngle);
// CONS_Printf("steering %d / %d / %d - angle %d / %d / %d - TA %d - error %d / %d / %d\n", lowBound, newBound, highBound, lowAngle, newAngle, highAngle, targetAngle, lowError, newError, highError);
// EXIT CONDITION 3: We got lucky!
if (lowError == 0)
return lowBound;
if (newError == 0)
return newBound;
if (highError == 0)
return highBound;
// If not, store the best estimate...
if (lowError <= newError && lowError <= highError)
preferred = lowBound;
if (highError <= newError && highError <= lowError)
preferred = highBound;
if (newError <= lowError && newError <= highError)
preferred = newBound;
// ....and adjust the bounds for another run.
if (lowAngle <= targetAngle && targetAngle <= newAngle)
highBound = newBound;
else
lowBound = newBound;
}
return preferred;
}
//
// P_UpdatePlayerAngle
//
// Updates player angleturn with cmd->turning
//
static void P_UpdatePlayerAngle(player_t *player)
{
angle_t angleChange = ANGLE_MAX;
UINT8 p = UINT8_MAX;
UINT8 i;
for (i = 0; i <= splitscreen; i++)
{
if (player == &players[g_localplayers[i]])
{
p = i;
break;
}
}
player->botvars.predictionError = 0;
// Don't apply steering just yet. If we make a correction, we'll need to adjust it.
INT16 targetsteering = K_UpdateSteeringValue(player->steering, player->cmd.turning);
angleChange = K_GetKartTurnValue(player, targetsteering) << TICCMD_REDUCE;
if (K_PlayerUsesBotMovement(player))
{
// You're a bot. Go where you're supposed to go
player->steering = targetsteering;
// But the "angle" field of this ticcmd stores your prediction error,
// which we use to apply friction. Transfer it!
player->botvars.predictionError = player->cmd.angle << TICCMD_REDUCE;
}
else if ((!(player->cmd.flags & TICCMD_RECEIVED)) && (!!(player->oldcmd.flags && TICCMD_RECEIVED)))
{
// Missed a single tic. This ticcmd is copied from their previous one
// (less the TICCMD_RECEIVED flag), so it will include an old angle, and
// steering towards that will turn unambitiously. A better guess is to
// assume their inputs are the same, and turn based on those for 1 tic.
player->steering = targetsteering;
// "Why not use this for multiple consecutive dropped tics?" Oversimplification:
// Clients have default netticbuffer 1, so missing more than 1 tic will freeze
// your client, and with it, your local camera. Our goal then becomes not to
// steer PAST the angle you can see, so the default turn solver behavior is best.
}
else
{
// With a full slam on the analog stick, how far could we steer in either direction?
INT16 steeringRight = K_UpdateSteeringValue(player->steering, KART_FULLTURN);
INT16 steeringLeft = K_UpdateSteeringValue(player->steering, -KART_FULLTURN);
#if 1
// When entering/leaving drifts, allow all legal turns with no easing.
// This is the hardest case for the turn solver, because your handling properties on
// client side are very different than your handling properties on server side—at least,
// until your drift status makes the full round-trip and is reflected in your gamestate.
if (player->drift && abs(player->drift) < 5 && player->cmd.latency)
{
steeringRight = KART_FULLTURN;
steeringLeft = -KART_FULLTURN;
}
#endif
angle_t maxTurnRight = K_GetKartTurnValue(player, steeringRight) << TICCMD_REDUCE;
angle_t maxTurnLeft = K_GetKartTurnValue(player, steeringLeft) << TICCMD_REDUCE;
// Grab local camera angle from ticcmd. Where do we actually want to go?
angle_t targetAngle = (player->cmd.angle) << TICCMD_REDUCE;
angle_t targetDelta = targetAngle - (player->mo->angle);
#define SOLVERANGLECHEATS
#ifdef SOLVERANGLECHEATS
// Corrections via fake turn go through easing.
// That means undoing them takes the same amount of time as doing them.
// This can lead to oscillating death spiral states on a multi-tic correction, as we swing past the target angle.
// So before we go into death-spirals, if our predicton is _almost_ right...
angle_t leniency_base = 2 * ANG1;
angle_t leniency = leniency_base * min(player->cmd.latency, 6);
// Don't force another turning tic, just give them the desired angle!
#endif
if (!(player->cmd.buttons & BT_DRIFT) && (abs(player->drift) == 1) && ((player->cmd.turning > 0) == (player->drift > 0)) && player->handleboost >= SLIPTIDEHANDLING)
{
// This drift release is eligible to start a sliptide. Don't do lag-compensation countersteer behavior that could destroy it!
if (player->cmd.turning > 0)
{
steeringLeft = max(steeringLeft, 1);
steeringRight = max(steeringRight, steeringLeft);
}
else if (player->cmd.turning < 0)
{
steeringRight = min(steeringRight, -1);
steeringLeft = min(steeringLeft, steeringRight);
}
}
if (K_Sliptiding(player) && P_IsObjectOnGround(player->mo))
{
// Unless someone explicitly inputs a turn that would break their sliptide, keep sliptiding.
if (player->aizdriftstrat > 0 && player->cmd.turning >= 0)
{
steeringLeft = max(steeringLeft, 1);
steeringRight = max(steeringRight, steeringLeft);
}
else if ((player->aizdriftstrat < 0 && player->cmd.turning <= 0))
{
steeringRight = min(steeringRight, -1);
steeringLeft = min(steeringLeft, steeringRight);
}
}
if (maxTurnRight == 0 && maxTurnLeft == 0)
{
// Either we're dead on or we can't steer at all.
