diff --git a/src/b_bot.c b/src/b_bot.c index dc65c9c16..543bcb183 100644 --- a/src/b_bot.c +++ b/src/b_bot.c @@ -271,6 +271,12 @@ void B_RespawnBot(INT32 playernum) player->powers[pw_spacetime] = sonic->player->powers[pw_spacetime]; player->powers[pw_gravityboots] = sonic->player->powers[pw_gravityboots]; player->powers[pw_nocontrol] = sonic->player->powers[pw_nocontrol]; + player->acceleration = sonic->player->acceleration; + player->accelstart = sonic->player->accelstart; + player->thrustfactor = sonic->player->thrustfactor; + player->normalspeed = sonic->player->normalspeed; + player->pflags |= PF_AUTOBRAKE; + player->pflags &= ~PF_DIRECTIONCHAR; P_TeleportMove(tails, x, y, z); if (player->charability == CA_FLY) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index bb0978cdb..9719178bd 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -3102,11 +3102,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum) secondarydisplayplayer = newplayernum; DEBFILE("spawning me\n"); // Apply player flags as soon as possible! - players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE); + players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE); if (cv_flipcam.value) players[newplayernum].pflags |= PF_FLIPCAM; if (cv_analog.value) players[newplayernum].pflags |= PF_ANALOGMODE; + if (cv_directionchar.value) + players[newplayernum].pflags |= PF_DIRECTIONCHAR; + if (cv_autobrake.value) + players[newplayernum].pflags |= PF_AUTOBRAKE; } else { @@ -3115,11 +3119,15 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum) if (botingame) players[newplayernum].bot = 1; // Same goes for player 2 when relevant - players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE); + players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE); if (cv_flipcam2.value) players[newplayernum].pflags |= PF_FLIPCAM; if (cv_analog2.value) players[newplayernum].pflags |= PF_ANALOGMODE; + if (cv_directionchar2.value) + players[newplayernum].pflags |= PF_DIRECTIONCHAR; + if (cv_autobrake2.value) + players[newplayernum].pflags |= PF_AUTOBRAKE; } D_SendPlayerConfig(); addedtogame = true; diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 7f408a2b5..4f9623900 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -771,6 +771,12 @@ void D_RegisterClientCommands(void) CV_RegisterVar(&cv_useranalog); CV_RegisterVar(&cv_useranalog2); + // deez New User eXperiences + CV_RegisterVar(&cv_directionchar); + CV_RegisterVar(&cv_directionchar2); + CV_RegisterVar(&cv_autobrake); + CV_RegisterVar(&cv_autobrake2); + // s_sound.c CV_RegisterVar(&cv_soundvolume); CV_RegisterVar(&cv_closedcaptioning); @@ -1433,6 +1439,10 @@ void SendWeaponPref(void) buf[0] |= 1; if (players[consoleplayer].pflags & PF_ANALOGMODE) buf[0] |= 2; + if (players[consoleplayer].pflags & PF_DIRECTIONCHAR) + buf[0] |= 4; + if (players[consoleplayer].pflags & PF_AUTOBRAKE) + buf[0] |= 8; SendNetXCmd(XD_WEAPONPREF, buf, 1); } @@ -1445,6 +1455,10 @@ void SendWeaponPref2(void) buf[0] |= 1; if (players[secondarydisplayplayer].pflags & PF_ANALOGMODE) buf[0] |= 2; + if (players[secondarydisplayplayer].pflags & PF_DIRECTIONCHAR) + buf[0] |= 4; + if (players[secondarydisplayplayer].pflags & PF_AUTOBRAKE) + buf[0] |= 8; SendNetXCmd2(XD_WEAPONPREF, buf, 1); } @@ -1452,11 +1466,15 @@ static void Got_WeaponPref(UINT8 **cp,INT32 playernum) { UINT8 prefs = READUINT8(*cp); - players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE); + players[playernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE); if (prefs & 1) players[playernum].pflags |= PF_FLIPCAM; if (prefs & 2) players[playernum].pflags |= PF_ANALOGMODE; + if (prefs & 4) + players[playernum].pflags |= PF_DIRECTIONCHAR; + if (prefs & 8) + players[playernum].pflags |= PF_AUTOBRAKE; } void D_SendPlayerConfig(void) @@ -2578,12 +2596,12 @@ static void Got_Teamchange(UINT8 **cp, INT32 playernum) { players[playernum].spectator = true; players[playernum].pflags &= ~PF_TAGIT; - players[playernum].pflags &= ~PF_TAGGED; + players[playernum].pflags &= ~PF_GAMETYPEOVER; } else if (NetPacket.packet.newteam != 3) // .newteam == 1 or 2. { players[playernum].spectator = false; - players[playernum].pflags &= ~PF_TAGGED;//Just in case. + players[playernum].pflags &= ~PF_GAMETYPEOVER; //Just in case. if (NetPacket.packet.newteam == 1) //Make the player IT. players[playernum].pflags |= PF_TAGIT; diff --git a/src/d_player.h b/src/d_player.h index d578d15ef..bf0b303b8 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -98,66 +98,58 @@ typedef enum // typedef enum { - // Flip camera angle with gravity flip prefrence. - PF_FLIPCAM = 1, + // Cvars + PF_FLIPCAM = 1, // Flip camera angle with gravity flip prefrence. + PF_ANALOGMODE = 1<<1, // Analog mode? + PF_DIRECTIONCHAR = 1<<2, // Directional character sprites? + PF_AUTOBRAKE = 1<<3, // Autobrake? // Cheats - PF_GODMODE = 1<<1, - PF_NOCLIP = 1<<2, - PF_INVIS = 1<<3, + PF_GODMODE = 1<<4, + PF_NOCLIP = 1<<5, + PF_INVIS = 1<<6, // True if button down last tic. - PF_ATTACKDOWN = 1<<4, - PF_USEDOWN = 1<<5, - PF_JUMPDOWN = 1<<6, - PF_WPNDOWN = 1<<7, + PF_ATTACKDOWN = 1<<7, + PF_USEDOWN = 1<<8, + PF_JUMPDOWN = 1<<9, + PF_WPNDOWN = 1<<10, // Unmoving states - PF_STASIS = 1<<8, // Player is not allowed to move - PF_JUMPSTASIS = 1<<9, // and that includes jumping. + PF_STASIS = 1<<11, // Player is not allowed to move + PF_JUMPSTASIS = 1<<12, // and that includes jumping. PF_FULLSTASIS = PF_STASIS|PF_JUMPSTASIS, - // Did you get a time-over? - PF_TIMEOVER = 1<<10, + // Applying autobrake? + PF_APPLYAUTOBRAKE = 1<<13, // Character action status - PF_STARTJUMP = 1<<11, - PF_JUMPED = 1<<12, - PF_SPINNING = 1<<13, - PF_STARTDASH = 1<<14, - PF_THOKKED = 1<<15, + PF_STARTJUMP = 1<<14, + PF_JUMPED = 1<<15, + PF_NOJUMPDAMAGE = 1<<16, - // Are you gliding? - PF_GLIDING = 1<<16, + PF_SPINNING = 1<<17, + PF_STARTDASH = 1<<18, + + PF_THOKKED = 1<<19, + PF_SHIELDABILITY = 1<<20, + PF_GLIDING = 1<<21, + PF_BOUNCING = 1<<22, // Sliding (usually in water) like Labyrinth/Oil Ocean - PF_SLIDING = 1<<17, + PF_SLIDING = 1<<23, - // Bouncing - PF_BOUNCING = 1<<18, + // NiGHTS stuff + PF_TRANSFERTOCLOSEST = 1<<24, + PF_DRILLING = 1<<25, - /*** NIGHTS STUFF ***/ - PF_TRANSFERTOCLOSEST = 1<<19, - PF_NIGHTSFALL = 1<<20, - PF_DRILLING = 1<<21, - PF_SKIDDOWN = 1<<22, - - /*** TAG STUFF ***/ - PF_TAGGED = 1<<23, // Player