Knuckles changes:

- Buffed crouch landing; lasts slightly shorter and cuts speed less
- Support for swimming! Knuckles has slightly different glide controls when he has swim sprites underwater
- Improved glide controls in 2D mode
- Super Knuckles perks: land from a glide or latch onto a wall to generate a shockwave and damage nearby enemies
- Refactored skid dust
- Made super sparks use FF_FULLBRIGHT
- Added P_SpawnSkidDust and P_Earthquake to Lua
This commit is contained in:
lachwright 2020-07-04 01:54:00 +08:00
parent 3ebc17ac3a
commit 8652bbc1a5
8 changed files with 218 additions and 117 deletions

View File

@ -49,6 +49,7 @@ typedef enum
SF_MULTIABILITY = 1<<13, // Revenge of Final Demo.
SF_NONIGHTSROTATION = 1<<14, // Disable sprite rotation for NiGHTS
SF_NONIGHTSSUPER = 1<<15, // Disable super colors for NiGHTS (if you have SF_SUPER)
SF_NOSUPERJUMPBOOST = 1<<16, // Disable the jump boost given while super (i.e. Knuckles)
// free up to and including 1<<31
} skinflags_t;

View File

@ -9655,6 +9655,7 @@ struct {
{"SF_MULTIABILITY",SF_MULTIABILITY},
{"SF_NONIGHTSROTATION",SF_NONIGHTSROTATION},
{"SF_NONIGHTSSUPER",SF_NONIGHTSSUPER},
{"SF_NOSUPERJUMPBOOST",SF_NOSUPERJUMPBOOST},
// Dashmode constants
{"DASHMODE_THRESHOLD",DASHMODE_THRESHOLD},

View File

@ -2929,11 +2929,11 @@ state_t states[NUMSTATES] =
{SPR_IVSP, FF_ANIMATE, 32, {NULL}, 31, 1, S_NULL}, // S_IVSP
// Super Sonic Spark
{SPR_SSPK, 0, 2, {NULL}, 0, 0, S_SSPK2}, // S_SSPK1
{SPR_SSPK, 1, 2, {NULL}, 0, 0, S_SSPK3}, // S_SSPK2
{SPR_SSPK, 2, 2, {NULL}, 0, 0, S_SSPK4}, // S_SSPK3
{SPR_SSPK, 1, 2, {NULL}, 0, 0, S_SSPK5}, // S_SSPK4
{SPR_SSPK, 0, 2, {NULL}, 0, 0, S_NULL}, // S_SSPK5
{SPR_SSPK, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SSPK2}, // S_SSPK1
{SPR_SSPK, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SSPK3}, // S_SSPK2
{SPR_SSPK, 2|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SSPK4}, // S_SSPK3
{SPR_SSPK, 1|FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SSPK5}, // S_SSPK4
{SPR_SSPK, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_NULL}, // S_SSPK5
// Flicky-sized bubble
{SPR_FBUB, 0, -1, {NULL}, 0, 0, S_NULL}, // S_FLICKY_BUBBLE

View File

@ -1259,6 +1259,19 @@ static int lib_pElementalFire(lua_State *L)
return 0;
}
static int lib_pSpawnSkidDust(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
fixed_t radius = luaL_checkfixed(L, 2);
boolean sound = lua_optboolean(L, 3);
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_SpawnSkidDust(player, radius, sound);
return 0;
}
static int lib_pDoPlayerFinish(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -1346,6 +1359,19 @@ static int lib_pNukeEnemies(lua_State *L)
return 0;
}
static int lib_pEarthquake(lua_State *L)
{
mobj_t *inflictor = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
fixed_t radius = luaL_checkfixed(L, 3);
NOHUD
INLEVEL
if (!inflictor || !source)
return LUA_ErrInvalid(L, "mobj_t");
P_Earthquake(inflictor, source, radius);
return 0;
}
static int lib_pHomingAttack(lua_State *L)
{
mobj_t *source = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -3262,6 +3288,7 @@ static luaL_Reg lib[] = {
{"P_DoBubbleBounce",lib_pDoBubbleBounce},
{"P_BlackOw",lib_pBlackOw},
{"P_ElementalFire",lib_pElementalFire},
{"P_SpawnSkidDust", lib_pSpawnSkidDust},
{"P_DoPlayerFinish",lib_pDoPlayerFinish},
{"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust},
@ -3269,6 +3296,7 @@ static luaL_Reg lib[] = {
{"P_ReturnThrustY",lib_pReturnThrustY},
{"P_LookForEnemies",lib_pLookForEnemies},
{"P_NukeEnemies",lib_pNukeEnemies},
{"P_Earthquake",lib_pEarthquake},
{"P_HomingAttack",lib_pHomingAttack},
{"P_SuperReady",lib_pSuperReady},
{"P_DoJump",lib_pDoJump},