player->steering = targetsteering;
}
else
{
// We're off. Try to legally steer the player towards their camera.
player->steering = P_FindClosestTurningForAngle(player, targetDelta, steeringLeft, steeringRight);
//CONS_Printf("aiz %d - dr %d - hb %d\n", player->aizdriftstrat, player->drift, player->handleboost);
//CONS_Printf("st %d - ts %d - t %d\n", player->steering, targetsteering, player->cmd.turning);
//CONS_Printf("%d\n", player->steering - targetsteering);
angleChange = K_GetKartTurnValue(player, player->steering) << TICCMD_REDUCE;
#ifdef SOLVERANGLECHEATS
// And if the resulting steering input is close enough, snap them exactly.
if (min(targetDelta - angleChange, angleChange - targetDelta) <= leniency)
angleChange = targetDelta;
#endif
}
}
if (p == UINT8_MAX)
{
// When F12ing players, set local angle directly.
P_SetPlayerAngle(player, player->angleturn + angleChange);
player->mo->angle = player->angleturn;
}
else
{
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);
}
if (p != UINT8_MAX)
{
localaiming[p] = player->aiming;
}
}
//
// P_MovePlayer
void P_MovePlayer(player_t *player)
{
ticcmd_t *cmd;
//INT32 i;
fixed_t runspd;
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->respawn.state == RESPAWNST_MOVE)
player->pflags |= PF_STASIS;
// note: don't unset stasis here
if (player->spectator)
{
player->mo->eflags &= ~MFE_VERTICALFLIP; // deflip...
return;
}
//////////////////////
// MOVEMENT CODE //
//////////////////////
P_UpdatePlayerAngle(player);
ticruned++;
if (!(cmd->flags & TICCMD_RECEIVED))
ticmiss++;
P_3dMovement(player);
if (cmd->turning == 0)
{
player->justDI = 0;
}
// Kart frames
if (player->icecube.frozen)
{
INT32 spd = FixedMul(player->mo->scale, FixedHypot(player->mo->momx, player->mo->momy)) / FRACUNIT;
P_SetPlayerMobjState(player->mo, S_KART_SPINOUT);
player->drawangle -= max(2, spd / 6) * ANG1;
P_ResetPitchRoll(player->mo);
}
else 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_GAINAX;
}
else if ((player->pflags & PF_FAULT) || (player->spinouttimer > 0) || (player->turbine && (player->mo->flags & MF_NOCLIP)))
{
tic_t timer = 0;
if ((player->pflags & PF_FAULT))
timer = player->nocontrol;
else if (player->spinouttimer > 0)
timer = player->spinouttimer;
else if (player->turbine && (player->mo->flags & MF_NOCLIP))
timer = TICRATE;
UINT16 speed = timer / 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
{
if (player->trickpanel > TRICKSTATE_READY)
{
if (player->trickpanel <= TRICKSTATE_RIGHT) // right/forward
{
player->drawangle += ANGLE_22h;
}
else //if (player->trickpanel >= TRICKSTATE_LEFT) // left/back
{
player->drawangle -= ANGLE_22h;
}
}
else
{
K_KartMoveAnimation(player);
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//
//////////////////
////////////////////////////
//SPINNING AND SPINDASHING//
////////////////////////////
// SRB2kart - Drifting smoke and fire
if ((player->sneakertimer || player->panelsneakertimer || player->weaksneakertimer || 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);
}
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 (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;
itemCooldowns[KITEM_SPB - 1] = 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) // Lightning 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);
}
}
else
player->karthud[khud_timeovercam] = 0;
if (player->pflags & PF_NOCONTEST)
{
playerGone = true;
}
else if (player->bot == false)
{
if (G_GametypeUsesLives() == true && player->lives == 0)
{
playerGone = true;
}
}
if ((player->pflags & PF_ELIMINATED) || exitcountdown)
{
playerGone = true;
}
if (playerGone == false && player->deadtimer > TICRATE)
{
if (!netgame && !splitscreen
&& player->bot == false
#ifdef DEVELOP
&& player->spectator == false
#endif
&& (gametyperules & GTR_CHECKPOINTS))
{
G_SetRetryFlag();
}
else
{
if (!player->exiting)
player->playerstate = PST_REBORN;
}
}
// Spectate another player after 2 seconds
if (G_IsPartyLocal(player - players) && playerGone == true &&
(gametyperules & GTR_BUMPERS) && battleprisons == false &&
player->deadtimer == 2*TICRATE)
{
K_ToggleDirector(G_PartyPosition(player - players), true);
}
if (!player->mo)
return;
//K_KartResetPlayerColor(player); -- called at death, don't think we need to re-establish
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
void CV_CamRotate_OnChange(void);
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);
}
void CV_CamRotate2_OnChange(void);
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);
}
void CV_CamRotate3_OnChange(void);
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);
}
void CV_CamRotate4_OnChange(void);
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);
}
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};
void P_DemoCameraMovement(camera_t *cam, UINT8 num)
{
extern consvar_t cv_freecam_speed;
ticcmd_t *cmd;
angle_t thrustangle;
player_t *lastp;
angle_t turning;
boolean moving = false;
// first off we need to get button input
cmd = D_LocalTiccmd(num);
if (cmd->aiming != 0)
{
cam->aiming += cmd->aiming << TICCMD_REDUCE;
cam->reset_aiming = false;
}
turning = cmd->turning << TICCMD_REDUCE;
if (encoremode)
{
turning = -turning;
}
cam->angle += turning;
// camera movement:
if (!cam->button_a_held && cv_freecam_speed.value)
{
int dir = ((cmd->buttons & BT_ACCELERATE) ? 1 : 0) + ((cmd->buttons & BT_BRAKE) ? -1 : 0);
fixed_t spd = 32*mapobjectscale;
if (cv_freecam_speed.value > 1)
spd *= cv_freecam_speed.value;
else if (cv_freecam_speed.value < -1)
spd /= -cv_freecam_speed.value;
switch (dir)
{
case 1:
cam->z += spd;
moving = true;
break;
case -1:
cam->z -= spd;
moving = true;
break;
}
}
if (!(cmd->buttons & (BT_ACCELERATE | BT_DRIFT)) && cam->button_a_held)
{
cam->button_a_held--;
}
// if you hold Y, you will lock on to displayplayer. (The last player you were ""f12-ing"")
if (cam->freecam && cmd->buttons & BT_BAIL)
{
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->reset_aiming = false;
}
if (cmd->forwardmove != 0)
{
moving = true;
}
// After switching to democam, the vertical angle of
// chasecam is inherited. This is intentional because it
// creates a smooth transition. However, moving
// forward/back will have a slope. So, as long as democam
// controls haven't been used to alter the vertical angle,
// slowly reset it to flat.
