Clean up an ungodly amount of shit relating to abilities.

* Put everything in P_DoJumpStuff, instead of half in that function and half spread across the player thinker.
* Have a proper if else cascade that first tries shield abilities, then super transformation, then random abilities like CA_TELEKINESIS.
* Use this new arrangement to allow CA_TWINSPIN users to use their ability on spin if their secondary ability is CA2_MELEE (resolves #195).
* Random bugfixing. Didn't keep track of what I'd caused while working on this and what was already there, but there was a lot of it.

The only two abilities which have spin-button properties outside of the else block is CA_AIRDRILL and CA_FLY/CA_SWIM (which now also prevents you from swimming down in goowater).
This commit is contained in:
toaster 2019-09-06 19:01:46 +01:00
parent 4c39225c3e
commit bb2012a8d0
3 changed files with 228 additions and 207 deletions

View File

@ -1583,6 +1583,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
// Buenos Dias Mandy
P_SetPlayerMobjState(toucher, S_PLAY_STUN);
player->pflags &= ~PF_APPLYAUTOBRAKE;
P_ResetPlayer(player);
player->drawangle = special->angle + ANGLE_180;
P_InstaThrust(toucher, special->angle, FixedMul(3*special->info->speed, special->scale/2));
toucher->z += P_MobjFlip(toucher);

View File

@ -2954,7 +2954,7 @@ static void P_PlayerZMovement(mobj_t *mo)
}
// Get up if you fell.
if (mo->player->panim == PA_PAIN)
P_SetPlayerMobjState(mo, S_PLAY_STND);
P_SetPlayerMobjState(mo, S_PLAY_WALK);
#ifdef ESLOPE
if (!mo->standingslope && (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)) {