has been tagged and awaits the next round in hide and seek. - PF_TAGIT = 1<<24, // The player is it! For Tag Mode + // Gametype-specific stuff + PF_GAMETYPEOVER = 1<<26, // Race time over, or H&S out-of-game + PF_TAGIT = 1<<27, // The player is it! For Tag Mode /*** misc ***/ - PF_FORCESTRAFE = 1<<25, // Turning inputs are translated into strafing inputs - PF_ANALOGMODE = 1<<26, // Analog mode? - - // Can carry another player? - PF_CANCARRY = 1<<27, - - // Used shield ability - PF_SHIELDABILITY = 1<<28, - - // Jump damage? - PF_NOJUMPDAMAGE = 1<<29, + PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs + PF_CANCARRY = 1<<29, // Can carry another player? // up to 1<<31 is free } pflags_t; @@ -234,6 +226,7 @@ typedef enum CR_PLAYER, // NiGHTS mode. Not technically a CARRYING, but doesn't stack with any of the others, so might as well go here. CR_NIGHTSMODE, + CR_NIGHTSFALL, // Old Brak sucks hard, but this gimmick could be used for something better, so we might as well continue supporting it. CR_BRAKGOOP, // Specific level gimmicks. @@ -254,6 +247,7 @@ typedef enum pw_underwater, // underwater timer pw_spacetime, // In space, no one can hear you spin! pw_extralife, // Extra Life timer + pw_pushing, pw_super, // Are you super? pw_gravityboots, // gravity boots @@ -326,6 +320,9 @@ typedef struct player_s // It is updated with cmd->aiming. angle_t aiming; + // fun thing for player sprite + angle_t drawangle; + // player's ring count INT32 rings; diff --git a/src/dehacked.c b/src/dehacked.c index 8a9c15162..4ac23b2e8 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -6532,8 +6532,12 @@ static const char *const MAPTHINGFLAG_LIST[4] = { #endif static const char *const PLAYERFLAG_LIST[] = { - // Flip camera angle with gravity flip prefrence. - "FLIPCAM", + + // Cvars + "FLIPCAM", // Flip camera angle with gravity flip prefrence. + "ANALOGMODE", // Analog mode? + "DIRECTIONCHAR", // Directional character sprites? + "AUTOBRAKE", // Autobrake? // Cheats "GODMODE", @@ -6551,41 +6555,36 @@ static const char *const PLAYERFLAG_LIST[] = { "JUMPSTASIS", // and that includes jumping. // (we don't include FULLSTASIS here I guess because it's just those two together...?) - // Did you get a time-over? - "TIMEOVER", + // Applying autobrake? + "APPLYAUTOBRAKE", // Character action status "STARTJUMP", "JUMPED", + "NOJUMPDAMAGE", + "SPINNING", "STARTDASH", - "THOKKED", - // Are you gliding? + "THOKKED", + "SHIELDABILITY", "GLIDING", + "BOUNCING", // Sliding (usually in water) like Labyrinth/Oil Ocean "SLIDING", - // Bouncing - "BOUNCING", - - /*** NIGHTS STUFF ***/ + // NiGHTS stuff "TRANSFERTOCLOSEST", - "NIGHTSFALL", "DRILLING", - "SKIDDOWN", - /*** TAG STUFF ***/ - "TAGGED", // Player has been tagged and awaits the next round in hide and seek. + // Gametype-specific stuff + "GAMETYPEOVER", // Race time over, or H&S out-of-game "TAGIT", // The player is it! For Tag Mode /*** misc ***/ "FORCESTRAFE", // Translate turn inputs into strafe inputs - "ANALOGMODE", // Analog mode? "CANCARRY", // Can carry? - "SHIELDABILITY", // Thokked with shield ability - "NOJUMPDAMAGE", // No jump damage NULL // stop loop here. }; @@ -6751,6 +6750,7 @@ static const char *const POWERS_LIST[] = { "UNDERWATER", // underwater timer "SPACETIME", // In space, no one can hear you spin! "EXTRALIFE", // Extra Life timer + "PUSHING", "SUPER", // Are you super? "GRAVITYBOOTS", // gravity boots @@ -7001,6 +7001,7 @@ struct { {"CR_GENERIC",CR_GENERIC}, {"CR_PLAYER",CR_PLAYER}, {"CR_NIGHTSMODE",CR_NIGHTSMODE}, + {"CR_NIGHTSFALL",CR_NIGHTSFALL}, {"CR_BRAKGOOP",CR_BRAKGOOP}, {"CR_ZOOMTUBE",CR_ZOOMTUBE}, {"CR_ROPEHANG",CR_ROPEHANG}, diff --git a/src/g_game.c b/src/g_game.c index 60304d802..88839e814 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -293,6 +293,10 @@ static void UserAnalog_OnChange(void); static void UserAnalog2_OnChange(void); static void Analog_OnChange(void); static void Analog2_OnChange(void); +static void DirectionChar_OnChange(void); +static void DirectionChar2_OnChange(void); +static void AutoBrake_OnChange(void); +static void AutoBrake2_OnChange(void); void SendWeaponPref(void); void SendWeaponPref2(void); @@ -375,6 +379,14 @@ consvar_t cv_useranalog = {"useranalog", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserA consvar_t cv_useranalog2 = {"useranalog2", "Off", CV_SAVE|CV_CALL, CV_OnOff, UserAnalog2_OnChange, 0, NULL, NULL, 0, 0, NULL}; #endif +static CV_PossibleValue_t directionchar_cons_t[] = {{0, "Camera"}, {1, "Movement"}, {0, NULL}}; + +// deez New User eXperiences +consvar_t cv_directionchar = {"directionchar", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_directionchar2 = {"directionchar2", "Movement", CV_SAVE|CV_CALL, directionchar_cons_t, DirectionChar2_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_autobrake = {"autobrake", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake_OnChange, 0, NULL, NULL, 0, 0, NULL}; +consvar_t cv_autobrake2 = {"autobrake2", "On", CV_SAVE|CV_CALL, CV_OnOff, AutoBrake2_OnChange, 0, NULL, NULL, 0, 0, NULL}; + typedef enum { AXISNONE = 0, @@ -1622,6 +1634,46 @@ static void Analog2_OnChange(void) SendWeaponPref2(); } +static void DirectionChar_OnChange(void) +{ + if (cv_directionchar.value) + players[consoleplayer].pflags |= PF_DIRECTIONCHAR; + else + players[consoleplayer].pflags &= ~PF_DIRECTIONCHAR; + + SendWeaponPref(); +} + +static void DirectionChar2_OnChange(void) +{ + if (cv_directionchar2.value) + players[secondarydisplayplayer].pflags |= PF_DIRECTIONCHAR; + else + players[secondarydisplayplayer].pflags &= ~PF_DIRECTIONCHAR; + + SendWeaponPref2(); +} + +static void AutoBrake_OnChange(void) +{ + if (cv_autobrake.value) + players[consoleplayer].pflags |= PF_AUTOBRAKE; + else + players[consoleplayer].pflags &= ~PF_AUTOBRAKE; + + SendWeaponPref(); +} + +static void AutoBrake2_OnChange(void) +{ + if (cv_autobrake2.value) + players[secondarydisplayplayer].pflags |= PF_AUTOBRAKE; + else + players[secondarydisplayplayer].pflags &= ~PF_AUTOBRAKE; + + SendWeaponPref2(); +} + // // G_DoLoadLevel // @@ -2126,7 +2178,7 @@ void G_PlayerReborn(INT32 player) jointime = players[player].jointime; spectator = players[player].spectator; outofcoop = players[player].outofcoop; - pflags = (players[player].pflags & (PF_TIMEOVER|PF_FLIPCAM|PF_TAGIT|PF_TAGGED|PF_ANALOGMODE)); + pflags = (players[player].pflags & (PF_FLIPCAM|PF_ANALOGMODE|PF_DIRECTIONCHAR|PF_AUTOBRAKE|PF_TAGIT|PF_GAMETYPEOVER)); // As long as we're not in multiplayer, carry over cheatcodes from map to map if (!