if ((cam->reset_aiming && moving) || ((cmd->buttons & BT_DRIFT) && !cam->button_a_held))
{
INT32 aiming = cam->aiming;
INT32 smooth = FixedMul(ANGLE_11hh / 4, FCOS(cam->aiming));
if (abs(smooth) < abs(aiming))
{
cam->aiming -= smooth * intsign(aiming);
}
else
{
cam->aiming = 0;
cam->reset_aiming = false; // completely smoothed out
}
}
if (rendermode == render_soft
#ifdef HWRENDER
|| (rendermode == render_opengl && (cv_glshearing.value == 1))
#endif
)
{
// Extra restriction on this so it's not possible to
// distort the view too much.
if ((INT32)cam->aiming > ANGLE_45)
cam->aiming = ANGLE_45;
else if ((INT32)cam->aiming < -ANGLE_45)
cam->aiming = -ANGLE_45;
}
else
{
G_ClipAimingPitch((INT32 *)&cam->aiming);
}
cam->momx = cam->momy = cam->momz = 0;
if (cmd->forwardmove != 0 && cv_freecam_speed.value)
{
fixed_t spd = cmd->forwardmove*mapobjectscale;
if (cv_freecam_speed.value > 1)
spd *= cv_freecam_speed.value;
else if (cv_freecam_speed.value < -1)
spd /= -cv_freecam_speed.value;
thrustangle = cam->angle >> ANGLETOFINESHIFT;
cam->x += FixedMul(spd, FINECOSINE(thrustangle));
cam->y += FixedMul(spd, FINESINE(thrustangle));
if (!cam->reset_aiming)
{
cam->z += FixedMul(spd, AIMINGTOSLOPE(cam->aiming));
}
// momentums are useless here, directly add to the coordinates
// this.......... doesn't actually check for floors and walls and whatnot but the function to do that is a pure mess so fuck that.
// besides freecam going inside walls sounds pretty cool on paper.
}
// update subsector to avoid crashes;
cam->subsector = R_PointInSubsector(cam->x, cam->y);
}
void P_ToggleDemoCamera(UINT8 viewnum)
{
camera_t *cam = &camera[viewnum];
if (!cam->freecam) // toggle on
{
cam->freecam = true;
cam->button_a_held = 2;
cam->reset_aiming = true;
}
else // toggle off
{
cam->freecam = false;
}
}
void P_ResetCamera(player_t *player, camera_t *thiscam)
{
if (g_endcam.active)
{
return;
}
tic_t tries = 0;
fixed_t x, y, z;
if (thiscam->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->centerfloorz = player->mo->floorz;
thiscam->centerceilingz = player->mo->ceilingz;
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;
thiscam->reset_aiming = true;
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;
fixed_t playerScale;
fixed_t scaleDiff;
fixed_t cameraScale = mapobjectscale;
sonicloopcamvars_t *loop = &player->loop.camera;
tic_t loop_out = leveltime - loop->enter_tic;
tic_t loop_in = max(leveltime, loop->exit_tic) - loop->exit_tic;
boolean affected_by_loop = (loop_out <=
(loop->zoom_in_speed + loop->zoom_out_speed) && leveltime > introtime);
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;
if (roundqueue.snapshotmaps == true)
return true;
// 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 (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;
}
if ((thiscam->freecam || player->spectator) && !g_endcam.active)
{
P_DemoCameraMovement(thiscam, num);
return true;
}
if (paused || P_AutoPause())
return true;
if (g_endcam.active)
{
K_MoveEndCamera(thiscam);
return true;
}
playerScale = FixedDiv(player->mo->scale, mapobjectscale);
scaleDiff = playerScale - FRACUNIT;
mo = player->mo;
if (P_MobjIsFrozen(mo) || player->playerstate == PST_DEAD || F_CreditsDemoExitFade() >= 0)
{
// 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;
}
if ((player->pflags & PF_NOCONTEST) && (gametyperules & GTR_CIRCUIT) && player->karthud[khud_timeovercam] != 0) // 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;
}
// Adjust camera to match Grow/Shrink
cameraScale = FixedMul(cameraScale, FRACUNIT + (scaleDiff / 3));
thiscam->radius = 20*cameraScale;
thiscam->height = 16*cameraScale;
// Don't run while respawning from a cheatcheck
// Inu 4/8/13 Why not?!
