Remove P_InitAngle and its kin, considered on a case-by-case basis for also setting old_angle as well.

This commit is contained in:
toaster 2022-05-30 18:15:52 +01:00 committed by NepDisk
parent f54ba922a9
commit 0532cc8484
14 changed files with 1361 additions and 136 deletions

View file

@ -274,7 +274,7 @@ mobj_t *K_SpawnSphereBox(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8 f
{
mobj_t *drop = P_SpawnMobj(x, y, z, MT_SPHEREBOX);
P_InitAngle(drop, angle);
drop->angle = angle;
P_Thrust(drop,
FixedAngle(P_RandomFixed() * 180) + angle,
P_RandomRange(4, 12) * mapobjectscale);
@ -612,7 +612,7 @@ static void K_SpawnOvertimeLaser(fixed_t x, fixed_t y, fixed_t scale)
mo->eflags |= MFE_VERTICALFLIP;
}
P_InitAngle(mo, R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90);
mo->angle = R_PointToAngle2(mo->x, mo->y, battleovertime.x, battleovertime.y) + ANGLE_90;
mo->renderflags |= (RF_DONTDRAW & ~(K_GetPlayerDontDrawFlag(player)));
P_SetScale(mo, scale);

View file

@ -549,7 +549,7 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
if (t2deflect < ANG10)
P_InstaThrust(t2, t2angle, t2speed);
P_InitAngle(t1, R_PointToAngle2(0, 0, t1->momx, t1->momy));
t1->angle = t1->old_angle = R_PointToAngle2(0, 0, t1->momx, t1->momy);
t1->reactiontime = 7*(t1speed+t2speed)/FRACUNIT;
if (t1->reactiontime < 10)
@ -591,7 +591,6 @@ boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2)
{
blast->angle += ANGLE_90;
}
P_InitAngle(blast, blast->angle);
blast->destscale *= 10;
}

View file

@ -330,7 +330,7 @@ void K_HandleFollower(player_t *player)
K_UpdateFollowerState(player->follower, fl.idlestate, FOLLOWERSTATE_IDLE);
P_SetTarget(&player->follower->target, player->mo); // we need that to know when we need to disappear
P_InitAngle(player->follower, player->mo->angle);
player->follower->angle = player->follower->old_angle = player->mo->angle;
// This is safe to only spawn it here, the follower is removed then respawned when switched.
if (bubble)

View file

@ -1787,7 +1787,7 @@ void K_SpawnDashDustRelease(player_t *player)
dust = P_SpawnMobj(newx, newy, player->mo->z, MT_FASTDUST);
P_SetTarget(&dust->target, player->mo);
P_InitAngle(dust, travelangle - ((i&1) ? -1 : 1) * ANGLE_45);
dust->angle = travelangle - (((i&1) ? -1 : 1) * ANGLE_45);
dust->destscale = player->mo->scale;
P_SetScale(dust, player->mo->scale);
@ -1835,7 +1835,7 @@ void K_SpawnNormalSpeedLines(player_t *player)
MT_FASTLINE);
P_SetTarget(&fast->target, player->mo);
P_InitAngle(fast, K_MomentumAngle(player->mo));
fast->angle = K_MomentumAngle(player->mo);
fast->momx = 3*player->mo->momx/4;
fast->momy = 3*player->mo->momy/4;
fast->momz = 3*P_GetMobjZMovement(player->mo)/4;
@ -1891,7 +1891,7 @@ void K_SpawnInvincibilitySpeedLines(mobj_t *mo)
P_SetMobjState(fast, S_KARTINVLINES1);
P_SetTarget(&fast->target, mo);
P_InitAngle(fast, K_MomentumAngle(mo));
fast->angle = K_MomentumAngle(mo);
fast->momx = 3*mo->momx/4;
fast->momy = 3*mo->momy/4;
@ -3473,7 +3473,7 @@ void K_TakeBumpersFromPlayer(player_t *player, player_t *victim, UINT8 amount)
P_SetTarget(&newmo->tracer, victim->mo);
P_SetTarget(&newmo->target, player->mo);
P_InitAngle(newmo, (diff * (newbumper-1)));
newmo->angle = (diff * (newbumper-1));
newmo->color = victim->skincolor;
if (newbumper+1 < 2)
@ -3561,7 +3561,7 @@ void K_SpawnMineExplosion(mobj_t *source, UINT8 color)
{
dust = P_SpawnMobj(source->x, source->y, source->z, MT_SMOKE);
P_SetMobjState(dust, S_OPAQUESMOKE1);
P_InitAngle(dust, (ANGLE_180/16) * i);
dust->angle = (ANGLE_180/16) * i;
P_SetScale(dust, source->scale);
dust->destscale = source->scale*10;
dust->scalespeed = source->scale/12;
@ -3676,6 +3676,7 @@ static mobj_t *K_SpawnKartMissile(mobj_t *source, mobjtype_t type, angle_t an, I
}
th->angle = an;
th->momx = FixedMul(finalspeed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(finalspeed, FINESINE(an>>ANGLETOFINESHIFT));
@ -3818,7 +3819,7 @@ static void K_SpawnDriftSparks(player_t *player)
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_DRIFTSPARK);
P_SetTarget(&spark->target, player->mo);
spark->angle = travelangle-(ANGLE_45/5)*player->drift;
spark->angle = travelangle-((ANGLE_45/5)*player->drift);
spark->destscale = player->mo->scale;
P_SetScale(spark, player->mo->scale);
@ -3945,7 +3946,7 @@ static void K_SpawnAIZDust(player_t *player)
newy = player->mo->y + P_ReturnThrustY(player->mo, travelangle - (player->aizdriftstrat*ANGLE_45), FixedMul(24*FRACUNIT, player->mo->scale));
spark = P_SpawnMobj(newx, newy, player->mo->z, MT_AIZDRIFTSTRAT);
P_InitAngle(spark, travelangle+(player->aizdriftstrat*ANGLE_90));
spark->angle = travelangle+(player->aizdriftstrat*ANGLE_90);
P_SetScale(spark, (spark->destscale = (3*player->mo->scale)>>2));
spark->momx = (6*player->mo->momx)/5;
@ -3997,7 +3998,7 @@ void K_SpawnBoostTrail(player_t *player)
flame = P_SpawnMobj(newx, newy, ground, MT_SNEAKERTRAIL);
P_SetTarget(&flame->target, player->mo);
P_InitAngle(flame, travelangle);
flame->angle = travelangle;
flame->fuse = TICRATE*2;
flame->destscale = player->mo->scale;
P_SetScale(flame, player->mo->scale);
@ -4069,7 +4070,7 @@ void K_SpawnWipeoutTrail(mobj_t *mo, boolean translucent)
mo->z, MT_WIPEOUTTRAIL);
P_SetTarget(&dust->target, mo);
dust->angle = R_PointToAngle2(0,0,mo->momx,mo->momy);
dust->angle = K_MomentumAngle(mo);
dust->destscale = mo->scale;
P_SetScale(dust, mo->scale);
K_FlipFromObject(dust, mo);
@ -4527,7 +4528,7 @@ static void K_DoLightningShield(player_t *player)
for (i=0; i<7; i++)
{
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_THOK);
P_InitAngle(mo, P_RandomRange(0, 359)*ANG1);
mo->angle = P_RandomRange(0, 359)*ANG1;
mo->fuse = P_RandomRange(20, 50);
P_SetTarget(&mo->target, player->mo);
P_SetMobjState(mo, S_KLIT1);
@ -4540,7 +4541,7 @@ static void K_DoLightningShield(player_t *player)
sx = player->mo->x + FixedMul((player->mo->scale*THUNDERRADIUS), FINECOSINE((an*i)>>ANGLETOFINESHIFT));
sy = player->mo->y + FixedMul((player->mo->scale*THUNDERRADIUS), FINESINE((an*i)>>ANGLETOFINESHIFT));
mo = P_SpawnMobj(sx, sy, player->mo->z, MT_THOK);
P_InitAngle(mo, an*i);
mo->angle = an*i;
mo->extravalue1 = THUNDERRADIUS; // Used to know whether we should teleport by radius or something.
mo->scale = player->mo->scale*3;
P_SetTarget(&mo->target, player->mo);
@ -4916,7 +4917,7 @@ static void K_ThrowLandMine(player_t *player)
P_SetScale(landMine, player->mo->scale);
landMine->destscale = player->mo->destscale;
P_InitAngle(landMine, player->mo->angle);
landMine->angle = player->mo->angle;
landMine->momz = (30 * mapobjectscale * P_MobjFlip(player->mo)) + player->mo->momz;
landMine->color = player->skincolor;
@ -5210,7 +5211,7 @@ mobj_t *K_CreatePaperItem(fixed_t x, fixed_t y, fixed_t z, angle_t angle, SINT8
P_SetScale(drop, drop->scale>>4);
drop->destscale = (3*drop->destscale)/2;
P_InitAngle(drop, angle);
drop->angle = angle;
P_Thrust(drop,
FixedAngle(P_RandomFixed() * 180) + angle,
16*mapobjectscale);
@ -6789,7 +6790,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
{
mobj_t *ring = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_RING);
ring->extravalue1 = 1; // Ring collect animation timer
P_InitAngle(ring, player->mo->angle); // animation angle
ring->angle = player->mo->angle; // animation angle
P_SetTarget(&ring->target, player->mo); // toucher for thinker
player->pickuprings++;
if (player->superring <= 3)
@ -7694,6 +7695,27 @@ INT32 K_GetKartDriftSparkValue(player_t *player)
return (26*4 + kartspeed*2 + (9 - player->kartweight))*8;
}
INT32 K_GetKartDriftSparkValueForStage(player_t *player, UINT8 stage)
{
fixed_t mul = FRACUNIT;
// This code is function is pretty much useless now that the timing changes are linear but bleh.
switch (stage)
{
case 2:
mul = 2*FRACUNIT; // x2
break;
case 3:
mul = 3*FRACUNIT; // x3
break;
case 4:
mul = 4*FRACUNIT; // x4
break;
}
return (FixedMul(K_GetKartDriftSparkValue(player) * FRACUNIT, mul) / FRACUNIT);
}
static void K_KartDrift(player_t *player, boolean onground)
{
fixed_t minspeed = (10 * player->mo->scale);
@ -8443,7 +8465,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
mo = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_ROCKETSNEAKER);
K_MatchGenericExtraFlags(mo, player->mo);
mo->flags |= MF_NOCLIPTHING;
P_InitAngle(mo, player->mo->angle);
mo->angle = player->mo->angle;
mo->threshold = 10;
mo->movecount = moloop%2;
mo->movedir = mo->lastlook = moloop+1;
@ -8541,7 +8563,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
break;
}
mo->flags |= MF_NOCLIPTHING;
P_InitAngle(mo, newangle);
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;
@ -8582,7 +8604,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
break;
}
mo->flags |= MF_NOCLIPTHING;
P_InitAngle(mo, newangle);
mo->angle = newangle;
mo->threshold = 10;
mo->movecount = player->itemamount;
mo->movedir = mo->lastlook = moloop+1;