(netgame || multiplayer)) @@ -3799,7 +3851,7 @@ void G_InitNew(UINT8 pultmode, const char *mapname, boolean resetplayer, boolean players[i].score = 0; // The latter two should clear by themselves, but just in case - players[i].pflags &= ~(PF_TAGIT|PF_TAGGED|PF_FULLSTASIS); + players[i].pflags &= ~(PF_TAGIT|PF_GAMETYPEOVER|PF_FULLSTASIS); // Clear cheatcodes too, just in case. players[i].pflags &= ~(PF_GODMODE|PF_NOCLIP|PF_INVIS); diff --git a/src/g_game.h b/src/g_game.h index de04e2846..31eea061a 100644 --- a/src/g_game.h +++ b/src/g_game.h @@ -59,6 +59,8 @@ extern consvar_t cv_invertmouse, cv_alwaysfreelook, cv_mousemove; extern consvar_t cv_invertmouse2, cv_alwaysfreelook2, cv_mousemove2; extern consvar_t cv_useranalog, cv_useranalog2; extern consvar_t cv_analog, cv_analog2; +extern consvar_t cv_directionchar, cv_directionchar2; +extern consvar_t cv_autobrake, cv_autobrake2; extern consvar_t cv_sideaxis,cv_turnaxis,cv_moveaxis,cv_lookaxis,cv_fireaxis,cv_firenaxis; extern consvar_t cv_sideaxis2,cv_turnaxis2,cv_moveaxis2,cv_lookaxis2,cv_fireaxis2,cv_firenaxis2; extern consvar_t cv_ghost_bestscore, cv_ghost_besttime, cv_ghost_bestrings, cv_ghost_last, cv_ghost_guest; diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 5ecde8a0b..cc3f40402 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -5239,7 +5239,7 @@ static void HWR_ProjectSprite(mobj_t *thing) // Note: DO NOT do this in software mode version, it actually // makes papersprites look WORSE there (I know, I've tried) // Monster Iestyn - 13/05/17 - ang = dup_viewangle - thing->angle; + ang = dup_viewangle - (thing->player ? thing->player->drawangle : thing->angle); ang_scale = FIXED_TO_FLOAT(FINESINE(ang>>ANGLETOFINESHIFT)); ang_scalez = FIXED_TO_FLOAT(FINECOSINE(ang>>ANGLETOFINESHIFT)); @@ -5250,7 +5250,7 @@ static void HWR_ProjectSprite(mobj_t *thing) } } else if (sprframe->rotate != SRF_SINGLE) - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle); if (sprframe->rotate == SRF_SINGLE) { diff --git a/src/hardware/hw_md2.c b/src/hardware/hw_md2.c index 708da2c15..b34ddfc01 100644 --- a/src/hardware/hw_md2.c +++ b/src/hardware/hw_md2.c @@ -1390,7 +1390,7 @@ void HWR_DrawMD2(gr_vissprite_t *spr) if (sprframe->rotate) { - const fixed_t anglef = AngleFixed(spr->mobj->angle); + const fixed_t anglef = AngleFixed((spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle)); p.angley = FIXED_TO_FLOAT(anglef); } else diff --git a/src/lua_playerlib.c b/src/lua_playerlib.c index b8a6ea4fd..7c55012d2 100644 --- a/src/lua_playerlib.c +++ b/src/lua_playerlib.c @@ -126,6 +126,8 @@ static int player_get(lua_State *L) lua_pushfixed(L, plr->bob); else if (fastcmp(field,"aiming")) lua_pushangle(L, plr->aiming); + else if (fastcmp(field,"drawangle")) + lua_pushangle(L, plr->drawangle); else if (fastcmp(field,"rings")) lua_pushinteger(L, plr->rings); else if (fastcmp(field,"pity")) @@ -386,6 +388,8 @@ static int player_set(lua_State *L) else if (plr == &players[secondarydisplayplayer]) localaiming2 = plr->aiming; } + else if (fastcmp(field,"drawangle")) + plr->drawangle = luaL_checkangle(L, 3); else if (fastcmp(field,"rings")) plr->rings = (INT32)luaL_checkinteger(L, 3); else if (fastcmp(field,"pity")) diff --git a/src/m_cheat.c b/src/m_cheat.c index 7650e0742..3308f721c 100644 --- a/src/m_cheat.c +++ b/src/m_cheat.c @@ -1093,7 +1093,7 @@ void OP_ObjectplaceMovement(player_t *player) ticcmd_t *cmd = &player->cmd; if (!player->climbing && (netgame || !cv_analog.value || (player->pflags & PF_SPINNING))) - player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); + player->drawangle = player->mo->angle = (cmd->angleturn<<16 /* not FRACBITS */); ticruned++; if (!(cmd->angleturn & TICCMD_RECEIVED)) diff --git a/src/m_menu.c b/src/m_menu.c index b983546cc..c20195d43 100644 --- a/src/m_menu.c +++ b/src/m_menu.c @@ -1063,7 +1063,9 @@ static menuitem_t OP_P1ControlsMenu[] = {IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam , 60}, {IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair, 70}, - {IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 90}, + //{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog, 90}, + {IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar, 90}, + {IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake, 100}, }; static menuitem_t OP_P2ControlsMenu[] = @@ -1076,7 +1078,9 @@ static menuitem_t OP_P2ControlsMenu[] = {IT_STRING | IT_CVAR, NULL, "Flip Camera with Gravity" , &cv_flipcam2 , 60}, {IT_STRING | IT_CVAR, NULL, "Crosshair", &cv_crosshair2, 70}, - {IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 90}, + //{IT_STRING | IT_CVAR, NULL, "Analog Control", &cv_useranalog2, 90}, + {IT_STRING | IT_CVAR, NULL, "Character angle", &cv_directionchar2, 90}, + {IT_STRING | IT_CVAR, NULL, "Automatic braking", &cv_autobrake2, 100}, }; static menuitem_t OP_ChangeControlsMenu[] = diff --git a/src/p_enemy.c b/src/p_enemy.c index 0cf86b1ec..1f5b902d4 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -4644,6 +4644,7 @@ void A_CapeChase(mobj_t *actor) fixed_t foffsetx, foffsety, boffsetx, boffsety; INT32 locvar1 = var1; INT32 locvar2 = var2; + angle_t angle; #ifdef HAVE_BLUA if (LUA_CallAction("A_CapeChase", actor)) return; @@ -4665,11 +4666,13 @@ void A_CapeChase(mobj_t *actor) return; } - foffsetx = P_ReturnThrustX(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); - foffsety = P_ReturnThrustY(chaser, chaser->angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + angle = (chaser->player ? chaser->player->drawangle : chaser->angle); - boffsetx = P_ReturnThrustX(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); - boffsety = P_ReturnThrustY(chaser, chaser->angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); + foffsetx = P_ReturnThrustX(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + foffsety = P_ReturnThrustY(chaser, angle, FixedMul((locvar2 >> 16)*FRACUNIT, actor->scale)); + + boffsetx = P_ReturnThrustX(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); + boffsety = P_ReturnThrustY(chaser, angle-ANGLE_90, FixedMul((locvar2 & 65535)*FRACUNIT, actor->scale)); P_UnsetThingPosition(actor); actor->x = chaser->x + foffsetx + boffsetx; @@ -4686,7 +4689,7 @@ void A_CapeChase(mobj_t *actor) actor->flags2 &= ~MF2_OBJECTFLIP; actor->z = chaser->z + FixedMul((locvar1 >> 16)*FRACUNIT, actor->scale); } - actor->angle = chaser->angle; + actor->angle = angle; P_SetThingPosition(actor); } diff --git a/src/p_inter.c b/src/p_inter.c index f74c2c3bc..380483009 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -1851,7 +1851,7 @@ void P_CheckTimeLimit(void) for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator - || (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT)) + || (players[i].pflags & PF_GAMETYPEOVER) || (players[i].pflags & PF_TAGIT)) continue; CONS_Printf(M_GetText("%s received double points for surviving the round.