View File

@ -175,6 +175,7 @@ void P_DoAbilityBounce(player_t *player, boolean changemomz);
void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type);
void P_BlackOw(player_t *player);
void P_ElementalFire(player_t *player, boolean cropcircle);
void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound);
void P_DoPityCheck(player_t *player);
void P_PlayerThink(player_t *player);
@ -192,6 +193,7 @@ mobj_t *P_LookForFocusTarget(player_t *player, mobj_t *exclude, SINT8 direction,
mobj_t *P_LookForEnemies(player_t *player, boolean nonenemies, boolean bullet);
void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius);
void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius);
boolean P_HomingAttack(mobj_t *source, mobj_t *enemy); /// \todo doesn't belong in p_user
boolean P_SuperReady(player_t *player);
void P_DoJump(player_t *player, boolean soundandstate);

View File

@ -3373,8 +3373,13 @@ static void PTR_GlideClimbTraverse(line_t *li)
if (!slidemo->player->climbing)
{
S_StartSound(slidemo->player->mo, sfx_s3k4a);
S_StartSound(slidemo, sfx_s3k4a);
slidemo->player->climbing = 5;
if (slidemo->player->powers[pw_super])
{
P_Earthquake(slidemo, slidemo, 256*slidemo->scale);
S_StartSound(slidemo, sfx_s3k49);
}
}
slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);

View File

@ -211,7 +211,8 @@ boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state)
return P_SetPlayerMobjState(mobj, S_PLAY_FALL);
// Catch swimming versus flying
if ((state == S_PLAY_FLY || state == S_PLAY_GLIDE) && player->mo->eflags & MFE_UNDERWATER && !player->skidtime)
if ((state == S_PLAY_FLY || (state == S_PLAY_GLIDE && skins[player->skin].sprites[SPR2_SWIM].numframes))
&& player->mo->eflags & MFE_UNDERWATER && !player->skidtime)
return P_SetPlayerMobjState(player->mo, S_PLAY_SWIM);
else if (state == S_PLAY_SWIM && !(player->mo->eflags & MFE_UNDERWATER))
{