// if (leveltime > 0 && timeinmap <= 0)
// return true;
if (demo.playback)
{
if (K_PlayerUsesBotMovement(player))
focusangle = mo->angle; // Bots don't even send cmd angle; they always turn where they want to!
else if (leveltime <= introtime)
focusangle = mo->angle; // Can't turn yet. P_UpdatePlayerAngle will ignore angle in stale ticcmds, chasecam should too.
else
focusangle = player->cmd.angle << TICCMD_REDUCE;
focusaiming = 0;
}
else
{
// Players-turned-bots outside of end of race contexts (Lua)
// don't update their local camera angle, so it should be updated
// somewhere - I choose here because it makes the most sense.
if (K_PlayerUsesBotMovement(player) && !player->bot)
P_ForceLocalAngle(player, mo->angle);
focusangle = localangle[num];
focusaiming = localaiming[num];
}
if (abs(thiscam->dpad_y_held) >= 2*TICRATE)
{
focusaiming += ANGLE_45 * intsign(thiscam->dpad_y_held) * P_MobjFlip(mo);
}
if (P_CameraThinker(player, thiscam, resetcalled))
return true;
lookback = K_GetKartButtons(player) & BT_LOOKBACK;
camspeed = cv_cam_speed[num].value;
camstill = cv_cam_still[num].value
|| player->seasaw // RR: seasaws lock the camera so that it isn't disorienting.
|| player->carry == CR_MUSHROOMHILLPOLE
;
camrotate = cv_cam_rotate[num].value;
camdist = FixedMul(cv_cam_dist[num].value, cameraScale);
camheight = FixedMul(cv_cam_height[num].value, cameraScale);
// Map-specific camera height
if (mapheaderinfo[gamemap-1]->cameraHeight >= 0)
{
if (r_splitscreen != 1)
camheight = FixedMul(mapheaderinfo[gamemap-1]->cameraHeight, cameraScale);
// For 2p SPLITSCREEN SPECIFICALLY:
// The view is pretty narrow, so move it back 3/20 of the way towards default camera height.
else {
// CONS_Printf( "Camera values: %f / %f / %f \n", FixedToFloat(mapheaderinfo[gamemap-1]->cameraHeight), FixedToFloat(cv_cam_height[num].value), FixedToFloat(cameraScale) );
camheight = FixedMul((mapheaderinfo[gamemap-1]->cameraHeight*17 + cv_cam_height[num].value*3)/20, cameraScale);
}
}
thiscam->chaseheight = FixedDiv(camheight, cameraScale);
// CONS_Printf("thiscam camheight %d\n", thiscam->chaseheight/FRACUNIT);
if (loop_in < loop->zoom_in_speed)
{
fixed_t f = loop_out < loop->zoom_out_speed
? (loop_out * FRACUNIT) / loop->zoom_out_speed
: FRACUNIT - ((loop_in * FRACUNIT) / loop->zoom_in_speed);
camspeed -= FixedMul(f, camspeed - (FRACUNIT/10));
camdist += FixedMul(f, loop->dist);
}
if (loop_in < max(loop->pan_back, 1))
{
fixed_t f = (loop_in * FRACUNIT) / max(loop->pan_back, 1);
fixed_t dx = mo->x - thiscam->x;
fixed_t dy = mo->y - thiscam->y;
angle_t th = R_PointToAngle2(0, 0, dx, dy);
fixed_t d = AngleFixed(focusangle - th);
if (d > 180*FRACUNIT)
{
d -= (360*FRACUNIT);
}
focusangle = th + FixedAngle(FixedMul(f, d));
if (loop_in == 0)
{
focusaiming = R_PointToAngle2(0, thiscam->z, FixedHypot(dx, dy), mo->z);
}
}
if (loop_in == 0)
{
tic_t accel = max(loop->pan_accel, 1);
fixed_t f = (min(loop_out, accel) * FRACUNIT) / accel;
INT32 turn = AngleDeltaSigned(focusangle, player->loop.yaw - loop->pan);
INT32 turnspeed = FixedAngle(FixedMul(f, loop->pan_speed));
if (turn > turnspeed)
{
// TODO: this code let the panning angle flip
// depending on your camera angle when entering
// the loop.
// It caused just about every loop to look weird
// sometimes, since the camera could move
// differently than configured.
// I don't know if this behavior should ever come
// back, but in case it should, I'm leaving this
// comment here.