\n"), player_names[i]); @@ -1998,7 +1998,7 @@ void P_CheckSurvivors(void) spectators++; else if (players[i].pflags & PF_TAGIT) taggers++; - else if (!(players[i].pflags & PF_TAGGED)) + else if (!(players[i].pflags & PF_GAMETYPEOVER)) { survivorarray[survivors] = i; survivors++; @@ -2312,7 +2312,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget } else { - if (!(target->player->pflags & PF_TAGGED)) + if (!(target->player->pflags & PF_GAMETYPEOVER)) { //otherwise, increment the tagger's score. //in hide and seek, suiciding players are counted as found. @@ -2324,7 +2324,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget P_AddPlayerScore(&players[w], 100); } - target->player->pflags |= PF_TAGGED; + target->player->pflags |= PF_GAMETYPEOVER; CONS_Printf(M_GetText("%s was found!\n"), player_names[target->player-players]); P_CheckSurvivors(); } @@ -2780,7 +2780,7 @@ static inline boolean P_TagDamage(mobj_t *target, mobj_t *inflictor, mobj_t *sou } else { - player->pflags |= PF_TAGGED; //in hide and seek, the player is tagged and stays stationary. + player->pflags |= PF_GAMETYPEOVER; //in hide and seek, the player is tagged and stays stationary. CONS_Printf(M_GetText("%s was found!\n"), player_names[player-players]); // Tell everyone who is it! } @@ -3230,7 +3230,7 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da if (player->pflags & PF_GODMODE) return false; - if (!(target->player->powers[pw_carry] == CR_NIGHTSMODE || target->player->pflags & PF_NIGHTSFALL) && (maptol & TOL_NIGHTS)) + if ((maptol & TOL_NIGHTS) && target->player->powers[pw_carry] != CR_NIGHTSMODE && target->player->powers[pw_carry] != CR_NIGHTSFALL) return false; switch (damagetype) @@ -3431,7 +3431,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) if (player->rings <= 0) num_rings = 0; - if (num_rings > 32 && !(player->pflags & PF_NIGHTSFALL)) + if (num_rings > 32 && player->powers[pw_carry] != CR_NIGHTSFALL) num_rings = 32; if (player->powers[pw_emeralds]) @@ -3463,7 +3463,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) // Make rings spill out around the player in 16 directions like SA, but spill like Sonic 2. // Technically a non-SA way of spilling rings. They just so happen to be a little similar. - if (player->pflags & PF_NIGHTSFALL) + if (player->powers[pw_carry] == CR_NIGHTSFALL) { ns = FixedMul(((i*FRACUNIT)/16)+2*FRACUNIT, mo->scale); mo->momx = FixedMul(FINECOSINE(fa),ns); @@ -3503,13 +3503,13 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings) } if (player->mo->eflags & MFE_VERTICALFLIP) mo->momz *= -1; + + if (P_IsObjectOnGround(player->mo)) + player->powers[pw_carry] = CR_NONE; } player->losstime += 10*TICRATE; - if (P_IsObjectOnGround(player->mo)) - player->pflags &= ~PF_NIGHTSFALL; - return; } diff --git a/src/p_local.h b/src/p_local.h index 01d20b4ff..91ee0c496 100644 --- a/src/p_local.h +++ b/src/p_local.h @@ -140,6 +140,7 @@ boolean P_IsObjectOnGround(mobj_t *mo); boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec); boolean P_InSpaceSector(mobj_t *mo); boolean P_InQuicksand(mobj_t *mo); +boolean P_PlayerHitFloor(player_t *player); void P_SetObjectMomZ(mobj_t *mo, fixed_t value, boolean relative); void P_RestoreMusic(player_t *player); diff --git a/src/p_map.c b/src/p_map.c index 38c310d0b..6d1760596 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -195,16 +195,20 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object) if (spring->flags & MF_ENEMY) // Spring shells P_SetTarget(&spring->target, object); - if (horizspeed && object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0) + if (horizspeed) { - object->angle = spring->angle; - - if (!demoplayback || P_AnalogMove(object->player)) + object->player->drawangle = spring->angle; + if (object->player->cmd.forwardmove == 0 && object->player->cmd.sidemove == 0) { - if (object->player == &players[consoleplayer]) - localangle = spring->angle; - else if (object->player == &players[secondarydisplayplayer]) - localangle2 = spring->angle; + object->angle = spring->angle; + + if (!demoplayback || P_AnalogMove(object->player)) + { + if (object->player == &players[consoleplayer]) + localangle = spring->angle; + else if (object->player == &players[secondarydisplayplayer]) + localangle2 = spring->angle; + } } } diff --git a/src/p_mobj.c b/src/p_mobj.c index 93ec58d05..be7ce53f2 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1966,6 +1966,8 @@ void P_XYMovement(mobj_t *mo) #endif P_SlideMove(mo); + if (player) + player->powers[pw_pushing] = 3; xmove = ymove = 0; #ifdef ESLOPE @@ -3042,110 +3044,9 @@ static void P_PlayerZMovement(mobj_t *mo) } } - if (mo->health && !mo->player->spectator && !P_CheckDeathPitCollide(mo)) - { - if ((mo->player->charability2 == CA2_SPINDASH) && !(mo->player->pflags & PF_THOKKED) && (mo->player->cmd.buttons & BT_USE) && (FixedHypot(mo->momx, mo->momy) > (5*mo->scale))) - { - mo->player->pflags |= PF_SPINNING; - P_SetPlayerMobjState(mo, S_PLAY_ROLL); - S_StartSound(mo, sfx_spin); - } - else - mo->player->pflags &= ~PF_SPINNING; - - if (mo->player->pflags & PF_GLIDING) // ground gliding - { - mo->player->skidtime = TICRATE; - mo->tics = -1; - } - else if (mo->player->charability2 == CA2_MELEE && (mo->player->panim == PA_ABILITY2 && mo->state-states != S_PLAY_MELEE_LANDING)) - { - P_SetPlayerMobjState(mo, S_PLAY_MELEE_LANDING); - mo->tics = (mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(mo->movefactor)))>>FRACBITS; - S_StartSound(mo, sfx_s3k8b); - mo->player->pflags |= PF_FULLSTASIS; - } - else if (mo->player->pflags & PF_JUMPED || !