421
src/k_race.c Normal file
View file

@ -0,0 +1,421 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Kart Krew
//
// 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 k_race.c
/// \brief Race Mode specific code.
#include "k_race.h"
#include "k_kart.h"
#include "k_battle.h"
#include "k_pwrlv.h"
#include "k_color.h"
#include "k_respawn.h"
#include "doomdef.h"
#include "hu_stuff.h"
#include "g_game.h"
#include "m_random.h"
#include "p_local.h"
#include "p_slopes.h"
#include "p_setup.h"
#include "r_draw.h"
#include "r_local.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "v_video.h"
#include "z_zone.h"
#include "m_misc.h"
#include "m_cond.h"
#include "f_finale.h"
#include "lua_hud.h" // For Lua hud checks
#include "lua_hook.h" // For MobjDamage and ShouldDamage
#include "m_cheat.h" // objectplacing
#include "p_spec.h"
#include "k_waypoint.h"
#include "k_bot.h"
#include "k_hud.h"
line_t *finishBeamLine = NULL;
static mobj_t *beamPoints[2];
static UINT8 numBeamPoints = 0;
/*--------------------------------------------------
void K_ClearFinishBeamLine(void)
See header file for description.
--------------------------------------------------*/
void K_ClearFinishBeamLine(void)
{
size_t i;
finishBeamLine = NULL;
for (i = 0; i < 2; i++)
{
beamPoints[i] = NULL;
}
numBeamPoints = 0;
}
/*--------------------------------------------------
static void K_FreeFinishBeamLine(void)
See header file for description.
--------------------------------------------------*/
static void K_FreeFinishBeamLine(void)
{
if (finishBeamLine != NULL)
{
if (finishBeamLine->v1 != NULL)
{
Z_Free(finishBeamLine->v1);
}
if (finishBeamLine->v2 != NULL)
{
Z_Free(finishBeamLine->v2);
}
Z_Free(finishBeamLine);
}
K_ClearFinishBeamLine();
}
/*--------------------------------------------------
static void K_CreateFinishLineFromPoints(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
See header file for description.
--------------------------------------------------*/
static void K_CreateFinishLineFromPoints(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2)
{
I_Assert(finishBeamLine == NULL); // Needs to be NULL
finishBeamLine = Z_Calloc(sizeof (*finishBeamLine), PU_LEVEL, NULL);
finishBeamLine->v1 = Z_Calloc(sizeof (*finishBeamLine->v1), PU_LEVEL, NULL);
finishBeamLine->v1->x = x1;
finishBeamLine->v1->y = y1;
finishBeamLine->v2 = Z_Calloc(sizeof (*finishBeamLine->v2), PU_LEVEL, NULL);
finishBeamLine->v2->x = x2;
finishBeamLine->v2->y = y2;
finishBeamLine->dx = x2 - x1;
finishBeamLine->dy = y2 - y1;
finishBeamLine->flags = 0;
}
/*--------------------------------------------------
boolean K_GenerateFinishBeamLine(void)
See header file for description.
--------------------------------------------------*/
boolean K_GenerateFinishBeamLine(void)
{
mapthing_t *mt;
INT64 bounds[4];
angle_t angle = 0;
boolean valid = false;
size_t i;
// Ensure everything's freed by this time.
K_FreeFinishBeamLine();
// First: attempt to create from beam point objects
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
if (numBeamPoints >= 2)
{
break;
}
if (mt->type == mobjinfo[MT_BEAMPOINT].doomednum)
{
beamPoints[numBeamPoints] = mt->mobj;
numBeamPoints++;
}
}
if (numBeamPoints == 2)
{
// Found 'em! Really easy to generate a line out of these :)
K_CreateFinishLineFromPoints(
beamPoints[0]->x, beamPoints[0]->y,
beamPoints[1]->x, beamPoints[1]->y
);
return true;
}
bounds[0] = INT64_MAX; // min x
bounds[1] = INT64_MIN; // max x
bounds[2] = INT64_MAX; // min y
bounds[3] = INT64_MIN; // max y
for (i = 0; i < numlines; i++)
{
angle_t thisAngle;
if (lines[i].special != 2001)
{
continue;
}
thisAngle = R_PointToAngle2(0, 0, lines[i].dx, lines[i].dy);
bounds[0] = min(bounds[0], min(lines[i].v1->x, lines[i].v2->x)); // min x
bounds[1] = max(bounds[1], max(lines[i].v1->x, lines[i].v2->x)); // max x
bounds[2] = min(bounds[2], min(lines[i].v1->y, lines[i].v2->y)); // min y
bounds[3] = max(bounds[3], max(lines[i].v1->y, lines[i].v2->y)); // max y
if (valid == false)
{
angle = thisAngle;
valid = true;
}
else if (angle != thisAngle)
{
// Do not even attempt to bother with curved finish lines.
// Will likely just crash.
valid = false;
break;
}
}
if (valid == true)
{
fixed_t span = P_AproxDistance(bounds[1] - bounds[0], bounds[3] - bounds[2]) / 2;
fixed_t cx = (bounds[0] + bounds[1]) / 2;
fixed_t cy = (bounds[2] + bounds[3]) / 2;
fixed_t spanC = FixedMul(span, FINECOSINE(angle >> ANGLETOFINESHIFT));
fixed_t spanS = FixedMul(span, FINESINE(angle >> ANGLETOFINESHIFT));
K_CreateFinishLineFromPoints(
cx - spanC, cy - spanS,
cx + spanC, cy + spanS
);
return true;
}
return false;
}
/*--------------------------------------------------
static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *line, boolean reverse)
Draws a helix out of rainbow colored orbs along a line, unique for each display player.
Called twice for the finish line beam effect.
Input Arguments:-
offset - Offset value for positioning. Changed every tick to make it animate.
aiming - Starting vertical angle value. Changed every tick to make it animate.
line - Linedef to draw along.
reverse - Draw in reverse. Call twice with this toggled to make a double helix.
Return:-
None
--------------------------------------------------*/
static void K_DrawFinishLineBeamForLine(fixed_t offset, angle_t aiming, line_t *line, boolean reverse)
{
const fixed_t linelength = P_AproxDistance(line->dx, line->dy);
const fixed_t xstep = FixedDiv(line->dx, linelength);
const fixed_t ystep = FixedDiv(line->dy, linelength);
fixed_t linex = line->v1->x;
fixed_t liney = line->v1->y;
angle_t lineangle = R_PointToAngle2(0, 0, line->dx, line->dy) + ANGLE_90;
UINT8 i;
if (line->flags & ML_NOCLIMB)
{
// Line is flipped
lineangle += ANGLE_180;
}
linex += FixedMul(offset, xstep);
liney += FixedMul(offset, ystep);
while (offset < linelength)
{
#define COLORCYCLELEN 10
const UINT8 colorcycle[COLORCYCLELEN] = {
SKINCOLOR_PERIWINKLE,
SKINCOLOR_SLATE,
SKINCOLOR_BLOSSOM,
SKINCOLOR_RASPBERRY,
SKINCOLOR_ORANGE,
SKINCOLOR_YELLOW,
SKINCOLOR_LIME,
SKINCOLOR_TURTLE,
SKINCOLOR_ROBIN,
SKINCOLOR_JAWZ
};
const UINT8 numframes = 5;
const angle_t framethreshold = ANGLE_180 / (numframes-1);
const angle_t frameaim = aiming + (framethreshold / 2);
fixed_t x, y, z;
UINT8 spriteframe = 0;
x = linex + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINECOSINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
y = liney + FixedMul(FixedMul(FINISHLINEBEAM_SPACING, FINESINE(lineangle >> ANGLETOFINESHIFT)), FINECOSINE(aiming >> ANGLETOFINESHIFT));
z = FINISHLINEBEAM_SPACING + FixedMul(FINISHLINEBEAM_SPACING, FINESINE(aiming >> ANGLETOFINESHIFT));
if (leveltime >= starttime)
{
spriteframe = 4; // Weakest sprite when passable
}
else if (frameaim > ANGLE_180)
{
spriteframe = (ANGLE_MAX - frameaim) / framethreshold;
}
else
{
spriteframe = frameaim / framethreshold;
}
for (i = 0; i <= r_splitscreen; i++)
{
if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
{
mobj_t *beam;
beam = P_SpawnMobj(x, y, players[displayplayers[i]].mo->z + z, MT_THOK);
P_SetMobjState(beam, S_FINISHBEAM1 + spriteframe);
beam->colorized = true;
beam->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
if (reverse)
{
beam->color = colorcycle[((leveltime / 4) + (COLORCYCLELEN/2)) % COLORCYCLELEN];
}
else
{
beam->color = colorcycle[(leveltime / 4) % COLORCYCLELEN];
}
}
}
offset += FINISHLINEBEAM_SPACING;
linex += FixedMul(FINISHLINEBEAM_SPACING, xstep);
liney += FixedMul(FINISHLINEBEAM_SPACING, ystep);
if (reverse)
{
aiming -= ANGLE_45;
}
else
{
aiming += ANGLE_45;
}
}
for (i = 0; i <= r_splitscreen; i++)
{
if (playeringame[displayplayers[i]] && players[displayplayers[i]].mo && !P_MobjWasRemoved(players[displayplayers[i]].mo))
{
UINT8 j;
for (j = 0; j < 2; j++)
{
vertex_t *v = line->v1;
mobj_t *end1, *end2;
angle_t a = R_PointToAngle2(0, 0, line->dx, line->dy);
fixed_t sx;
fixed_t sy;
/*
if (line->flags & ML_NOCLIMB)
{
a += ANGLE_180;
}
*/
sx = FixedMul(3*mapobjectscale, FINECOSINE(a >> ANGLETOFINESHIFT));
sy = FixedMul(3*mapobjectscale, FINESINE(a >> ANGLETOFINESHIFT));
if (j == 1)
{
v = line->v2;
sx = -sx;
sy = -sy;
}
end1 = P_SpawnMobj(
v->x + sx,
v->y + sy,
players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
MT_THOK
);
P_SetMobjState(end1, S_FINISHBEAMEND1);
end1->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end1->angle = lineangle;
end2 = P_SpawnMobj(
v->x + (8*sx),
v->y + (8*sy),
players[displayplayers[i]].mo->z + FINISHLINEBEAM_SPACING,
MT_THOK
);
P_SetMobjState(end2, S_FINISHBEAMEND2);
end2->renderflags = RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(&players[displayplayers[i]]);
end2->angle = lineangle;
P_SetTarget(&end2->tracer, end1);
end2->flags2 |= MF2_LINKDRAW;
}
}
}
}
/*--------------------------------------------------
void K_RunFinishLineBeam(void)
See header file for description.
--------------------------------------------------*/
void K_RunFinishLineBeam(void)
{
if (!(leveltime < starttime || rainbowstartavailable == true))
{
return;
}
if (finishBeamLine != NULL)
{
const angle_t angoffset = ANGLE_45;
const angle_t angadd = ANGLE_11hh;
const fixed_t speed = 6 * mapobjectscale;
fixed_t offseta = (leveltime * speed) % FINISHLINEBEAM_SPACING;
angle_t aiminga = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) + (angadd * leveltime);
fixed_t offsetb = FINISHLINEBEAM_SPACING - offseta;
angle_t aimingb = (angoffset * -((leveltime * speed) / FINISHLINEBEAM_SPACING)) - (angadd * leveltime);
K_DrawFinishLineBeamForLine(offseta, aiminga, finishBeamLine, false);
K_DrawFinishLineBeamForLine(offsetb, aimingb, finishBeamLine, true);
}
}