View File

@ -2322,6 +2322,7 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
}
else
{
P_MobjCheckWater(player->mo);
if (player->pflags & PF_SPINNING)
{
if (player->mo->state-states != S_PLAY_ROLL && !(player->pflags & PF_STARTDASH))
@ -2336,23 +2337,31 @@ boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff)
{
player->skidtime = TICRATE;
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE);
P_SpawnSkidDust(player, player->mo->radius, true); // make sure the player knows they landed
player->mo->tics = -1;
}
else if (!player->skidtime)
player->pflags &= ~PF_GLIDING;
}
else if (player->charability == CA_GLIDEANDCLIMB && player->pflags & PF_THOKKED && !(player->pflags & (PF_JUMPED|PF_SHIELDABILITY)) && player->mo->state-states == S_PLAY_FALL)
else if (player->charability == CA_GLIDEANDCLIMB && player->pflags & PF_THOKKED && !(player->pflags & (PF_JUMPED|PF_SHIELDABILITY))
&& (player->mo->floorz != player->mo->watertop) && player->mo->state-states == S_PLAY_FALL)
{
if (player->mo->state-states != S_PLAY_GLIDE_LANDING)
{
P_ResetPlayer(player);
P_SetPlayerMobjState(player->mo, S_PLAY_GLIDE_LANDING);
S_StartSound(player->mo, sfx_s3k4c);
player->pflags |= PF_STASIS;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx) >> 1) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy) >> 1) + player->cmomy;
player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy;
if (player->powers[pw_super])
{
P_Earthquake(player->mo, player->mo, 256*player->mo->scale);
S_StartSound(player->mo, sfx_s3k49);
}
else
S_StartSound(player->mo, sfx_s3k4c);
}
}
else if (player->charability2 == CA2_MELEE
@ -4447,7 +4456,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
}
else if (maptol & TOL_NIGHTS)
player->mo->momz = 18*FRACUNIT;
else if (player->powers[pw_super])
else if (player->powers[pw_super] && !(player->charflags & SF_NOSUPERJUMPBOOST))
{
player->mo->momz = 13*FRACUNIT;
@ -5346,8 +5355,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
glidespeed >>= 1;
playerspeed >>= 1;
player->mo->momx = ((player->mo->momx - player->cmomx) >> 1) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy) >> 1) + player->cmomy;
if (!(player->powers[pw_super] || player->powers[pw_sneakers]))
{
player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy;
}
}
player->pflags |= PF_GLIDING|PF_THOKKED;
@ -5774,7 +5786,7 @@ static void P_2dMovement(player_t *player)
if (player->climbing)
{
if (cmd->forwardmove != 0)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 15*FRACUNIT>>1), false);
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super
player->mo->momx = 0;
}
@ -5989,9 +6001,9 @@ static void P_3dMovement(player_t *player)
if (cmd->forwardmove)
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 10*FRACUNIT), false);
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT), false); // 2/3 while super
else
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, 15*FRACUNIT>>1), false);
P_SetObjectMomZ(player->mo, FixedDiv(cmd->forwardmove*FRACUNIT, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1), false); // 2/3 while super
}
}
else if (!(controlstyle == CS_LMAOGALOG)
@ -6024,9 +6036,9 @@ static void P_3dMovement(player_t *player)
if (player->climbing)
{
if (player->mo->eflags & MFE_UNDERWATER)
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, 10*FRACUNIT));
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 20*FRACUNIT/3 : 10*FRACUNIT)); // 2/3 while super
else
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, 15*FRACUNIT>>1));
P_InstaThrust(player->mo, player->mo->angle-ANGLE_90, FixedDiv(cmd->sidemove*player->mo->scale, player->powers[pw_super] ? 5*FRACUNIT : 15*FRACUNIT>>1)); // 2/3 while super
}
// Analog movement control
else if (controlstyle == CS_LMAOGALOG)
@ -7759,7 +7771,7 @@ void P_ElementalFire(player_t *player, boolean cropcircle)
//
// Spawns spindash dust randomly around the player within a certain radius.
//
static void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound)
void P_SpawnSkidDust(player_t *player, fixed_t radius, boolean sound)
{
mobj_t *mo = player->mo;
mobj_t *particle;
@ -7797,7 +7809,7 @@ static void P_SkidStuff(player_t *player)
{
player->skidtime = 0;
player->pflags &= ~(PF_GLIDING|PF_JUMPED|PF_NOJUMPDAMAGE);