#if 0
if (turn < ANGLE_90)
{
turnspeed = -(turnspeed);
}
#endif
focusangle += turnspeed;
}
}
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 * cameraScale)*3;
camheight += (introcam * cameraScale)*2;
}
else if (player->exiting) // SRB2Kart: Leave the camera behind while exiting, for dramatic effect!
camstill = true;
else if ((lookback || lookbackdelay[num]) && !affected_by_loop)
{
// SRB2Kart -- Camera flip when looking backwards
#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;
}
}
/* The Top is Big Large so zoom out */
if (player->curshield == KSHIELD_TOP)
{
camdist += 40 * mapobjectscale;
camheight += 40 * mapobjectscale;
}
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*cameraScale;
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]);
}
if (player->loop.radius)
{
speed = player->speed;
}
else
{
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 || player->loop.radius)
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;
}
z += player->cameraOffset;
// point viewed by the camera
// this point is just 64 unit forward the player
dist = 64*cameraScale;
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;
if (lookback && lookbackdelay[num] && !affected_by_loop) {
// when looking back, camera's momentum
// should inherit the momentum of the player
// plus extra
thiscam->momx += 2*mo->momx;
thiscam->momy += 2*mo->momy;
}
fixed_t z_speed = Easing_Linear(
player->karthud[khud_aircam],
camspeed * 3 / 5,
camspeed
);
thiscam->momz = FixedMul(z - thiscam->z, z_speed);
}
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 + player->cameraOffset);
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 + player->cameraOffset);
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);
R_ResetViewInterpolation(num + 1);
}
thiscam->centerfloorz = mo->floorz;
thiscam->centerceilingz = mo->ceilingz;
return (x == thiscam->x && y == thiscam->y && z == thiscam->z && angle == thiscam->aiming);
}
boolean P_SpectatorJoinGame(player_t *player)
{
const char *text = NULL;
// no conditions that could cause the gamejoin to fail below this line
if (player->mo)
{
P_RemoveMobj(player->mo);
P_SetTarget(&player->mo, NULL);
}
player->spectator = false;
player->pflags &= ~PF_WANTSTOJOIN;
player->team = TEAM_UNASSIGNED; // We will auto-assign later.
player->playerstate = PST_REBORN;
player->enteredGame = true;
// Reset away view (some code referenced from Got_Teamchange)
if (G_IsPartyLocal(player - players))
{
LUA_HookViewpointSwitch(player, player, true);
displayplayers[G_PartyPosition(player - players)] = (player-players);
}
// a surprise tool that will help us later...
text = va("\x82*%s entered the game.", player_names[player-players]);
if (P_IsMachineLocalPlayer(player) && player->spectatewait > TICRATE)
S_StartSound(NULL, sfx_s3ka9);
player->spectatewait = 0;
HU_AddChatText(text, false);
return true; // no more player->mo, cannot continue.
}
// 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, size_t viewnum)
{
sector_t *sector = player->mo->subsector->sector;
postimg_t *type = &postimgtype[viewnum];
INT32 *param = &postimgparam[viewnum];
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->awayview.tics && player->awayview.mobj && !P_MobjWasRemoved(player->awayview.mobj))
{
sector = player->awayview.mobj->subsector->sector;
pviewheight = player->awayview.mobj->z;
}
// 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->fofflags & FOF_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->fofflags & FOF_EXISTS) || !(rover->fofflags & FOF_SWIMMABLE) || rover->fofflags & FOF_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_IsPartyPlayer(player) && !demo.playback)
{
legitimateexit = true; // SRB2kart: losing a race is still seeing it through to the end :p
player->roundconditions.checkthisframe = true;
gamedata->deferredconditioncheck = true;
}
if (netgame && !player->bot && !(gametyperules & GTR_BOSS))
{
CON_LogMessage(va(M_GetText("%s ran out of time.\n"), player_names[player-players]));
}
// actually, lets not do the below, because its a suitable penalty to not be granted the increase from remaining gradingpoints
// iterate through remaining gradingpoints and update gradingfactor and exp for current position, as if you crossed all of them
// const UINT32 numgradingpoints = K_GetNumGradingPoints();
// const UINT32 remaininggradingpoints = numgradingpoints - player->gradingpointnum;
// for (UINT32 i = 0; i < remaininggradingpoints; i++)
// {
// player->gradingfactor += K_GetGradingFactorAdjustment(player, player->gradingpointnum);
// player->gradingpointnum++;
// player->exp = K_GetEXP(player);
// }
player->pflags |= PF_NOCONTEST;
K_UpdatePowerLevelsFinalize(player, false);
if (G_GametypeUsesLives())
{
K_PlayerLoseLife(player);
}
if (player->mo)
{
S_StopSound(player->mo);
P_DamageMobj(player->mo, NULL, NULL, 1, DMG_TIMEOVER);
}
if (G_IsPartyLocal(player - players) && musiccountdown == 0)
{
Music_Play("finish_silence");
musiccountdown = MUSIC_COUNTDOWN_MAX;
}
if (!exitcountdown)
{
G_BeginLevelExit();
}
K_InitPlayerTally(player);
}
// 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
/* 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 = 20*FRACUNIT;
}
else
{
tilt = ANGLE_11hh/2;
lowb = 60*FRACUNIT;
}
}
else
{
tilt = ANGLE_22h;
lowb = 40*FRACUNIT;
}
lowb = FixedMul(lowb, player->mo->scale);
moma = FixedMul(FixedDiv(delta, ANGLE_90), tilt);
speed = player->speed;
if (speed < lowb)
{
// ease out tilt as we slow...