770
src/k_respawn.c Normal file
View file

@ -0,0 +1,770 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Kart Krew
//
// 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 k_respawn.c
/// \brief Respawning logic
#include "k_respawn.h"
#include "doomdef.h"
#include "d_player.h"
#include "k_kart.h"
#include "k_battle.h"
#include "g_game.h"
#include "p_local.h"
#include "p_tick.h"
#include "p_setup.h"
#include "r_main.h"
#include "s_sound.h"
#include "p_slopes.h"
#include "r_defs.h"
/*--------------------------------------------------
fixed_t K_RespawnOffset(player_t *player, boolean flip)
See header file for description.
--------------------------------------------------*/
fixed_t K_RespawnOffset(player_t *player, boolean flip)
{
fixed_t z = 0;
if (flip == true)
{
// Lat 24/7/20: Okay so before we even think about applying this flag, check if the sector we're in doesn't already have reverse gravity for that.
// Otherwise, we would reverse the reverse gravity and cancel it out. Yes, this is absolutely fucking dumb.
// I'm honestly not sure if this flag is even necessary anymore but we'll keep it just in case.
if (P_GetMobjGravity(player->mo) < 0)
player->mo->flags2 |= MF2_OBJECTFLIP;
player->mo->eflags |= MFE_VERTICALFLIP;
z -= ((128 * mapobjectscale) + (player->mo->height));
}
else
{
player->mo->flags2 &= ~MF2_OBJECTFLIP;
player->mo->eflags &= ~MFE_VERTICALFLIP;
z += (128 * mapobjectscale);
}
return z;
}
/*--------------------------------------------------
static void K_FudgeRespawn(player_t *player, const waypoint_t *const waypoint)
Fudges respawn coordinates to slightly before the waypoint if it would
be exactly on a line. See K_GetWaypointIsOnLine.
--------------------------------------------------*/
static void K_FudgeRespawn(player_t *player, const waypoint_t *const waypoint)
{
const angle_t from = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y,
player->mo->x, player->mo->y) >> ANGLETOFINESHIFT;
player->respawn.pointx += FixedMul(16, FINECOSINE(from));
player->respawn.pointy += FixedMul(16, FINESINE(from));
}
/*--------------------------------------------------
static void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
Updates a player's respawn variables to go to the provided waypoint.
Input Arguments:-
player - Player to preform for.
waypoint - Waypoint to respawn to.
Return:-
None
--------------------------------------------------*/
static void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
{
if (player == NULL || player->mo == NULL || P_MobjWasRemoved(player->mo))
{
return;
}
if (waypoint == NULL || waypoint->mobj == NULL || P_MobjWasRemoved(waypoint->mobj))
{
return;
}
player->respawn.pointx = waypoint->mobj->x;
player->respawn.pointy = waypoint->mobj->y;
player->respawn.pointz = waypoint->mobj->z;
player->respawn.flip = (waypoint->mobj->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
player->respawn.pointz += K_RespawnOffset(player, player->respawn.flip);
if (waypoint->onaline)
{
K_FudgeRespawn(player, waypoint);
}
}
/*--------------------------------------------------
void K_DoFault(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_DoFault(player_t *player)
{
player->nocontrol = (starttime - leveltime) + 50;
if (!(player->pflags & PF_FAULT))
{
S_StartSound(player->mo, sfx_s3k83);
player->karthud[khud_fault] = 1;
player->pflags |= PF_FAULT;
}
}
/*--------------------------------------------------
void K_DoIngameRespawn(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_DoIngameRespawn(player_t *player)
{
if (!player->mo || P_MobjWasRemoved(player->mo))
{
return;
}
if (player->respawn.state != RESPAWNST_NONE &&
( player->pflags & PF_FAULT ) == 0)
{
return;
}
if (leveltime <= introtime)
{
return;
}
// FAULT
if (leveltime < starttime)
K_DoFault(player);
player->ringboost = 0;
player->driftboost = player->strongdriftboost = 0;
K_TumbleInterrupt(player);
P_ResetPlayer(player);
// Set up respawn position if invalid
if (player->respawn.wp != NULL && leveltime >= starttime)
{
const UINT32 dist = RESPAWN_DIST + (player->airtime * 48);
player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT;
K_RespawnAtWaypoint(player, player->respawn.wp);
}
else
{
UINT32 bestdist = UINT32_MAX;
mapthing_t *beststart = NULL;
UINT8 numstarts = 0;
if (gametype == GT_RACE)
{
numstarts = numcoopstarts;
}
else if (gametype == GT_BATTLE)
{
numstarts = numdmstarts;
}
if (numstarts > 0)
{
UINT8 i = 0;
for (i = 0; i < numstarts; i++)
{
UINT32 dist = UINT32_MAX;
mapthing_t *checkstart = NULL;
if (gametype == GT_RACE)
{
checkstart = playerstarts[i];
}
else if (gametype == GT_BATTLE)
{
checkstart = deathmatchstarts[i];
}
else
{
break;
}
dist = (UINT32)P_AproxDistance((player->mo->x >> FRACBITS) - checkstart->x,
(player->mo->y >> FRACBITS) - checkstart->y);
if (dist < bestdist)
{
beststart = checkstart;
bestdist = dist;
}
}
}
if (beststart == NULL)
{
CONS_Alert(CONS_WARNING, "No respawn points!\n");
player->respawn.pointx = 0;
player->respawn.pointy = 0;
player->respawn.pointz = 0;
player->respawn.flip = false;
}
else
{
sector_t *s;
fixed_t z = beststart->z * FRACUNIT;
player->respawn.pointx = beststart->x << FRACBITS;
player->respawn.pointy = beststart->y << FRACBITS;
player->mo->angle = ( beststart->angle * ANG1 );
s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
player->respawn.flip = (beststart->options & MTF_OBJECTFLIP);
if (player->respawn.flip == true)
{
player->respawn.pointz = (
#ifdef ESLOPE
s->c_slope ? P_GetZAt(s->c_slope, player->respawn.pointx, player->respawn.pointy) :
#endif
s->ceilingheight);
if (z != 0)
{
player->respawn.pointz -= z;
}
}
else
{
player->respawn.pointz = (
#ifdef ESLOPE
s->f_slope ? P_GetZAt(s->f_slope, player->respawn.pointx, player->respawn.pointy) :
#endif
s->floorheight);
if (z)
{
player->respawn.pointz += z;
}
}
}
player->respawn.pointz += K_RespawnOffset(player, player->respawn.flip);
player->respawn.distanceleft = 0;
}
player->respawn.timer = RESPAWN_TIME;
player->respawn.state = RESPAWNST_MOVE;
player->respawn.airtimer = player->airtime;
player->respawn.truedeath = false;
}
/*--------------------------------------------------
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
See header file for description.
--------------------------------------------------*/
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
{
size_t i = 0U;
size_t newwaypoint = SIZE_MAX;
// Set to the first valid nextwaypoint, for simplicity's sake.
// If we reach the last waypoint and it's still not valid, just use it anyway. Someone needs to fix their map!
for (i = 0U; i < waypoint->numnextwaypoints; i++)
{
newwaypoint = i;
if ((i == waypoint->numnextwaypoints - 1U)
|| ((K_GetWaypointIsEnabled(waypoint->nextwaypoints[newwaypoint]) == true)
&& (K_GetWaypointIsSpawnpoint(waypoint->nextwaypoints[newwaypoint]) == true)))
{
break;
}
}
return newwaypoint;
}
/*--------------------------------------------------
static void K_MovePlayerToRespawnPoint(player_t *player)
Handles the movement state of the respawn animation.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_MovePlayerToRespawnPoint(player_t *player)
{
const int airCompensation = 128;
fixed_t realstepamt = (64 * mapobjectscale);
fixed_t stepamt;
vector3_t dest, step, laser;
angle_t stepha, stepva;
fixed_t dist, fulldist;
UINT8 lasersteps = 4;
UINT32 laserdist;
waypoint_t *laserwp;
boolean laserflip;
/* speed up if in the air for a long time */
realstepamt += FixedMul(realstepamt,
(player->respawn.airtimer * FRACUNIT)
/ airCompensation);
stepamt = realstepamt;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->flashing = 2;
player->nocontrol = max(2, player->nocontrol);
if (leveltime % 8 == 0 && !mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
dest.x = player->respawn.pointx;
dest.y = player->respawn.pointy;
dest.z = player->respawn.pointz;