(mo->player->pflags & PF_SPINNING) - || mo->player->powers[pw_tailsfly] || mo->state-states == S_PLAY_FLY_TIRED) - { - if (mo->player->cmomx || mo->player->cmomy) - { - if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH) - P_SetPlayerMobjState(mo, S_PLAY_DASH); - else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) - && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(mo, S_PLAY_RUN); - else if ((mo->player->rmomx || mo->player->rmomy) - && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(mo, S_PLAY_WALK); - else if (!mo->player->rmomx && !mo->player->rmomy && mo->player->panim != PA_IDLE) - P_SetPlayerMobjState(mo, S_PLAY_STND); - } - else - { - if (mo->player->charflags & SF_DASHMODE && mo->player->dashmode >= 3*TICRATE && mo->player->panim != PA_DASH) - P_SetPlayerMobjState(mo, S_PLAY_DASH); - else if (mo->player->speed >= FixedMul(mo->player->runspeed, mo->scale) - && (mo->player->panim != PA_RUN || mo->state-states == S_PLAY_FLOAT_RUN)) - P_SetPlayerMobjState(mo, S_PLAY_RUN); - else if ((mo->momx || mo->momy) - && (mo->player->panim != PA_WALK || mo->state-states == S_PLAY_FLOAT)) - P_SetPlayerMobjState(mo, S_PLAY_WALK); - else if (!mo->momx && !mo->momy && mo->player->panim != PA_IDLE) - P_SetPlayerMobjState(mo, S_PLAY_STND); - } - } - - if (!(mo->player->pflags & PF_GLIDING)) - mo->player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); - - mo->player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/); - mo->player->secondjump = 0; - mo->player->glidetime = 0; - mo->player->climbing = 0; - mo->player->powers[pw_tailsfly] = 0; - - if (mo->player->pflags & PF_SHIELDABILITY) - { - mo->player->pflags &= ~PF_SHIELDABILITY; - - if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack. - { - if (mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound - S_StartSound(mo, sfx_s3k4c); - else // create a fire pattern on the ground - { - S_StartSound(mo, sfx_s3k47); - P_ElementalFire(mo->player, true); - } - P_SetObjectMomZ(mo, - (mo->eflags & MFE_UNDERWATER) - ? 6*FRACUNIT/5 - : 5*FRACUNIT/2, - false); - P_SetPlayerMobjState(mo, S_PLAY_FALL); - mo->momx = mo->momy = 0; - clipmomz = false; - } - else if ((mo->player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack. - { - P_DoBubbleBounce(mo->player); - clipmomz = false; - } - } - - if (mo->player->pflags & PF_BOUNCING) - { - P_MobjCheckWater(mo); - mo->momz *= -1; - P_DoAbilityBounce(mo->player, true); - if (mo->player->scoreadd) - mo->player->scoreadd--; - clipmomz = false; - } - } + clipmomz = P_PlayerHitFloor(mo->player); } - if (!(mo->player->pflags & PF_SPINNING)) + if (!(mo->player->pflags & PF_SPINNING) && mo->player->powers[pw_carry] != CR_NIGHTSMODE) mo->player->pflags &= ~PF_STARTDASH; if (clipmomz) @@ -9204,6 +9105,7 @@ void P_AfterPlayerSpawn(INT32 playernum) } SV_SpawnPlayer(playernum, mobj->x, mobj->y, mobj->angle); + p->drawangle = mobj->angle; if (camera.chase) { diff --git a/src/p_saveg.c b/src/p_saveg.c index 840f546af..497017f10 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -112,6 +112,7 @@ static void P_NetArchivePlayers(void) // no longer send ticcmds, player name, skin, or color WRITEANGLE(save_p, players[i].aiming); + WRITEANGLE(save_p, players[i].drawangle); WRITEANGLE(save_p, players[i].awayviewaiming); WRITEINT32(save_p, players[i].awayviewtics); WRITEINT32(save_p, players[i].rings); @@ -291,6 +292,7 @@ static void P_NetUnArchivePlayers(void) // (that data is handled in the server config now) players[i].aiming = READANGLE(save_p); + players[i].drawangle = READANGLE(save_p); players[i].awayviewaiming = READANGLE(save_p); players[i].awayviewtics = READINT32(save_p); players[i].rings = READINT32(save_p); diff --git a/src/p_setup.c b/src/p_setup.c index e409d61f6..e82099244 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -2244,7 +2244,7 @@ static void P_LevelInitStuff(void) players[i].xtralife = players[i].deadtimer = players[i].numboxes = players[i].totalring = players[i].laps = 0; players[i].rings = 0; players[i].aiming = 0; - players[i].pflags &= ~PF_TIMEOVER; + players[i].pflags &= ~PF_GAMETYPEOVER; players[i].losstime = 0; players[i].timeshit = 0; diff --git a/src/p_spec.c b/src/p_spec.c index 8f85c713d..b0aa27fbd 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -3968,7 +3968,7 @@ DoneSection2: player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; - player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY); + player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; if (player->mo->state-states != S_PLAY_ROLL) @@ -4048,7 +4048,7 @@ DoneSection2: player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; - player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY); + player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; if (player->mo->state-states != S_PLAY_ROLL) @@ -4356,7 +4356,7 @@ DoneSection2: S_StartSound(player->mo, sfx_s3k4a); - player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_SLIDING|PF_CANCARRY); + player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; P_SetThingPosition(player->mo); P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); diff --git a/src/p_tick.c b/src/p_tick.c index a79d71ef4..658b1e4ea 100644 --- a/src/p_tick.c +++ b/src/p_tick.c @@ -533,7 +533,7 @@ static inline void P_DoTagStuff(void) for (i=0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator && players[i].playerstate == PST_LIVE - && !(players[i].pflags & (PF_TAGIT|PF_TAGGED))) + && !(players[i].pflags & (PF_TAGIT|PF_GAMETYPEOVER))) //points given is the number of participating players divided by two. P_AddPlayerScore(&players[i], participants/2); } diff --git a/src/p_user.c b/src/p_user.c index 7e74f0fb4..4b4a542bc 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -576,7 +576,7 @@ static void P_DeNightserizePlayer(player_t *player) thinker_t *th; mobj_t *mo2; - player->powers[pw_carry] = CR_NONE; + player->powers[pw_carry] = CR_NIGHTSFALL; player->powers[pw_underwater] = 0; player->pflags &= ~(PF_USEDOWN|PF_JUMPDOWN|PF_ATTACKDOWN|PF_STARTDASH|PF_GLIDING|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED|PF_SPINNING|PF_DRILLING|PF_TRANSFERTOCLOSEST); @@ -603,7 +603,6 @@ static void P_DeNightserizePlayer(player_t *player) player->marescore = 0; P_SetPlayerMobjState(player->mo, S_PLAY_FALL); - player->pflags |= PF_NIGHTSFALL; // If in a special stage, add some preliminary exit time. if (G_IsSpecialStage(gamemap)) @@ -857,12 +856,13 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor) fallbackspeed = FixedMul(4*FRACUNIT, player->mo->scale); } + player->drawangle = ang + ANGLE_180; P_InstaThrust(player->mo, ang, fallbackspeed); } // Point penalty for hitting a hazard during tag. // Discourages players from intentionally hurting themselves to avoid being tagged. - if (gametype == GT_TAG && (!