moma = FixedMul(moma, FixedDiv(speed, lowb));
}
return moma;
}
static void
DoABarrelRoll (player_t *player)
{
UINT8 viewnum = R_GetViewNumber();
camera_t *cam = &camera[viewnum];
angle_t slope;
angle_t delta;
fixed_t smoothing;
if (player->exiting || F_CreditsDemoExitFade() >= 0)
{
return;
}
if (player->loop.radius)
{
return;
}
if (player->respawn.state != RESPAWNST_NONE)
{
player->tilt = 0;
return;
}
slope = InvAngle(R_GetPitchRollAngle(player->mo, player));
if (AbsAngle(slope) < ANGLE_11hh)
{
slope = 0;
}
if (cam->chase)
{
if (AbsAngle(slope) > ANGLE_45)
{
slope = slope & ANGLE_180 ? InvAngle(ANGLE_45) : ANGLE_45;
}
} else {
if (AbsAngle(slope) > ANGLE_90)
{
slope = slope & ANGLE_180 ? InvAngle(ANGLE_90) : ANGLE_90;
}
}
slope -= Quaketilt(player);
delta = slope - player->tilt;
smoothing = FixedDiv(AbsAngle(slope), ANGLE_45);
delta = FixedDiv(delta, (cam->chase ? 33 : 11) *
FixedDiv(FRACUNIT, FRACUNIT + smoothing));
if (delta)
player->tilt += delta;
else
player->tilt = slope;
}
void P_TickAltView(altview_t *view)
{
if (view->mobj != NULL && P_MobjWasRemoved(view->mobj) == true)
{
P_SetTarget(&view->mobj, NULL); // remove view->mobj asap if invalid
view->tics = 0; // reset to zero
}
if (view->tics > 0)
{
view->tics--;
if (view->tics == 0)
{
P_SetTarget(&view->mobj, NULL);
}
}
}
//
// 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;
}
if (G_GametypeUsesLives() == true && player->lives <= 0 && player->playerstate != PST_DEAD)
{
player->mo->flags &= ~(MF_SOLID|MF_SHOOTABLE); // does not block
P_UnsetThingPosition(player->mo);
player->mo->flags |= MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY;
P_SetThingPosition(player->mo);
player->mo->standingslope = NULL;
player->mo->terrain = NULL;
player->mo->pmomz = 0;
player->playerstate = PST_DEAD;
// hide the player sprite forever
player->mo->hitlag = INT32_MAX;
player->mo->renderflags |= RF_DONTDRAW;
player->mo->reappear = INFTICS; // also hides the follower
// respawn from where you died
player->respawn.pointx = player->mo->x;
player->respawn.pointy = player->mo->y;
player->respawn.pointz = player->mo->z;
player->pflags |= PF_LOSTLIFE|PF_ELIMINATED|PF_NOCONTEST;
player->realtime = UINT32_MAX;
K_InitPlayerTally(player);
}
// Erasing invalid player pointers
{
#define PlayerPointerErase(field) \
if (field && P_MobjWasRemoved(field)) \
P_SetTarget(&field, NULL); \
PlayerPointerErase(player->followmobj);
PlayerPointerErase(player->stumbleIndicator);
PlayerPointerErase(player->wavedashIndicator);
PlayerPointerErase(player->trickIndicator);
PlayerPointerErase(player->whip);
PlayerPointerErase(player->hand);
PlayerPointerErase(player->ringShooter);
PlayerPointerErase(player->hoverhyudoro);
PlayerPointerErase(player->ballhogreticule);
PlayerPointerErase(player->flickyAttacker);
PlayerPointerErase(player->stoneShoe);
PlayerPointerErase(player->toxomisterCloud);
PlayerPointerErase(player->powerup.flickyController);
PlayerPointerErase(player->powerup.barrier);
#undef PlayerPointerErase
}
player->old_drawangle = player->drawangle;
P_TickAltView(&player->awayview);
if (player->flashcount)
player->flashcount--;
// Track airtime
if (P_IsObjectOnGround(player->mo)
&& !P_PlayerInPain(player)) // This isn't airtime, but it's control loss all the same.
{
player->lastairtime = player->airtime;
player->airtime = 0;
}
else
{
player->airtime++;
}
if ((player->pflags & PF_FAULT) || (player->pflags & PF_VOID))
{
player->lastairtime = 0;
player->airtime = 0;
}
cmd = &player->cmd;
// SRB2kart
// Save the dir the player is holding
// to allow items to be thrown forward or backward.
{
const INT16 threshold = 6*KART_FULLTURN/10;
if (cmd->throwdir > threshold)
{
player->throwdir = 1;
}
else if (cmd->throwdir < -threshold)
{
player->throwdir = -1;
}
else
{
player->throwdir = 0;
}
}
// Accessibility - kickstart your acceleration
if (!(player->pflags & PF_KICKSTARTACCEL))
{
player->kickstartaccel = 0;
}
else if (cmd->buttons & BT_ACCELERATE)
{
if (!player->exiting && !(player->oldcmd.buttons & BT_ACCELERATE) && ((cmd->buttons & BT_SPINDASHMASK) != BT_SPINDASHMASK) && player->trickpanel != TRICKSTATE_READY)
{
player->kickstartaccel = 0;
}
else if (player->kickstartaccel < ACCEL_KICKSTART)
{
player->kickstartaccel++;
if ((
player->kickstartaccel < ACCEL_KICKSTART
&& player->spindash != 0 // spindashings
) && (
player->rings <= 0 // desperation
|| (G_TimeAttackStart() && leveltime < starttime) // TA
))
{
// Double speed fill
player->kickstartaccel++;
}
if ((player->kickstartaccel == ACCEL_KICKSTART) && !K_PlayerUsesBotMovement(player) && P_IsDisplayPlayer(player))
{
S_StartSound(NULL, sfx_ding);
}
}
else // for HUD
{
player->kickstartaccel = ACCEL_KICKSTART+1;
}
}
else if (player->kickstartaccel < ACCEL_KICKSTART)
{
player->kickstartaccel = 0;
}
else // for HUD
{
player->kickstartaccel = ACCEL_KICKSTART+1;
}
#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)
{
#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_IsPartyPlayer(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)
{
LUA_HookPlayer(player, HOOK(PlayerThink));
return;
}
}
}
}
// Make sure spectators always have a score and ring count of 0.