player->pflags |= PF_THOKKED; // nice try, speedrunners (but for real this is just behavior from S3K)
player->pflags |= PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
}
// Get up and brush yourself off, idiot.
@ -7808,8 +7820,8 @@ static void P_SkidStuff(player_t *player)
player->pflags |= PF_STASIS;
if (player->speed > FixedMul(player->runspeed, player->mo->scale))
player->skidtime += player->mo->tics;
player->mo->momx = ((player->mo->momx - player->cmomx) >> 1) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy) >> 1) + player->cmomy;
player->mo->momx = ((player->mo->momx - player->cmomx)/2) + player->cmomx;
player->mo->momy = ((player->mo->momy - player->cmomy)/2) + player->cmomy;
}
// Didn't stop yet? Skid FOREVER!
else if (player->skidtime == 1)
@ -8192,10 +8204,11 @@ static void P_MovePlayer(player_t *player)
if (player->pflags & PF_GLIDING)
{
mobj_t *mo = player->mo; // seriously why isn't this at the top of the function hngngngng
fixed_t leeway = (P_ControlStyle(player) != CS_LMAOGALOG) ? FixedAngle(cmd->sidemove*(FRACUNIT)) : 0;
fixed_t glidespeed = player->actionspd;
fixed_t momx = mo->momx - player->cmomx, momy = mo->momy - player->cmomy;
angle_t angle, moveangle = R_PointToAngle2(0, 0, momx, momy);
boolean swimming = mo->state - states == S_PLAY_SWIM;
boolean in2d = mo->flags2 & MF2_TWOD || twodlevel;
if (player->powers[pw_super] || player->powers[pw_sneakers])
glidespeed *= 2;
@ -8212,42 +8225,83 @@ static void P_MovePlayer(player_t *player)
}
// Strafing while gliding.
angle = mo->angle - leeway;
if ((P_ControlStyle(player) & CS_LMAOGALOG) || in2d)
angle = mo->angle;
else if (swimming)
angle = mo->angle + R_PointToAngle2(0, 0, cmd->forwardmove<<FRACBITS, -cmd->sidemove<<FRACBITS);
else
angle = mo->angle - FixedAngle(cmd->sidemove * FRACUNIT);
if (!player->skidtime) // TODO: make sure this works in 2D!
{
angle_t anglediff = angle - moveangle;
fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE((anglediff >> ANGLETOFINESHIFT) & FINEMASK);
fixed_t speed, scale = mo->scale;
fixed_t newMagnitude, oldMagnitude = R_PointToDist2(momx, momy, 0, 0);
fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE(((angle-moveangle) >> ANGLETOFINESHIFT) & FINEMASK); // mamgic number BAD but this feels right
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_Thrust(mo, angle, FixedMul(accelfactor, scale));
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > speed)
if (in2d)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > speed)
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_InstaThrust(mo, angle, speed);
}
else if (swimming)
{
fixed_t minspeed;
if (anglediff > ANGLE_180)
anglediff = InvAngle(InvAngle(anglediff) >> 3);
else
anglediff = anglediff >> 3;
minspeed = FixedMul((glidespeed>>1) + player->glidetime*750, scale); // underwater-specific
speed = FixedHypot(momx, momy) - abs(P_ReturnThrustY(mo, anglediff, mo->scale));
if (speed < minspeed)
{
if (newMagnitude > oldMagnitude)
momx += P_ReturnThrustX(mo, angle, FixedMul(accelfactor, scale));
momy += P_ReturnThrustY(mo, angle, FixedMul(accelfactor, scale));
speed = FixedHypot(momx, momy); // recalculate speed
}
mo->momx = P_ReturnThrustX(mo, moveangle + anglediff, speed) + player->cmomx;
mo->momy = P_ReturnThrustY(mo, moveangle + anglediff, speed) + player->cmomy;
}
else
{
fixed_t newMagnitude, oldMagnitude = R_PointToDist2(momx, momy, 0, 0);
fixed_t accelfactor = 4*FRACUNIT - 3*FINECOSINE(((angle-moveangle) >> ANGLETOFINESHIFT) & FINEMASK);
if (mo->eflags & MFE_UNDERWATER)
speed = FixedMul((glidespeed>>1) + player->glidetime*750, scale);
else
speed = FixedMul(glidespeed + player->glidetime*1500, scale);
P_Thrust(mo, angle, FixedMul(accelfactor, scale));
newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
if (newMagnitude > speed)
{
fixed_t tempmomx, tempmomy;
if (oldMagnitude > speed)
{
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
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), speed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), speed);
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), speed);
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), speed);
player->mo->momx = tempmomx + player->cmomx;