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - dest.x,
player->mo->y - dest.y),
player->mo->z - dest.z
);
if (dist <= stepamt)
{
// Reduce by the amount we needed to get to this waypoint
stepamt -= dist;
// We've reached the destination point,
P_UnsetThingPosition(player->mo);
player->mo->x = dest.x;
player->mo->y = dest.y;
player->mo->z = dest.z;
P_SetThingPosition(player->mo);
// Find the next waypoint to head towards
if (player->respawn.wp != NULL)
{
size_t nwp = K_NextRespawnWaypointIndex(player->respawn.wp);
if (nwp == SIZE_MAX)
{
player->respawn.state = RESPAWNST_DROP;
return;
}
// Set angle, regardless of if we're done or not
P_SetPlayerAngle(player, R_PointToAngle2(
player->respawn.wp->mobj->x,
player->respawn.wp->mobj->y,
player->respawn.wp->nextwaypoints[nwp]->mobj->x,
player->respawn.wp->nextwaypoints[nwp]->mobj->y
));
player->drawangle = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
if ((player->respawn.distanceleft == 0 && K_GetWaypointIsSpawnpoint(player->respawn.wp) == true)
|| (player->respawn.wp == K_GetFinishLineWaypoint()
|| player->respawn.wp->nextwaypoints[nwp] == K_GetFinishLineWaypoint())) // Try not to allow you to pass the finish line while respawning, because it's janky
{
// Alright buddy, that's the end of the ride.
player->respawn.state = RESPAWNST_DROP;
return;
}
if (player->respawn.distanceleft > player->respawn.wp->nextwaypointdistances[nwp])
{
player->respawn.distanceleft -= player->respawn.wp->nextwaypointdistances[nwp];
}
else
{
player->respawn.distanceleft = 0;
}
player->respawn.wp = player->respawn.wp->nextwaypoints[nwp];
K_RespawnAtWaypoint(player, player->respawn.wp);
dest.x = player->respawn.pointx;
dest.y = player->respawn.pointy;
dest.z = player->respawn.pointz;
}
else
{
// We can now drop!
player->respawn.state = RESPAWNST_DROP;
return;
}
}
stepha = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
stepva = R_PointToAngle2(
0, player->mo->z,
P_AproxDistance(player->mo->x - dest.x, player->mo->y - dest.y), dest.z
);
// Move toward the respawn point
player->drawangle = stepha;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
if (stepamt > 0)
{
player->mo->momx = step.x;
player->mo->momy = step.y;
player->mo->momz = step.z;
}
// NOW THEN, time for loads of dumb duplication!
// "Emulate" the rest of the path, that way we can spawn a particle a certain distance ahead of you.
if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
laserdist = player->respawn.distanceleft;
laserwp = player->respawn.wp;
laserflip = player->respawn.flip;
laser.x = player->mo->x + (step.x / 2);
laser.y = player->mo->y + (step.y / 2);
laser.z = player->mo->z + (step.z / 2);
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
while (lasersteps > 0)
{
if (fulldist <= stepamt)
{
break;
}
if (dist <= stepamt)
{
size_t lnwp;
laser.x = dest.x;
laser.y = dest.y;
laser.z = dest.z;
if (laserdist <= 0)
{
break;
}
lnwp = K_NextRespawnWaypointIndex(laserwp);
if (lnwp == SIZE_MAX)
{
break;
}
if (laserdist > laserwp->nextwaypointdistances[lnwp])
{
laserdist -= laserwp->nextwaypointdistances[lnwp];
}
else
{
laserdist = 0;
}
laserwp = laserwp->nextwaypoints[lnwp];
dest.x = laserwp->mobj->x;
dest.y = laserwp->mobj->y;
dest.z = laserwp->mobj->z;
laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP);
if (laserflip == true)
{
dest.z -= (128 * mapobjectscale) - (player->mo->height);
}
else
{
dest.z += (128 * mapobjectscale);
}
stepamt -= dist;
stepha = R_PointToAngle2(laser.x, laser.y, dest.x, dest.y);
stepva = R_PointToAngle2(0, laser.z, P_AproxDistance(laser.x - dest.x, laser.y - dest.y), dest.z);
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
else if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
if (stepamt > 0)
{
laser.x += step.x;
laser.y += step.y;
laser.z += step.z;
}
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
lasersteps--;
}
// Respawning after death: everything about the player
// is invisible
if (!player->respawn.truedeath && lasersteps == 0) // Don't spawn them beyond the respawn point.
{
mobj_t *lasermo = P_SpawnMobj(laser.x, laser.y, laser.z + (player->mo->height / 2), MT_DEZLASER);
if (lasermo && !P_MobjWasRemoved(lasermo))
{
P_SetMobjState(lasermo, S_DEZLASER_TRAIL1);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
lasermo->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&lasermo->target, player->mo);
lasermo->angle = stepha + ANGLE_90;
P_SetScale(lasermo, (lasermo->destscale = player->mo->scale));
}
}
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles the visuals for the waiting period,
before you're allowed to Drop Dash.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_DropDashWait(player_t *player)
{
if (player->nocontrol == 0)
player->respawn.timer--;
if (leveltime % 8 == 0)
{
const UINT8 ns = 8;
const angle_t sidediff = FixedAngle((360 / ns) * FRACUNIT);
UINT8 i;
if (!mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
for (i = 0; i < ns; i++)
{
const angle_t newangle = sidediff * i;
vector3_t spawn;
mobj_t *laser;
spawn.x = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale);
spawn.y = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
spawn.z = player->mo->z + player->mo->height;
}
else
{
spawn.z = player->mo->z;
}
laser = P_SpawnMobj(spawn.x, spawn.y, spawn.z, MT_DEZLASER);
if (laser && !P_MobjWasRemoved(laser))
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
laser->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&laser->target, player->mo);
laser->angle = newangle + ANGLE_90;
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
P_SetScale(laser, (laser->destscale = player->mo->scale));
}
}
}
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles input for the Drop Dash maneuver.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_HandleDropDash(player_t *player)
{
const UINT16 buttons = K_GetKartButtons(player);
if (player->growshrinktimer < 0)
{
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = FixedMul(mapobjectscale, SHRINK_SCALE);
if (K_PlayerShrinkCheat(player) == true)
{
player->mo->destscale = FixedMul(player->mo->destscale, SHRINK_SCALE);
}
}
if (!P_IsObjectOnGround(player->mo))
{
if (mapreset)
{
return;
}
player->flashing = K_GetKartFlashing(player);
// The old behavior was stupid and prone to accidental usage.
// Let's rip off Mania instead, and turn this into a Drop Dash!
if ((buttons & BT_ACCELERATE) && !player->spinouttimer) // Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway)
{
player->respawn.dropdash++;
}
else
{
player->respawn.dropdash = 0;
}
if (player->respawn.dropdash == TICRATE/4)
{
S_StartSound(player->mo, sfx_ddash);
}
if ((player->respawn.dropdash >= TICRATE/4) && (player->respawn.dropdash & 1))
{
player->mo->colorized = true;
}
else
{
player->mo->colorized = false;
}
}
else
{
if ((buttons & BT_ACCELERATE) && (player->respawn.dropdash >= TICRATE/4))
{
S_StartSound(player->mo, sfx_s23c);
player->startboost = 50;
K_SpawnDashDustRelease(player);
}
player->mo->colorized = false;
player->respawn.dropdash = 0;
//P_PlayRinglossSound(player->mo);
P_PlayerRingBurst(player, 3);
player->respawn.state = RESPAWNST_NONE;
}
}
/*--------------------------------------------------
void K_RespawnChecker(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_RespawnChecker(player_t *player)
{
if (player->respawn.state == RESPAWNST_NONE)
{
return;
}
if (player->spectator)
{
player->respawn.state = RESPAWNST_NONE;
return;
}
switch (player->respawn.state)
{
case RESPAWNST_MOVE:
player->mo->momx = player->mo->momy = player->mo->momz = 0;
K_MovePlayerToRespawnPoint(player);
return;
case RESPAWNST_DROP:
player->mo->momx = player->mo->momy = 0;
if (player->respawn.timer > 0)
{
player->mo->momz = 0;
K_DropDashWait(player);
}
else
{
K_HandleDropDash(player);
}
return;
default:
player->respawn.state = RESPAWNST_NONE;
return;
}
}