if (player->spectator)
{
//player->score = 0;
player->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 (!(player->exiting || mapreset) && !(player->pflags & PF_NOCONTEST) && !stoppedclock)
{
if (leveltime >= starttime)
{
player->realtime = leveltime - starttime;
if (player->spectator)
player->laptime[LAP_CUR] = 0;
else if (player->laptime[LAP_CUR] != UINT32_MAX)
player->laptime[LAP_CUR]++; // This is too complicated to sync to realtime, just sorta hope for the best :V
}
else
{
player->realtime = 0;
player->laptime[LAP_CUR] = 0;
}
}
if (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;
}
/* ------------------------------------------ /
ALL ABOVE THIS BLOCK OCCURS EVEN WITH HITLAG
/ ------------------------------------------ */
if (P_MobjIsFrozen(player->mo))
{
return;
}
/* ------------------------------------------ /
ALL BELOW THIS BLOCK IS STOPPED DURING HITLAG
/ ------------------------------------------ */
player->pflags &= ~PF_HITFINISHLINE;
// check water content, set stuff in mobj
P_MobjCheckWater(player->mo);
#ifndef SECTORSPECIALSAFTERTHINK
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
#endif
if (player->playerstate == PST_DEAD)
{
if (player->spectator)
player->mo->renderflags |= RF_GHOSTLY;
else
player->mo->renderflags &= ~RF_GHOSTLYMASK;
P_DeathThink(player);
LUA_HookPlayer(player, HOOK(PlayerThink));
return;
}
if ((netgame || multiplayer) && player->spectator && !player->bot && 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;
player->markedfordeath = false; // In case we got here via a death sector or something.
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->carry == CR_ZOOMTUBE && player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
{
P_DoZoomTube(player);
player->rmomx = player->rmomy = 0;
}
else if (player->loop.radius != 0)
{
P_PlayerOrbit(player);
player->rmomx = player->mo->momx;
player->rmomy = player->mo->momy;
}
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
// 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->flashing && !P_PlayerInPain(player))
{
player->wallSpikeDampen = 0;
}
if (player->nocontrol && player->nocontrol < UINT16_MAX)
{
player->nocontrol--;
}
// tic down the var normaly and remove the flag upon respawn so its guaranteed to be removed from the player
if (!player->nocontrol && !player->respawn.timer && player->respawn.state == RESPAWNST_DROP && (player->pflags & PF_FAULT))
{
player->pflags &= ~PF_FAULT;
player->mo->renderflags &= ~RF_DONTDRAW;
player->mo->flags &= ~MF_NOCLIPTHING;
}
boolean deathcontrolled = (player->respawn.state != RESPAWNST_NONE && player->respawn.truedeath == true)
|| (player->pflags & PF_NOCONTEST) || (player->karmadelay);
boolean powercontrolled = (player->hyudorotimer) || (player->growshrinktimer > 0);
// Flash player after being hit.
if (!deathcontrolled && !powercontrolled)
{
if (player->flashing > 1 && player->flashing < K_GetKartFlashing(player)
&& (leveltime & 1))
player->mo->renderflags |= RF_DONTDRAW;
else
player->mo->renderflags &= ~RF_DONTDRAW;
}
else if (!deathcontrolled)
{
player->mo->renderflags &= ~RF_DONTDRAW;
}
if (player->stairjank > 0)
{
player->stairjank--;
}
// Random skin / "ironman"
{
UINT32 skinflags = (demo.playback)
? demo.skinlist[demo.currentskinid[playeri]].flags
: skins[player->skin]->flags;
if (skinflags & SF_IRONMAN) // we are Heavy Magician
{
if (player->charflags & SF_IRONMAN) // no fakeskin yet
{
if (leveltime >= starttime
&& !player->exiting
&& player->mo->health > 0
&& (player->respawn.state == RESPAWNST_NONE
|| (player->respawn.state == RESPAWNST_DROP && !player->respawn.timer))
&& !P_PlayerInPain(player))
{
if (player->fakeskin != MAXSKINS)
{
SetFakePlayerSkin(player, player->fakeskin);
if (player->spectator == false)
{
S_StartSound(player->mo, sfx_kc33);
K_SpawnMagicianParticles(player->mo, 5);
}
}
else if (!(gametyperules & GTR_CIRCUIT))
{
SetRandomFakePlayerSkin(player, false, false);
}
}
}
else if (player->exiting) // wearing a fakeskin, but need to display signpost postrace etc
{
ClearFakePlayerSkin(player);
}
}
}
K_KartPlayerThink(player, cmd); // SRB2kart
DoABarrelRoll(player);
if (player->carry == CR_SLIDING)
player->carry = CR_NONE;
LUA_HookPlayer(player, HOOK(PlayerThink));
}
//
// P_PlayerAfterThink
//
// Thinker for player after all other thinkers have run
//
void P_PlayerAfterThink(player_t *player)
{
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
if (player->exiting && !K_PlayerTallyActive(player))
{
// We defer P_DoPlayerExit tallies to the end of the tic.
K_InitPlayerTally(player);
}
if (P_IsObjectOnGround(player->mo) == true)
{
player->outrun = 0;
}
#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
if (player->playerstate == PST_DEAD)
{
// Followers need handled while dead.