View File

@ -4886,56 +4886,185 @@ void P_Telekinesis(player_t *player, fixed_t thrust, fixed_t range)
//
static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
mobj_t *lockon = NULL;
mobj_t *lockonthok = NULL, *lockonshield = NULL, *visual = NULL;
if (player->pflags & PF_JUMPSTASIS)
return;
if ((player->charability == CA_HOMINGTHOK) && !player->homing && (player->pflags & PF_JUMPED) && (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) && (lockon = P_LookForEnemies(player, true, false)))
if ((player->charability == CA_HOMINGTHOK) && !player->homing && (player->pflags & PF_JUMPED) && (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY)) && (lockonthok = P_LookForEnemies(player, true, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockon);
visual = P_SpawnMobj(lockonthok->x, lockonthok->y, lockonthok->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonthok);
}
}
if (cmd->buttons & BT_USE && !(player->pflags & PF_JUMPDOWN) && !player->exiting && !P_PlayerInPain(player))
//////////////////
//SHIELD ACTIVES//
//& SUPER FLOAT!//
//////////////////
if ((player->pflags & PF_JUMPED) && !player->exiting && !P_PlayerInPain(player))
{
if (player->mo->tracer && player->powers[pw_carry] == CR_MACESPIN)
{}
else if (onground || player->climbing || (player->mo->tracer && player->powers[pw_carry]))
{}
else if ((player->powers[pw_shield] & SH_NOSTACK) == SH_WHIRLWIND
&& !(player->pflags & PF_JUMPED)
&& !(player->pflags & PF_USEDOWN))
P_DoJumpShield(player);
else if (!(player->pflags & PF_SLIDING) && ((gametype != GT_CTF) || (!player->gotflag)))
if (onground || player->climbing || player->powers[pw_carry])
;
else if (gametype == GT_CTF && player->gotflag)
;
else if (player->pflags & (PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player has used an ability previously
;
else if ((player->powers[pw_shield] & SH_NOSTACK) && !player->powers[pw_super] && !(player->pflags & PF_USEDOWN)
&& ((!(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX)))) // thokked is optional if you're bubblewrapped
{
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT)
{
if ((lockonshield = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
boolean dovis = true;
if (lockonshield == lockonthok)
{
if (leveltime & 2)
dovis = false;
else if (visual)
P_RemoveMobj(visual);
}
if (dovis)
{
visual = P_SpawnMobj(lockonshield->x, lockonshield->y, lockonshield->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockonshield);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
}
if (cmd->buttons & BT_USE // Spin button effects
#ifdef HAVE_BLUA
&& !LUAh_ShieldSpecial(player)
#endif
)
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonshield));
if (lockonshield)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonshield->x, lockonshield->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
{
boolean elem = ((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL);
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
if (elem)
{
player->pflags |= PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_FALL);
S_StartSound(player->mo, sfx_s3k43);
}
else
{
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k44);
}
player->secondjump = 0;
player->mo->momx = player->mo->momy = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
break;
}
// Flame burst
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;
}
}
}
}
else if ((cmd->buttons & BT_USE))
{
if (!(player->pflags & PF_USEDOWN) && P_SuperReady(player))
{
// If you can turn super and aren't already,
// and you don't have a shield, do it!
P_DoSuperTransformation(player, false);
}
else
#ifdef HAVE_BLUA
if (!LUAh_JumpSpinSpecial(player))
#endif
switch (player->charability)
{
case CA_TELEKINESIS:
if (player->pflags & PF_JUMPED)
case CA_THOK:
if (player->powers[pw_super]) // Super Sonic float
{
if (!(player->pflags & PF_THOKKED) || (player->charflags & SF_MULTIABILITY))
if ((player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
{
P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
FixedMul(384*FRACUNIT, player->mo->scale));
if (player->panim != PA_RUN && player->panim != PA_WALK)
{
if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
}
player->mo->momz = 0;
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
}
}
break;
case CA_AIRDRILL:
if (player->pflags & PF_JUMPED)
case CA_TELEKINESIS:
if (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || (player->charflags & SF_MULTIABILITY))
{
if (player->pflags & PF_THOKKED) // speed up falling down
{
if (player->secondjump < 42)
player->secondjump ++;
}
P_Telekinesis(player,