(player->pflags & PF_TAGGED) && !(player->pflags & PF_TAGIT))) + if (gametype == GT_TAG && (!(player->pflags & PF_GAMETYPEOVER) && !(player->pflags & PF_TAGIT))) { if (player->score >= 50) player->score -= 50; @@ -884,7 +884,7 @@ void P_ResetPlayer(player_t *player) { player->pflags &= ~(PF_SPINNING|PF_STARTDASH|PF_STARTJUMP|PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_THOKKED|PF_CANCARRY|PF_SHIELDABILITY|PF_BOUNCING); - if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_BRAKGOOP)) + if (!(player->powers[pw_carry] == CR_NIGHTSMODE || player->powers[pw_carry] == CR_NIGHTSFALL || player->powers[pw_carry] == CR_BRAKGOOP)) player->powers[pw_carry] = CR_NONE; player->secondjump = 0; @@ -1566,7 +1566,7 @@ mobj_t *P_SpawnGhostMobj(mobj_t *mobj) ghost->color = mobj->color; - ghost->angle = mobj->angle; + ghost->angle = (mobj->player ? mobj->player->drawangle : mobj->angle); ghost->sprite = mobj->sprite; ghost->sprite2 = mobj->sprite2; ghost->frame = mobj->frame; @@ -1616,7 +1616,7 @@ void P_SpawnThokMobj(player_t *player) mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type); // set to player's angle, just in case - mobj->angle = player->mo->angle; + mobj->angle = player->drawangle; // color and skin mobj->color = player->mo->color; @@ -1676,7 +1676,7 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type) mobj = P_SpawnMobj(player->mo->x, player->mo->y, zheight, type); // set to player's angle, just in case - mobj->angle = player->mo->angle; + mobj->angle = player->drawangle; // color and skin mobj->color = player->mo->color; @@ -1781,6 +1781,122 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space return false; // No vacuum here, Captain! } +// +// P_PlayerHitFloor +// +// Handles player hitting floor surface. +// Returns whether to clip momz. +boolean P_PlayerHitFloor(player_t *player) +{ + boolean clipmomz; + + I_Assert(player->mo != NULL); + + if ((clipmomz = !(P_CheckDeathPitCollide(player->mo))) && player->mo->health && !player->spectator) + { + if ((player->charability2 == CA2_SPINDASH) && !(player->pflags & PF_THOKKED) && (player->cmd.buttons & BT_USE) && (FixedHypot(player->mo->momx, player->mo->momy) > (5*player->mo->scale))) + { + player->pflags |= PF_SPINNING; + P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); + S_StartSound(player->mo, sfx_spin); + } + else + player->pflags &= ~PF_SPINNING; + + if (player->pflags & PF_GLIDING) // ground gliding + { + player->skidtime = TICRATE; + player->mo->tics = -1; + } + else if (player->charability2 == CA2_MELEE && (player->panim == PA_ABILITY2 && player->mo->state-states != S_PLAY_MELEE_LANDING)) + { + P_SetPlayerMobjState(player->mo, S_PLAY_MELEE_LANDING); + player->mo->tics = (player->mo->movefactor == FRACUNIT) ? TICRATE/2 : (FixedDiv(35<<(FRACBITS-1), FixedSqrt(player->mo->movefactor)))>>FRACBITS; + S_StartSound(player->mo, sfx_s3k8b); + player->pflags |= PF_FULLSTASIS; + } + else if (player->pflags & PF_JUMPED || !(player->pflags & PF_SPINNING) + || player->powers[pw_tailsfly] || player->mo->state-states == S_PLAY_FLY_TIRED) + { + if (player->cmomx || player->cmomy) + { + if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) + && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + else if ((player->rmomx || player->rmomy) + && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else if (!player->rmomx && !player->rmomy && player->panim != PA_IDLE) + P_SetPlayerMobjState(player->mo, S_PLAY_STND); + } + else + { + if (player->charflags & SF_DASHMODE && player->dashmode >= 3*TICRATE && player->panim != PA_DASH) + P_SetPlayerMobjState(player->mo, S_PLAY_DASH); + else if (player->speed >= FixedMul(player->runspeed, player->mo->scale) + && (player->panim != PA_RUN || player->mo->state-states == S_PLAY_FLOAT_RUN)) + P_SetPlayerMobjState(player->mo, S_PLAY_RUN); + else if ((player->mo->momx || player->mo->momy) + && (player->panim != PA_WALK || player->mo->state-states == S_PLAY_FLOAT)) + P_SetPlayerMobjState(player->mo, S_PLAY_WALK); + else if (!player->mo->momx && !player->mo->momy && player->panim != PA_IDLE) + P_SetPlayerMobjState(player->mo, S_PLAY_STND); + } + } + + if (!(player->pflags & PF_GLIDING)) + player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE); + player->pflags &= ~(PF_STARTJUMP|PF_THOKKED|PF_CANCARRY/*|PF_GLIDING*/); + player->secondjump = 0; + player->glidetime = 0; + player->climbing = 0; + player->powers[pw_tailsfly] = 0; + + if (player->pflags & PF_SHIELDABILITY) + { + player->pflags &= ~PF_SHIELDABILITY; + + if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL) // Elemental shield's stomp attack. + { + if (player->mo->eflags & (MFE_UNDERWATER|MFE_TOUCHWATER)) // play a blunt sound + S_StartSound(player->mo, sfx_s3k4c); + else // create a fire pattern on the ground + { + S_StartSound(player->mo, sfx_s3k47); + P_ElementalFire(player, true); + } + P_SetObjectMomZ(player->mo, + (player->mo->eflags & MFE_UNDERWATER) + ? 