View file

@ -1521,6 +1521,46 @@ static int lib_pMoveOrigin(lua_State *L)
return 2;
}
static int lib_pSetAngle(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
//P_SetAngle(thing, newValue);
thing->angle = thing->old_angle = newValue;
return 0;
}
static int lib_pSetPitch(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
//P_SetPitch(thing, newValue);
thing->pitch = thing->old_pitch = newValue;
return 0;
}
static int lib_pSetRoll(lua_State *L)
{
mobj_t *thing = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
angle_t newValue = luaL_checkangle(L, 2);
NOHUD
INLEVEL
if (!thing)
return LUA_ErrInvalid(L, "mobj_t");
//P_SetRoll(thing, newValue);
thing->roll = thing->old_roll = newValue;
return 0;
}
static int lib_pSlideMove(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
@ -3930,6 +3970,9 @@ static luaL_Reg lib[] = {
{"P_TeleportMove",lib_pTeleportMove},
{"P_SetOrigin",lib_pSetOrigin},
{"P_MoveOrigin",lib_pMoveOrigin},
{"P_SetAngle", lib_pSetAngle},
{"P_SetPitch", lib_pSetPitch},
{"P_SetRoll", lib_pSetRoll},
{"P_SlideMove",lib_pSlideMove},
{"P_BounceMove",lib_pBounceMove},
{"P_CheckSight", lib_pCheckSight},