player->mo->momy = tempmomy + player->cmomy;
}
}
}
@ -8563,6 +8617,7 @@ static void P_MovePlayer(player_t *player)
|| ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
|| (player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|| (player->charability == CA_GLIDEANDCLIMB && player->mo->state-states == S_PLAY_GLIDE_LANDING)
|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))
player->mo->height = P_GetPlayerSpinHeight(player);
else
@ -8628,74 +8683,6 @@ static void P_MovePlayer(player_t *player)
if (CheckForBustableBlocks)
P_CheckBustableBlocks(player);
// Special handling for
// gliding in 2D mode
if ((twodlevel || player->mo->flags2 & MF2_TWOD) && player->pflags & PF_GLIDING && player->charability == CA_GLIDEANDCLIMB
&& !(player->mo->flags & MF_NOCLIP))
{
msecnode_t *node; // only place it's being used in P_MovePlayer now
fixed_t oldx;
fixed_t oldy;
fixed_t floorz, ceilingz;
oldx = player->mo->x;
oldy = player->mo->y;
P_UnsetThingPosition(player->mo);
player->mo->x += player->mo->momx;
player->mo->y += player->mo->momy;
P_SetThingPosition(player->mo);
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (!node->m_sector)
break;
if (node->m_sector->ffloors)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
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 (topheight > player->mo->z && bottomheight < player->mo->z)
{
P_ResetPlayer(player);
S_StartSound(player->mo, sfx_s3k4a);
player->climbing = 5;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
break;
}
}
}
floorz = P_GetFloorZ(player->mo, node->m_sector, player->mo->x, player->mo->y, NULL);
ceilingz = P_GetCeilingZ(player->mo, node->m_sector, player->mo->x, player->mo->y, NULL);
if (player->mo->z+player->mo->height > ceilingz
&& node->m_sector->ceilingpic == skyflatnum)
continue;
if (floorz > player->mo->z || ceilingz < player->mo->z)
{
P_ResetPlayer(player);
S_StartSound(player->mo, sfx_s3k4a);
player->climbing = 5;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
break;
}
}
P_UnsetThingPosition(player->mo);
player->mo->x = oldx;
player->mo->y = oldy;
P_SetThingPosition(player->mo);
}
// Check for a BOUNCY sector!
if (CheckForBouncySector)
P_CheckBouncySectors(player);
@ -9001,6 +8988,82 @@ void P_NukeEnemies(mobj_t *inflictor, mobj_t *source, fixed_t radius)
}
}
//
// P_Earthquake
// Used for Super Knuckles' landing - damages enemies within the given radius
// If inflictor is grounded, only grounded enemies are hurt
//
void P_Earthquake(mobj_t *inflictor, mobj_t *source, fixed_t radius)
{
const fixed_t ns = radius/12;
mobj_t *mo;
angle_t fa;
thinker_t *think;
INT32 i;
boolean grounded = P_IsObjectOnGround(inflictor);
for (i = 0; i < 16; i++)
{
fa = (i*(FINEANGLES/16));
mo = P_SpawnMobjFromMobj(inflictor, 0, 0, 0, MT_SUPERSPARK);
if (!P_MobjWasRemoved(mo))
{
if (grounded)
{
mo->momx = FixedMul(FINESINE(fa),ns);
mo->momy = FixedMul(FINECOSINE(fa),ns);
}
else
{
P_InstaThrust(mo, inflictor->angle + ANGLE_90, FixedMul(FINECOSINE(fa),ns));
mo->momz = FixedMul(FINESINE(fa),ns);
}
}
}
if (inflictor->player && P_IsLocalPlayer(inflictor->player))
{
quake.epicenter = NULL;
quake.intensity = 8*FRACUNIT;
quake.time = 8;
quake.radius = radius;
}
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 (grounded && !P_IsObjectOnGround(mo))
continue;
if (!(mo->flags & MF_SHOOTABLE) && !(mo->type == MT_EGGGUARD || mo->type == MT_MINUS))
continue;
if (mo->flags & MF_MONITOR)
continue; // Monitors cannot be 'nuked'.
if (mo->type == MT_PLAYER)
continue; // Don't hurt players
if (abs(inflictor->x - mo->x) > radius || abs(inflictor->y - mo->y) > radius || abs(inflictor->z - mo->z) > radius)
continue; // Workaround for possible integer overflow in the below -Red
if (P_AproxDistance(P_AproxDistance(inflictor->x - mo->x, inflictor->y - mo->y), inflictor->z - mo->z) > radius)
continue;
if (mo->type == MT_MINUS && !(mo->flags & (MF_SPECIAL|MF_SHOOTABLE)))
mo->flags = (mo->flags & ~MF_NOCLIPTHING)|MF_SPECIAL|MF_SHOOTABLE;
if (mo->type == MT_EGGGUARD && mo->tracer) //nuke Egg Guard's shield!
P_KillMobj(mo->tracer, inflictor, source, 0);
P_DamageMobj(mo, inflictor, source, 1, 0);
}
}
//
// P_LookForFocusTarget
// Looks for a target for a player to focus on, for Z-targeting etc.