6*FRACUNIT/5 + : 5*FRACUNIT/2, + false); + P_SetPlayerMobjState(player->mo, S_PLAY_FALL); + player->mo->momx = player->mo->momy = 0; + clipmomz = false; + } + else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP) // Bubble shield's bounce attack. + { + P_DoBubbleBounce(player); + clipmomz = false; + } + } + + if (player->pflags & PF_BOUNCING) + { + P_MobjCheckWater(player->mo); + player->mo->momz *= -1; + P_DoAbilityBounce(player, true); + if (player->scoreadd) + player->scoreadd--; + clipmomz = false; + } + } + + return clipmomz; +} + boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand { sector_t *sector = mo->subsector->sector; @@ -2156,6 +2272,9 @@ static void P_CheckQuicksand(player_t *player) if (player->mo->z + player->mo->height >= ceilingheight) player->mo->z = ceilingheight - player->mo->height; + + if (player->mo->momz <= 0) + P_PlayerHitFloor(player); } else { @@ -2165,6 +2284,9 @@ static void P_CheckQuicksand(player_t *player) if (player->mo->z <= floorheight) player->mo->z = floorheight; + + if (player->mo->momz >= 0) + P_PlayerHitFloor(player); } friction = abs(rover->master->v1->y - rover->master->v2->y)>>6; @@ -3671,7 +3793,7 @@ void P_DoJump(player_t *player, boolean soundandstate) else player->mo->momz = 15*(FRACUNIT/4); - player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing. + player->drawangle = player->mo->angle = player->mo->angle - ANGLE_180; // Turn around from the wall you were climbing. if (!demoplayback || P_AnalogMove(player)) { @@ -3829,7 +3951,7 @@ static void P_DoSpinDashDust(player_t *player) prandom[2] = P_RandomFixed()<<3; // P_RandomByte()<<11 P_SetObjectMomZ(particle, player->dashspeed/50 + prandom[0], false); P_InstaThrust(particle, - player->mo->angle + (prandom[1]*ANG1), + player->drawangle + (prandom[1]*ANG1), -FixedMul(player->dashspeed/12 + FRACUNIT + prandom[2], player->mo->scale)); P_TryMove(particle, particle->x+particle->momx, particle->y+particle->momy, true); } @@ -3984,6 +4106,7 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) bullet->momy >>= 1; } } + player->drawangle = player->mo->angle; #undef zpos P_SetTarget(&player->mo->tracer, NULL); @@ -4019,7 +4142,10 @@ static void P_DoSpinAbility(player_t *player, ticcmd_t *cmd) if (player->mo->eflags & MFE_UNDERWATER) player->mo->momz >>= 1; if (FixedMul(player->speed, FINECOSINE(((player->mo->angle - R_PointToAngle2(0, 0, player->rmomx, player->rmomy)) >> ANGLETOFINESHIFT) & FINEMASK)) < FixedMul(player->maxdash, player->mo->scale)) + { + player->drawangle = player->mo->angle; P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->maxdash, player->mo->scale)); + } player->mo->momx += player->cmomx; player->mo->momy += player->cmomy; P_SetPlayerMobjState(player->mo, S_PLAY_MELEE); @@ -4284,6 +4410,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->normalspeed, player->mo->scale)*(80-player->flyangle - (player->actionspd>>FRACBITS)/2)/80); else P_InstaThrust(player->mo, player->mo->angle, ((FixedMul(player->normalspeed - player->actionspd/4, player->mo->scale))*2)/3); + + player->drawangle = player->mo->angle; } } } @@ -4357,6 +4485,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd) } P_InstaThrust(player->mo, player->mo->angle, FixedMul(actionspd, player->mo->scale)); + player->drawangle = player->mo->angle; if (maptol & TOL_2D) { @@ -6279,7 +6408,7 @@ static void P_NiGHTSMovement(player_t *player) && ((cmd->buttons & (BT_CAMLEFT|BT_CAMRIGHT)) == (BT_CAMLEFT|BT_CAMRIGHT) || (cmd->buttons & BT_USE))) { - if (!(player->pflags & PF_SKIDDOWN)) + if (!(player->pflags & PF_STARTDASH)) S_StartSound(player->mo, sfx_ngskid); // You can tap the button to only slow down a bit, @@ -6297,10 +6426,10 @@ static void P_NiGHTSMovement(player_t *player) } } - player->pflags |= PF_SKIDDOWN; + player->pflags |= PF_STARTDASH; } else - player->pflags &= ~PF_SKIDDOWN; + player->pflags &= ~PF_STARTDASH; { const angle_t fa = (FixedAngle(player->flyangle*FRACUNIT)>>ANGLETOFINESHIFT) & FINEMASK; @@ -6746,7 +6875,7 @@ static void P_MovePlayer(player_t *player) if (!(player->pflags & PF_TAGIT)) { forcestasis = true; - if (player->pflags & PF_TAGGED) // Already hit. + if (player->pflags & PF_GAMETYPEOVER) // Already hit. player->powers[pw_flashing] = 5; } } @@ -6816,8 +6945,7 @@ static void P_MovePlayer(player_t *player) P_CheckQuicksand(player); return; } - - if (player->pflags & PF_NIGHTSFALL && P_IsObjectOnGround(player->mo)) + else if (player->powers[pw_carry] == CR_NIGHTSFALL && P_IsObjectOnGround(player->mo)) { if (G_IsSpecialStage(gamemap)) { @@ -6829,7 +6957,7 @@ static void P_MovePlayer(player_t *player) } else if (player->rings > 0) P_DamageMobj(player->mo, NULL, NULL, 1, 0); - player->pflags &= ~PF_NIGHTSFALL; + player->powers[pw_carry] = CR_NONE; } } @@ -6922,8 +7050,6 @@ static void P_MovePlayer(player_t *player) if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK) P_SetPlayerMobjState(player->mo, S_PLAY_STND); - player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame. - ////////////////// //GAMEPLAY STUFF// ////////////////// @@ -7191,7 +7317,7 @@ static void P_MovePlayer(player_t *player) //////////////////////////// // If the player isn't on the ground, make sure they aren't in a "starting dash" position. - if (!onground) + if (!onground && player->powers[pw_carry] != CR_NIGHTSMODE) { player->pflags &= ~PF_STARTDASH; player->dashspeed = 0; @@ -7208,7 +7334,7 @@ static void P_MovePlayer(player_t *player) P_DoJumpStuff(player, cmd); // If you're not spinning, you'd better not be spindashing! - if (!(player->pflags & PF_SPINNING)) + if (!(player->pflags & PF_SPINNING) && player->powers[pw_carry] != CR_NIGHTSMODE) player->pflags &= ~PF_STARTDASH; ////////////////// @@ -7370,6 +7496,7 @@ static void P_MovePlayer(player_t *player) case SH_FLAMEAURA: player->pflags |= PF_THOKKED|PF_SHIELDABILITY; P_Thrust(player->mo, player->mo->angle, FixedMul(30*FRACUNIT - FixedSqrt(FixedDiv(player->speed, player->mo->scale)), player->mo->scale)); + player->drawangle = player->mo->angle; S_StartSound(player->mo, sfx_s3k43); default: break; @@ -8091,12 +8218,16 @@ void P_HomingAttack(mobj_t *source, mobj_t *enemy) // Home in on your target // change angle source->angle = R_PointToAngle2(source->x, source->y, enemy->x, enemy->y); - if (source->player && (!demoplayback || P_AnalogMove(source->player))) + if (source->player) { - if (source->player == &players[consoleplayer]) - localangle = source->angle; - else if (source->player == &players[secondarydisplayplayer]) - localangle2 = source->angle; + source->player->drawangle = source->angle; + if (!demoplayback || P_AnalogMove(source->player)) + { + if (source->player == &players[consoleplayer]) + localangle = source->angle; + else if (source->player == &players[secondarydisplayplayer]) + localangle2 = source->angle; + } } // change slope @@ -8388,7 +8519,7 @@ static void P_DeathThink(player_t *player) if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame))) { // Keep time rolling in race mode - if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_TIMEOVER)) + if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER)) { if (gametype == GT_RACE || gametype == GT_COMPETITION) { @@ -9413,7 +9544,7 @@ void P_PlayerThink(player_t *player) if (netgame && player->mo->health > 0) CONS_Printf(M_GetText("%s ran out of time.