-FixedMul(player->actionspd, player->mo->scale), // -ve thrust (pulling towards player)
FixedMul(384*FRACUNIT, player->mo->scale));
}
break;
case CA_TWINSPIN:
if ((player->charability2 == CA2_MELEE) && (!(player->pflags & (PF_THOKKED|PF_USEDOWN)) || player->charflags & SF_MULTIABILITY))
{
player->pflags |= PF_THOKKED;
S_StartSound(player->mo, sfx_s3k42);
player->mo->frame = 0;
P_SetPlayerMobjState(player->mo, S_PLAY_TWINSPIN);
}
break;
default:
@ -4948,6 +5077,9 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
{
if (player->pflags & PF_JUMPED)
{
if (cmd->buttons & BT_USE && player->secondjump < 42) // speed up falling down
player->secondjump++;
if (player->flyangle > 0 && player->pflags & PF_THOKKED)
{
player->flyangle--;
@ -4966,6 +5098,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
}
}
///////////////
// CHARACTER //
// ABILITIES!//
///////////////
if (cmd->buttons & BT_JUMP && !player->exiting && !P_PlayerInPain(player))
{
#ifdef HAVE_BLUA
@ -5035,7 +5172,6 @@ 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)
{
@ -5050,11 +5186,11 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
if (player->charability == CA_HOMINGTHOK)
{
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockon));
if (lockon)
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockonthok));
if (lockonthok)
{
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockonthok->x, lockonthok->y);
player->homing = 3*TICRATE;
}
else
@ -5066,6 +5202,8 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
player->pflags &= ~PF_NOJUMPDAMAGE;
}
player->drawangle = player->mo->angle;
if (player->mo->info->attacksound && !player->spectator)
S_StartSound(player->mo, player->mo->info->attacksound); // Play the THOK sound
@ -5212,6 +5350,60 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
P_DoJumpShield(player);
}
// HOMING option.
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT // Sonic 3D Blast.
&& player->pflags & PF_SHIELDABILITY)
{
if (player->homing && player->mo->tracer)
{
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
P_SetObjectMomZ(player->mo, 6*FRACUNIT, false);
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FRACUNIT/3);
player->homing = 0;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else if (player->charability == CA_HOMINGTHOK) // Sonic Adventure.
{
// If you've got a target, chase after it!
if (player->homing && player->mo->tracer)
{
P_SpawnThokMobj(player);
// But if you don't, then stop homing.
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, 10*FRACUNIT, false);
player->mo->momx = player->mo->momy = player->homing = 0;
if (player->mo->tracer->flags2 & MF2_FRET)
P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3));
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
P_SetPlayerMobjState(player->mo, S_PLAY_SPRING);
player->pflags |= PF_NOJUMPDAMAGE;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else
player->homing = 0;
if (cmd->buttons & BT_JUMP)
{
player->pflags |= PF_JUMPDOWN;
@ -5238,7 +5430,7 @@ static void P_DoJumpStuff(player_t *player, ticcmd_t *cmd)
player->pflags &= ~PF_JUMPDOWN;
// Repeat abilities, but not double jump!
if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP)
if (player->secondjump == 1 && player->charability != CA_DOUBLEJUMP && player->charability != CA_AIRDRILL)
{
if (player->charflags & SF_MULTIABILITY)
{
@ -8000,7 +8192,7 @@ static void P_MovePlayer(player_t *player)
S_StartSound(player->mo, sfx_putput);
// Descend
if (cmd->buttons & BT_USE && !(player->pflags & PF_STASIS) && !player->exiting)
if (cmd->buttons & BT_USE && !(player->pflags & PF_STASIS) && !player->exiting && !(player->mo->eflags & MFE_GOOWATER))
if (P_MobjFlip(player->mo)*player->mo->momz > -FixedMul(5*actionspd, player->mo->scale))
P_SetObjectMomZ(player->mo, -actionspd/2, true);
@ -8117,178 +8309,6 @@ static void P_MovePlayer(player_t *player)
localangle2 = player->mo->angle;
}
//////////////////
//SHIELD ACTIVES//
//& SUPER FLOAT!//
//////////////////
if (player->pflags & PF_JUMPED && !player->exiting && player->mo->health)
{
mobj_t *lockon = NULL;
if (!player->powers[pw_super] && player->powers[pw_shield] == SH_ATTRACT && !(player->pflags & PF_THOKKED))
{
if ((lockon = P_LookForEnemies(player, false, false)))
{
if (P_IsLocalPlayer(player)) // Only display it on your own view.
{
mobj_t *visual = P_SpawnMobj(lockon->x, lockon->y, lockon->z, MT_LOCKON); // positioning, flip handled in P_SceneryThinker
P_SetTarget(&visual->target, lockon);
P_SetMobjStateNF(visual, visual->info->spawnstate+1);
}
}
}
if (cmd->buttons & BT_USE) // Spin button effects