View file

@ -1221,7 +1221,7 @@ void A_StatueBurst(mobj_t *actor)
if (!locvar1 || !(new = P_SpawnMobjFromMobj(actor, 0, 0, 0, locvar1)))
return;
P_InitAngle(new, actor->angle);
new->angle = actor->angle;
P_SetTarget(&new->target, actor->target);
if (locvar2)
P_SetMobjState(new, (statenum_t)locvar2);
@ -2504,7 +2504,7 @@ void A_LobShot(mobj_t *actor)
P_SetTarget(&shot->target, actor); // where it came from
P_InitAngle(shot, actor->angle);
shot->angle = actor->angle;
an = actor->angle >> ANGLETOFINESHIFT;
dist = P_AproxDistance(actor->target->x - shot->x, actor->target->y - shot->y);
@ -2871,7 +2871,7 @@ void A_Boss1Laser(mobj_t *actor)
S_StartSound(actor, mobjinfo[locvar1].seesound);
point = P_SpawnMobj(x + P_ReturnThrustX(actor, actor->angle, actor->radius), y + P_ReturnThrustY(actor, actor->angle, actor->radius), actor->z - actor->height / 2, MT_EGGMOBILE_TARGET);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
point->fuse = dur+1;
P_SetTarget(&point->target, actor->target);
P_SetTarget(&actor->target, point);
@ -2881,7 +2881,7 @@ void A_Boss1Laser(mobj_t *actor)
point = P_SpawnMobj(x, y, z, locvar1);
P_SetTarget(&point->target, actor);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
speed = point->radius;
point->momz = FixedMul(FINECOSINE(angle>>ANGLETOFINESHIFT), speed);
point->momx = FixedMul(FINESINE(angle>>ANGLETOFINESHIFT), FixedMul(FINECOSINE(point->angle>>ANGLETOFINESHIFT), speed));
@ -2890,7 +2890,7 @@ void A_Boss1Laser(mobj_t *actor)
for (i = 0; i < 256; i++)
{
mobj_t *mo = P_SpawnMobj(point->x, point->y, point->z, point->type);
P_InitAngle(mo, point->angle);
mo->angle = point->angle;
mo->color = LASERCOLORS[((UINT8)(i + 3*dur) >> 2) % sizeof(LASERCOLORS)]; // codeing
P_UnsetThingPosition(mo);
mo->flags = MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY;
@ -2922,7 +2922,7 @@ void A_Boss1Laser(mobj_t *actor)
if (z - floorz < mobjinfo[MT_EGGMOBILE_FIRE].height>>1 && dur & 1)
{
point = P_SpawnMobj(x, y, floorz, MT_EGGMOBILE_FIRE);
P_InitAngle(point, actor->angle);
point->angle = actor->angle;
point->destscale = actor->scale;
P_SetScale(point, point->destscale);
P_SetTarget(&point->target, actor);
@ -3831,7 +3831,7 @@ void A_AttractChase(mobj_t *actor)
sparkle = P_SpawnMobj(actor->target->x, actor->target->y, actor->target->z, MT_RINGSPARKS);
P_SetTarget(&sparkle->target, actor->target);
P_InitAngle(sparkle, (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim));
sparkle->angle = (actor->target->angle + (offset>>1)) + (offset * actor->target->player->sparkleanim);
actor->target->player->sparkleanim = (actor->target->player->sparkleanim+1) % 20;
P_KillMobj(actor, actor->target, actor->target, DMG_NORMAL);
@ -6879,7 +6879,7 @@ void A_Boss3ShockThink(mobj_t *actor)
snew->momx = (actor->momx + snext->momx) >> 1;
snew->momy = (actor->momy + snext->momy) >> 1;
snew->momz = (actor->momz + snext->momz) >> 1; // is this really needed?
P_InitAngle(snew, (actor->angle + snext->angle) >> 1);
snew->angle = (actor->angle + snext->angle) >> 1;
P_SetTarget(&snew->target, actor->target);
snew->fuse = actor->fuse;
@ -7065,7 +7065,7 @@ void A_SpawnObjectAbsolute(mobj_t *actor)
mo = P_SpawnMobj(x<<FRACBITS, y<<FRACBITS, z<<FRACBITS, type);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -7107,7 +7107,7 @@ void A_SpawnObjectRelative(mobj_t *actor)
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[type].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), type);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -7817,7 +7817,7 @@ void A_BossJetFume(mobj_t *actor)
P_SetScale(filler, filler->destscale);
if (actor->eflags & MFE_VERTICALFLIP)
filler->flags2 |= MF2_OBJECTFLIP;
P_InitAngle(filler, actor->angle - ANGLE_180);
filler->angle = actor->angle - ANGLE_180;
P_SetTarget(&actor->tracer, filler);
}*/
@ -9571,7 +9571,7 @@ void A_TrapShot(mobj_t *actor)
S_StartSound(missile, missile->info->seesound);
P_SetTarget(&missile->target, actor);
P_InitAngle(missile, actor->angle);
missile->angle = actor->angle;
speed = FixedMul(missile->info->speed, missile->scale);
@ -10148,7 +10148,7 @@ void A_BrakLobShot(mobj_t *actor)
S_StartSound(shot, shot->info->seesound);
P_SetTarget(&shot->target, actor); // where it came from
P_InitAngle(shot, actor->angle);
shot->angle = actor->angle;
// Horizontal axes first. First parameter is initial horizontal impulse, second is to correct its angle.
shot->momx = FixedMul(FixedMul(v, FINECOSINE(theta >> ANGLETOFINESHIFT)), FINECOSINE(shot->angle >> ANGLETOFINESHIFT));
@ -10215,7 +10215,7 @@ void A_NapalmScatter(mobj_t *actor)
mo = P_SpawnMobj(actor->x, actor->y, actor->z, typeOfShot);
P_SetTarget(&mo->target, actor->target); // Transfer target so Brak doesn't hit himself like an idiot
P_InitAngle(mo, fa << ANGLETOFINESHIFT);
mo->angle = fa << ANGLETOFINESHIFT;
mo->momx = FixedMul(FINECOSINE(fa),vx);
mo->momy = FixedMul(FINESINE(fa),vx);
mo->momz = vy;
@ -10239,7 +10239,7 @@ void A_SpawnFreshCopy(mobj_t *actor)
newObject = P_SpawnMobjFromMobj(actor, 0, 0, 0, actor->type);
newObject->flags2 = actor->flags2 & MF2_AMBUSH;
P_InitAngle(newObject, actor->angle);
newObject->angle = actor->angle;
newObject->color = actor->color;
P_SetTarget(&newObject->target, actor->target);
P_SetTarget(&newObject->tracer, actor->tracer);
@ -10275,7 +10275,7 @@ mobj_t *P_InternalFlickySpawn(mobj_t *actor, mobjtype_t flickytype, fixed_t momz
}
flicky = P_SpawnMobjFromMobj(actor, offsx, offsy, 0, flickytype);
P_InitAngle(flicky, actor->angle);
flicky->angle = actor->angle;
if (flickytype == MT_SEED)
flicky->z += P_MobjFlip(actor)*(actor->height - flicky->height)/2;
@ -10427,7 +10427,7 @@ void A_FlickyCenter(mobj_t *actor)
else if (actor->flags & MF_SLIDEME) // aimless
{
actor->tracer->fuse = 0; // less than 2*TICRATE means move aimlessly.
P_InitAngle(actor->tracer, P_RandomKey(180)*ANG2);
actor->tracer->angle = P_RandomKey(180)*ANG2;
}
else //orbit
actor->tracer->fuse = FRACUNIT;
@ -11128,7 +11128,7 @@ void A_ConnectToGround(mobj_t *actor)
{
work = P_SpawnMobjFromMobj(actor, 0, 0, workz, locvar1);
if (work)
P_InitAngle(work, ang);
work->angle = ang;
ang += ANGLE_90;
workz += workh;
}
@ -11174,7 +11174,7 @@ void A_SpawnParticleRelative(mobj_t *actor)
(actor->eflags & MFE_VERTICALFLIP) ? ((actor->z + actor->height - mobjinfo[MT_PARTICLE].height) - FixedMul(z<<FRACBITS, actor->scale)) : (actor->z + FixedMul(z<<FRACBITS, actor->scale)), MT_PARTICLE);
// Spawn objects with an angle matching the spawner's, rather than spawning Eastwards - Monster Iestyn
P_InitAngle(mo, actor->angle);
mo->angle = actor->angle;
if (actor->eflags & MFE_VERTICALFLIP)
mo->flags2 |= MF2_OBJECTFLIP;
@ -11893,7 +11893,7 @@ void A_Boss5MakeJunk(mobj_t *actor)
broked->fuse = TICRATE;
else
broked->fuse = (((locvar2 & 1) ? 4 : 2)*TICRATE)/3;
P_InitAngle(broked, ang);
broked->angle = ang;
P_InstaThrust(broked, ang, ((locvar2 & 2) ? 8 : 5)*actor->scale);
P_SetObjectMomZ(broked, (((locvar2) ? 4 : 0) + P_RandomRange(2, 5))<<FRACBITS, false);
if (locvar1 > 0)
@ -11972,7 +11972,7 @@ static void P_DustRing(mobjtype_t mobjtype, UINT32 div, fixed_t x, fixed_t y, fi
mobjtype
);
P_InitAngle(dust, ang*i + ANGLE_90);
dust->angle = ang*i + ANGLE_90;
P_SetScale(dust, FixedMul(initscale, scale));
dust->destscale = FixedMul(4*FRACUNIT + P_RandomFixed(), scale);
dust->scalespeed = scale/24;
@ -12177,7 +12177,7 @@ static mobj_t *P_TrainSeg(mobj_t *src, fixed_t x, fixed_t y, fixed_t z, angle_t
s->fuse = 16*TICRATE;
s->sprite = spr;
s->frame = frame|FF_PAPERSPRITE;
P_InitAngle(s, ang);
s->angle = ang;
P_Thrust(s, src->angle, 7*FRACUNIT);
return s;
}
@ -12549,7 +12549,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// One door...
if (!(door = P_SpawnMobjFromMobj(actor, c, s, 0, locvar1))) return;
P_InitAngle(door, ang + ANGLE_180);
door->angle = ang + ANGLE_180;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -12557,7 +12557,7 @@ void A_SaloonDoorSpawn(mobj_t *actor)
// ...two door!
if (!(door = P_SpawnMobjFromMobj(actor, -c, -s, 0, locvar1))) return;
P_InitAngle(door, ang);
door->angle = ang;
door->extravalue1 = AngleFixed(door->angle); // Origin angle
door->extravalue2 = 0; // Angular speed
P_SetTarget(&door->tracer, actor); // Origin door
@ -12753,7 +12753,7 @@ void A_SpawnPterabytes(mobj_t *actor)
c = FINECOSINE(fa);
s = FINESINE(fa);
waypoint = P_SpawnMobjFromMobj(actor, FixedMul(c, rad), FixedMul(s, rad), 0, MT_PTERABYTEWAYPOINT);
P_InitAngle(waypoint, ang + ANGLE_90);
waypoint->angle = ang + ANGLE_90;
P_SetTarget(&waypoint->tracer, actor);
ptera = P_SpawnMobjFromMobj(waypoint, 0, 0, 0, MT_PTERABYTE);
ptera->angle = waypoint->angle;
@ -12927,7 +12927,7 @@ void A_DragonbomberSpawn(mobj_t *actor)
segment = P_SpawnMobjFromMobj(mo, x, y, 0, MT_DRAGONTAIL);
P_SetTarget(&segment->target, mo);
P_SetTarget(&mo->tracer, segment);
P_InitAngle(segment, mo->angle);
segment->angle = mo->angle;
mo = segment;
}
for (i = 0; i < 2; i++) // spawn wings
@ -13314,7 +13314,6 @@ static void SpawnSPBTrailRings(mobj_t *actor)
}
}
void A_SPBChase(mobj_t *actor)
{
player_t *player = NULL;
@ -13782,7 +13781,7 @@ void A_RandomShadowFrame(mobj_t *actor)
P_SetScale(fake, FRACUNIT*3/2);
fake->scale = FRACUNIT*3/2;
fake->destscale = FRACUNIT*3/2;
P_InitAngle(fake, actor->angle);
fake->angle = actor->angle;
fake->tics = -1;
actor->renderflags |= RF_DONTDRAW;
actor->extravalue1 = 1;
@ -14171,8 +14170,6 @@ void A_FlameShieldPaper(mobj_t *actor)
paper->frame |= framea;
}
P_InitAngle(paper, paper->angle);
paper->extravalue1 = i;
}
}