\n"), player_names[player-players]); - player->pflags |= PF_TIMEOVER; + player->pflags |= PF_GAMETYPEOVER; if (player->powers[pw_carry] == CR_NIGHTSMODE) { @@ -9612,6 +9743,130 @@ void P_PlayerThink(player_t *player) if (!player->mo) return; // P_MovePlayer removed player->mo. + // deez New User eXperiences. + { + // Directionchar! + // Camera angle stuff. + if (player->exiting) // no control, no modification + ; + else if (!(player->pflags & PF_DIRECTIONCHAR) + || (player->climbing // stuff where the direction is forced at all times + || (player->pflags & PF_GLIDING)) + || (player->powers[pw_carry] == CR_NIGHTSMODE) + || (P_AnalogMove(player) || twodlevel || player->mo->flags2 & MF2_TWOD) // keep things synchronised up there, since the camera IS seperate from player motion when that happens + || G_RingSlingerGametype()) // no firing rings in directions your player isn't aiming + player->drawangle = player->mo->angle; + else if (P_PlayerInPain(player)) + ; + else if (player->powers[pw_carry] && player->mo->tracer) // carry + { + switch (player->powers[pw_carry]) + { + case CR_PLAYER: + player->drawangle = (player->mo->tracer->player ? player->mo->tracer->player->drawangle : player->mo->tracer->angle); + break; + /* -- in case we wanted to have the camera freely movable during zoom tubes + case CR_ZOOMTUBE:*/ + case CR_ROPEHANG: + if (player->mo->momx || player->mo->momy) + { + player->drawangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); + break; + } + default: + player->drawangle = player->mo->angle; + break; + } + } + else if ((player->skidtime > (TICRATE/2 - 2) || ((player->pflags & (PF_SPINNING|PF_STARTDASH)) == PF_SPINNING)) && (abs(player->rmomx) > 5*player->mo->scale || abs(player->rmomy) > 5*player->mo->scale)) // spin/skid force + player->drawangle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); + else if (((player->charability2 == CA2_GUNSLINGER || player->charability2 == CA2_MELEE) && player->panim == PA_ABILITY2) || player->pflags & PF_STASIS || player->skidtime) + ; + else + { + angle_t diff; + UINT8 factor; + + if (player->pflags & PF_SLIDING) + { +#if 0 // fun hydrocity style horizontal spin + if (player->mo->eflags & MFE_TOUCHWATER || player->powers[pw_flashing] > (flashingtics/4)*3) + { + diff = (player->mo->angle - player->drawangle); + factor = 4; + } + else + { + diff = factor = 0; + player->drawangle += ANGLE_22h; + } +#else + diff = (player->mo->angle - player->drawangle); + factor = 4; +#endif + } + else if (cmd->forwardmove || cmd->sidemove) // only when you're pressing movement keys + { + diff = ((player->mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<sidemove<drawangle); + factor = 4; + } + else if (player->rmomx || player->rmomy) + diff = factor = 0; + else + { + diff = (player->mo->angle - player->drawangle); + factor = ((player->pflags & PF_STARTDASH) ? 4 : 8); + } + + if (diff) + { + if (diff > ANGLE_180) + diff = InvAngle(InvAngle(diff)/factor); + else + diff /= factor; + player->drawangle += diff; + } + } + + // Autobrake! + { + boolean currentlyonground = P_IsObjectOnGround(player->mo); + + if (!player->powers[pw_carry] + && ((player->pflags & (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) == (PF_AUTOBRAKE|PF_APPLYAUTOBRAKE)) + && !(cmd->forwardmove || cmd->sidemove) + && (player->rmomx || player->rmomy)) + { + fixed_t acceleration = (player->accelstart + (FixedDiv(player->speed, player->mo->scale)>>FRACBITS) * player->acceleration) * player->thrustfactor * 20; + angle_t moveAngle = R_PointToAngle2(0, 0, player->rmomx, player->rmomy); + + if (!currentlyonground) + acceleration /= 2; + + if (player->mo->movefactor != FRACUNIT) // Friction-scaled acceleration... + acceleration = FixedMul(acceleration<mo->movefactor)>>FRACBITS; + + P_Thrust(player->mo, moveAngle, -acceleration); + } + + if (!(player->pflags & PF_AUTOBRAKE) + || player->powers[pw_carry] + || player->panim == PA_SPRING + || player->panim == PA_PAIN + || !player->mo->health + || player->climbing + || player->pflags & (PF_SPINNING|PF_SLIDING)) + player->pflags &= ~PF_APPLYAUTOBRAKE; + else if (currentlyonground) + player->pflags |= PF_APPLYAUTOBRAKE; + } + } + + if (player->powers[pw_pushing]) + player->powers[pw_pushing]--; + + player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame. + // Unset statis flags after moving. // In other words, if you manually set stasis via code, // it lasts for one tic. diff --git a/src/r_things.c b/src/r_things.c index 67aa4e585..116782c3c 100644 --- a/src/r_things.c +++ b/src/r_things.c @@ -1104,7 +1104,7 @@ static void R_ProjectSprite(mobj_t *thing) if (sprframe->rotate != SRF_SINGLE || papersprite) { - ang = R_PointToAngle (thing->x, thing->y) - thing->angle; + ang = R_PointToAngle (thing->x, thing->y) - (thing->player ? thing->player->drawangle : thing->angle); if (papersprite) ang_scale = abs(FINESINE(ang>>ANGLETOFINESHIFT)); } diff --git a/src/y_inter.c b/src/y_inter.c index a102aa99f..3b7f082f9 100644 --- a/src/y_inter.c +++ b/src/y_inter.c @@ -475,7 +475,7 @@ void Y_IntermissionDrawer(void) V_DrawRightAlignedString(x+152, y, 0, va("%i", data.match.scores[i])); else if (intertype == int_race) { - if (players[data.match.num[i]].pflags & PF_TIMEOVER) + if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER) snprintf(strtime, sizeof strtime, "DNF"); else snprintf(strtime, sizeof strtime, @@ -493,7 +493,7 @@ void Y_IntermissionDrawer(void) V_DrawRightAlignedString(x+152+BASEVIDWIDTH/2, y, 0, va("%u", data.match.scores[i])); else if (intertype == int_race) { - if (players[data.match.num[i]].pflags & PF_TIMEOVER) + if (players[data.match.num[i]].pflags & PF_GAMETYPEOVER) snprintf(strtime, sizeof strtime, "DNF"); else snprintf(strtime, sizeof strtime, "%i:%02i.%02i", G_TicsToMinutes(data.match.scores[i], true), @@ -643,7 +643,7 @@ void Y_IntermissionDrawer(void) // already constrained to 8 characters V_DrawString(x+36, y, V_ALLOWLOWERCASE, data.competition.name[i]); - if (players[data.competition.num[i]].pflags & PF_TIMEOVER) + if (players[data.competition.num[i]].pflags & PF_GAMETYPEOVER) snprintf(sstrtime, sizeof sstrtime, "Time Over"); else if (players[data.competition.num[i]].lives <= 0) snprintf(sstrtime, sizeof sstrtime, "Game Over");