{
if (player->powers[pw_super]) // Super can't use shield actives, only passives
{
if ((player->charability == CA_THOK) // Super Sonic float
&& (player->speed > 5*player->mo->scale) // FixedMul(5<<FRACBITS, player->mo->scale), but scale is FRACUNIT-based
&& (P_MobjFlip(player->mo)*player->mo->momz <= 0))
{
if (player->panim != PA_RUN && player->panim != PA_WALK)
{
if (player->speed >= FixedMul(player->runspeed, player->mo->scale))
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT_RUN);
else
P_SetPlayerMobjState(player->mo, S_PLAY_FLOAT);
}
player->mo->momz = 0;
player->pflags &= ~(PF_STARTJUMP|PF_SPINNING);
}
}
else
#ifdef HAVE_BLUA
if (!LUAh_ShieldSpecial(player))
#endif
{
if (!(player->pflags & (PF_USEDOWN|PF_GLIDING|PF_SLIDING|PF_SHIELDABILITY)) // If the player is not holding down BT_USE, or having used an ability previously
&& (!(player->powers[pw_shield] & SH_NOSTACK) || !(player->pflags & PF_THOKKED) || ((player->powers[pw_shield] & SH_NOSTACK) == SH_BUBBLEWRAP && player->secondjump == UINT8_MAX))) // thokked is optional if you're bubblewrapped/turning super
{
// Force stop
if ((player->powers[pw_shield] & ~(SH_FORCEHP|SH_STACK)) == SH_FORCE)
{
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
S_StartSound(player->mo, sfx_ngskid);
}
else
{
switch (player->powers[pw_shield] & SH_NOSTACK)
{
// Super!
case SH_NONE:
if (P_SuperReady(player))
P_DoSuperTransformation(player, false);
break;
// Whirlwind jump/Thunder jump
case SH_WHIRLWIND:
case SH_THUNDERCOIN:
P_DoJumpShield(player);
break;
// Armageddon pow
case SH_ARMAGEDDON:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
P_BlackOw(player);
break;
// Attraction blast
case SH_ATTRACT:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->homing = 2;
P_SetTarget(&player->mo->target, P_SetTarget(&player->mo->tracer, lockon));
if (lockon)
{
player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y, lockon->x, lockon->y);
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
S_StartSound(player->mo, sfx_s3k40);
player->homing = 3*TICRATE;
}
else
S_StartSound(player->mo, sfx_s3ka6);
break;
// Elemental stomp/Bubble bounce
case SH_ELEMENTAL:
case SH_BUBBLEWRAP:
player->pflags |= PF_THOKKED|PF_SHIELDABILITY;
player->pflags &= ~PF_NOJUMPDAMAGE;
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
player->secondjump = 0;
player->mo->momx = player->mo->momy = 0;
P_SetObjectMomZ(player->mo, -24*FRACUNIT, false);
S_StartSound(player->mo,
((player->powers[pw_shield] & SH_NOSTACK) == SH_ELEMENTAL)
? sfx_s3k43
: sfx_s3k44);
break;
// Flame burst
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;
}
}
}
}
}
}
// HOMING option.
if ((player->powers[pw_shield] & SH_NOSTACK) == SH_ATTRACT // Sonic 3D Blast.
&& player->pflags & PF_SHIELDABILITY)
{
if (player->homing && player->mo->tracer)
{
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
P_SetObjectMomZ(player->mo, 6*FRACUNIT, false);
if (player->mo->eflags & MFE_UNDERWATER)
player->mo->momz = FixedMul(player->mo->momz, FRACUNIT/3);
player->homing = 0;
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else if (player->charability == CA_HOMINGTHOK) // Sonic Adventure.
{
// If you've got a target, chase after it!
if (player->homing && player->mo->tracer)
{
P_SpawnThokMobj(player);
// But if you don't, then stop homing.
if (!P_HomingAttack(player->mo, player->mo->tracer))
{
if (player->mo->eflags & MFE_UNDERWATER)
P_SetObjectMomZ(player->mo, FixedDiv(457*FRACUNIT,72*FRACUNIT), false);
else
P_SetObjectMomZ(player->mo, 10*FRACUNIT, false);
player->mo->momx = player->mo->momy = player->homing = 0;
if (player->mo->tracer->flags2 & MF2_FRET)
P_InstaThrust(player->mo, player->mo->angle, -(player->speed>>3));
if (!(player->mo->tracer->flags & MF_BOSS))
player->pflags &= ~PF_THOKKED;
// P_SetPlayerMobjState(player->mo, S_PLAY_SPRING); -- Speed didn't like it, RIP
}
}
// If you're not jumping, then you obviously wouldn't be homing.
if (!(player->pflags & PF_JUMPED))
player->homing = 0;
}
else
player->homing = 0;
if (player->climbing == 1)
P_DoClimbing(player);
@ -8332,7 +8352,7 @@ static void P_MovePlayer(player_t *player)
// Less height while spinning. Good for spinning under things...?
if ((player->mo->state == &states[player->mo->info->painstate])
|| ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE && player->charflags & SF_NOJUMPSPIN))
|| ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
|| (player->pflags & PF_SPINNING)
|| player->powers[pw_tailsfly] || player->pflags & PF_GLIDING
|| (player->charability == CA_FLY && player->mo->state-states == S_PLAY_FLY_TIRED))