View file

@ -1257,7 +1257,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
mo->angle = FixedAngle((P_RandomKey(36)*10)<<FRACBITS);
mo2 = P_SpawnMobjFromMobj(mo, 0, 0, 0, MT_BOSSJUNK);
P_InitAngle(mo2, mo->angle);
mo2->angle = mo->angle;
P_SetMobjState(mo2, S_BOSSSEBH2);
if (++i == 2) // we've already removed 2 of these, let's stop now
@ -1372,7 +1372,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
tire = P_SpawnMobjFromMobj(kart, 0, 0, 0, MT_KART_TIRE);
tire->fuse = 2*TICRATE;
P_InitAngle(tire, tireAngle);
tire->angle = tireAngle;
P_InstaThrust(tire, tireAngle, 3 * tire->scale);
P_SetObjectMomZ(tire, 10*FRACUNIT, false);
@ -1428,7 +1428,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
for (i = 0; i < 2; i++)
{
mobj_t *blast = P_SpawnMobjFromMobj(target, 0, 0, target->info->height >> 1, MT_BATTLEBUMPER_BLAST);
P_InitAngle(blast, angle + i*ANGLE_90);
blast->angle = angle + i*ANGLE_90;
P_SetScale(blast, 2*blast->scale/3);
blast->destscale = 2*blast->scale;
}
@ -1706,7 +1706,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
P_InitAngle(chunk, angtweak);\
chunk->angle = angtweak;\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov;\
@ -1728,7 +1728,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_SPIKE);
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
P_InitAngle(chunk, ang + ANGLE_180);
chunk->angle = ang + ANGLE_180;
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x -= xoffs;
@ -1774,7 +1774,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
chunk = P_SpawnMobjFromMobj(target, 0, 0, 0, MT_WALLSPIKE);\
P_SetMobjState(chunk, target->info->xdeathstate);\
chunk->health = 0;\
P_InitAngle(chunk, target->angle);\
chunk->angle = target->angle;\
P_UnsetThingPosition(chunk);\
chunk->flags = MF_NOCLIP;\
chunk->x += xmov - forwardxoffs;\
@ -1800,7 +1800,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
P_SetMobjState(chunk, target->info->deathstate);
chunk->health = 0;
P_InitAngle(chunk, target->angle);
chunk->angle = target->angle;
P_UnsetThingPosition(chunk);
chunk->flags = MF_NOCLIP;
chunk->x += forwardxoffs - xoffs;
@ -1925,7 +1925,7 @@ static boolean P_KillPlayer(player_t *player, mobj_t *inflictor, mobj_t *source,
boom = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_FZEROBOOM);
boom->scale = player->mo->scale;
P_InitAngle(boom, player->mo->angle);
boom->angle = player->mo->angle;
P_SetTarget(&boom->target, player->mo);
}