K_HandleFollower(player);
if (player->followmobj)
{
P_RemoveMobj(player->followmobj);
P_SetTarget(&player->followmobj, NULL);
}
return;
}
{
boolean chase = true;
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]] && !camera[i].chase)
{
chase = false;
}
}
if (!chase) // bob view only if looking through the player's eyes
{
P_CalcHeight(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;
}
for (i = 0; i <= r_splitscreen; i++)
{
if (player == &players[displayplayers[i]] && !camera[i].chase)
{
P_CalcPostImg(player, i);
}
}
}
// spectator invisibility and nogravity.
if ((netgame || multiplayer) && player->spectator)
{
player->mo->renderflags |= RF_DONTDRAW;
player->mo->flags |= MF_NOGRAVITY;
}
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 (LUA_HookFollowMobj(player, player->followmobj) || P_MobjWasRemoved(player->followmobj))
{;}
else
{
switch (player->followmobj->type)
{
default:
var1 = 1;
var2 = 0;
A_CapeChase(player->followmobj);
break;
}
}
}
}
// Run followers in AfterThink, after the players have moved,
// so a lag value of 1 is exactly attached to the player.
K_HandleFollower(player);
if (P_MobjWasRemoved(player->mo) || (player->mo->eflags & MFE_PAUSED) == 0)
{
player->timeshitprev = player->timeshit;
player->timeshit = 0;
}
if (K_PlayerUsesBotMovement(player))
{
K_UpdateBotGameplayVars(player);
}
for (i = 0; i <= r_splitscreen; i++)
{
if (player != &players[displayplayers[i]])
{
continue;
}
// Store before it gets 0'd out
camera[i].pmomz = player->mo->pmomz;
}
if (P_IsObjectOnGround(player->mo))
player->mo->pmomz = 0;
}
void P_IncrementGriefValue(player_t *player, UINT32 *grief, const UINT32 griefMax)
{
const fixed_t requireDist = (12*player->mo->scale) / FRACUNIT;
INT32 progress = player->distancetofinishprev - player->distancetofinish;
boolean exceptions = (
player->flashing != 0
|| P_MobjIsFrozen(player->mo)
|| player->airtime > 3*TICRATE/2
|| (player->justbumped > 0 && player->justbumped < bumptime-1)
);
if (!exceptions && (progress < requireDist))
{
// If antigrief is disabled, we don't want the
// player getting into a hole so deep no amount
// of good behaviour could ever make up for it.
if (*grief < griefMax)
{
// Making no progress, start counting against you.
*grief = *grief + 1;
if (progress < -requireDist && *grief < griefMax)
{
// Making NEGATIVE progress? Start counting even harder.
*grief = *grief + 1;
}
}
}
else if (*grief > 0)
{
// Playing normally.
*grief = *grief - 1;
if (*grief == 0)
player->griefWarned = false;
}
}
void P_CheckRaceGriefing(player_t *player, boolean dopunishment)
{
const UINT32 griefMax = cv_antigrief.value * TICRATE;
const UINT8 n = player - players;
// Don't punish if the cvar is turned off,
// otherwise NOBODY would be able to play!
if (griefMax == 0)
{
dopunishment = false;
}
P_IncrementGriefValue(player, &player->griefValue, griefMax);
if (dopunishment && !player->griefWarned && player->griefValue >= (griefMax/2))
{
K_AddMessageForPlayer(player, "Get moving!", true, false);
if (P_IsPartyPlayer(player))
S_StartSound(NULL, sfx_cftbl0);
player->griefWarned = true;
}
if (dopunishment && player->griefValue >= griefMax)
{
if (player->griefStrikes < 3)
{
player->griefStrikes++;
}
player->griefValue = 0;
player->griefWarned = false;
if (server)
{
if (player->griefStrikes == 3 && playernode[n] != servernode
#ifndef DEVELOP
&& !IsPlayerAdmin(n)
#endif
)
{
// Send kick
SendKick(n, KICK_MSG_GRIEF);
}
else
{
// Send spectate
UINT8 buf[2];
UINT8 *p = buf;
WRITEUINT8(p, n);
WRITEUINT8(p, 0);
SendNetXCmd(XD_SPECTATE, &buf, p - buf);
}
}
}
}
void P_SetPlayerAngle(player_t *player, angle_t angle)
{
P_ForceLocalAngle(player, angle);
player->angleturn = angle;
}
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;
}
}
// jartha: OK, I don't really know how ticcmds work. The
// specific problem I'm trying to fix is that, on level
// load, the player angle gets reset. But the ticcmds
// copied in afterward don't match this angle, and they
// influence the player steering.
for (i = 0; i <= splitscreen; i++)
{
if (player == &players[g_localplayers[i]])
{
D_ResetTiccmdAngle(i, angle);
localsteering[i] = angle;
break;
}
}
}
boolean P_PlayerFullbright(player_t *player)
{
return (player->invincibilitytimer > 0);
}
void P_ResetPlayerCheats(void)
{
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *player = &players[i];
mobj_t *thing = player->mo;
if (!playeringame[i])
continue;
player->pflags &= ~(PF_GODMODE);
player->respawn.manual = false;
if (P_MobjWasRemoved(thing))
continue;
thing->flags &= ~(MF_NOCLIP);
thing->destscale = mapobjectscale;
P_SetScale(thing, thing->destscale);
}
}