View file

@ -424,9 +424,6 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff);
boolean P_Move(mobj_t *actor, fixed_t speed);
boolean P_SetOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z);
void P_InitAngle(mobj_t *thing, angle_t newValue);
void P_InitPitch(mobj_t *thing, angle_t newValue);
void P_InitRoll(mobj_t *thing, angle_t newValue);
void P_SlideMove(mobj_t *mo);
void P_BouncePlayerMove(mobj_t *mo);
void P_BounceMove(mobj_t *mo);

View file

@ -157,31 +157,6 @@ boolean P_MoveOrigin(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z)
return P_TeleportMove(thing, x, y, z);
}
//
// P_InitAngle - Change an object's angle, including interp values.
//
void P_InitAngle(mobj_t *thing, angle_t newValue)
{
thing->angle = thing->old_angle = newValue;
}
//
// P_InitPitch - Change an object's pitch, including interp values.
//
void P_InitPitch(mobj_t *thing, angle_t newValue)
{
thing->pitch = thing->old_pitch = newValue;
}
//
// P_InitRoll - Change an object's roll, including interp values.
//
void P_InitRoll(mobj_t *thing, angle_t newValue)
{
thing->roll = thing->old_roll = newValue;
}
// =========================================================================
// MOVEMENT ITERATOR FUNCTIONS
// =========================================================================

View file

@ -4228,7 +4228,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
part = part->hnext;
P_SetTarget(&part->target, mobj);
P_SetMobjState(part, buttState);
P_InitAngle(part, i * ANG_CAPSULE);
part->angle = i * ANG_CAPSULE;
part->movedir = spin; // rotation speed
part->movefactor = 0; // z offset
part->extravalue1 = buttScale; // relative scale
@ -4239,7 +4239,7 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj)
part = part->hnext;
P_SetTarget(&part->target, mobj);
P_SetMobjState(part, S_ITEMCAPSULE_TOP_SIDE);
P_InitAngle(part, i * ANG_CAPSULE);
part->angle = i * ANG_CAPSULE;
part->movedir = spin; // rotation speed
part->movefactor = mobj->info->height - part->info->height; // z offset
}
@ -4567,7 +4567,7 @@ void P_SpawnParaloop(fixed_t x, fixed_t y, fixed_t z, fixed_t radius, INT32 numb
mobj->z -= mobj->height>>1;
// change angle
P_InitAngle(mobj, R_PointToAngle2(mobj->x, mobj->y, x, y));
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, x, y);
// change slope
dist = P_AproxDistance(P_AproxDistance(x - mobj->x, y - mobj->y), z - mobj->z);
@ -5314,7 +5314,7 @@ static void P_FlameJetSceneryThink(mobj_t *mobj)
flame = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_FLAMEJETFLAME);
P_SetMobjState(flame, S_FLAMEJETFLAME4);
P_InitAngle(flame, mobj->angle);
flame->angle = mobj->angle;
if (mobj->flags2 & MF2_AMBUSH) // Wave up and down instead of side-to-side
flame->momz = mobj->fuse << (FRACBITS - 2);
@ -5801,7 +5801,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
blast->angle += ANGLE_90;
S_StartSound(blast, sfx_cdfm64);
}
P_InitAngle(blast, blast->angle);
blast->angle = blast->angle;
blast->destscale *= 4;
}
@ -5946,7 +5946,7 @@ static void P_MobjSceneryThink(mobj_t *mobj)
mobj->x = mobj->target->x;
mobj->y = mobj->target->y;
P_InitAngle (mobj, R_PointToAngle(mobj->x, mobj->y) + ANGLE_90); // literally only happened because i wanted to ^L^R the SPR_ITEM's
mobj->angle = R_PointToAngle(mobj->x, mobj->y) + ANGLE_90; // literally only happened because i wanted to ^L^R the SPR_ITEM's
if (!r_splitscreen && players[displayplayers[0]].mo)
{
@ -7599,7 +7599,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
mobj->z + (mobj->height/2) + (P_RandomRange(-20,20) * mobj->scale),
MT_FASTLINE);
P_InitAngle(fast, mobj->angle);
fast->angle = mobj->angle;
fast->momx = 3*mobj->target->momx/4;
fast->momy = 3*mobj->target->momy/4;
fast->momz = 3*P_GetMobjZMovement(mobj->target)/4;
@ -7661,7 +7661,7 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
if (underlayst != S_NULL)
{
mobj_t *underlay = P_SpawnMobj(mobj->target->x, mobj->target->y, mobj->target->z, MT_FLAMESHIELDUNDERLAY);
P_InitAngle(underlay, mobj->angle);
underlay->angle = mobj->angle;
P_SetMobjState(underlay, underlayst);
}
break;
@ -8924,7 +8924,7 @@ static boolean P_FuseThink(mobj_t *mobj)
for (i = 0; i < 5; i++)
{
mobj_t *debris = P_SpawnMobj(mobj->x, mobj->y, mobj->z, MT_SMK_ICEBLOCK_DEBRIS);
P_InitAngle(debris, FixedAngle(P_RandomRange(0,360)<<FRACBITS));
debris->angle = FixedAngle(P_RandomRange(0,360)<<FRACBITS);
P_InstaThrust(debris, debris->angle, P_RandomRange(3,18)*(FRACUNIT/4));
debris->momz = P_RandomRange(4,8)<<FRACBITS;
if (!i) // kinda hacky :V
@ -9698,7 +9698,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_CRUSHSTACEAN:
{
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_CRUSHCLAW);
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -9707,7 +9707,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
case MT_BANPYURA:
{
mobj_t *bigmeatyclaw = P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_BANPSPRING);
P_InitAngle(bigmeatyclaw, mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270));
bigmeatyclaw->angle = mobj->angle + ((mobj->flags2 & MF2_AMBUSH) ? ANGLE_90 : ANGLE_270);
P_SetTarget(&mobj->tracer, bigmeatyclaw);
P_SetTarget(&bigmeatyclaw->tracer, mobj);
mobj->reactiontime >>= 1;
@ -9843,7 +9843,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
break;
case MT_MINECARTEND:
P_SetTarget(&mobj->tracer, P_SpawnMobjFromMobj(mobj, 0, 0, 0, MT_MINECARTENDSOLID));
P_InitAngle(mobj->tracer, mobj->angle + ANGLE_90);
mobj->tracer->angle = mobj->angle + ANGLE_90;
break;
case MT_TORCHFLOWER:
{
@ -9965,8 +9965,8 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
angle_t ang = i * diff;
mobj_t *side = P_SpawnMobj(mobj->x + FINECOSINE((ang>>ANGLETOFINESHIFT) & FINEMASK),
mobj->y + FINESINE((ang>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_DAYTONAPINETREE_SIDE);
P_InitAngle(side, ang);
P_SetTarget(&side->target, mobj);
side->angle = ang;
side->target = mobj;
side->threshold = i;
}
break;
@ -9982,7 +9982,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
cur = P_SpawnMobj(mobj->x + FINECOSINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK),
mobj->y + FINESINE(((mobj->angle*8)>>ANGLETOFINESHIFT) & FINEMASK), mobj->z, MT_EZZPROPELLER_BLADE);
P_InitAngle(cur, mobj->angle);
cur->angle = mobj->angle;
P_SetTarget(&cur->hprev, prev);
P_SetTarget(&prev->hnext, cur);
@ -10048,7 +10048,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
cur->threshold = i;
P_MoveOrigin(cur, cur->x + ((cur->radius>>FRACBITS) * FINECOSINE((FixedAngle((90*cur->threshold)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK)),
cur->y + ((cur->radius>>FRACBITS) * FINESINE((FixedAngle((90*cur->threshold)<<FRACBITS)>>ANGLETOFINESHIFT) & FINEMASK)), cur->z);
P_InitAngle(cur, ANGLE_90*(cur->threshold+1));
cur->angle = ANGLE_90*(cur->threshold+1);
P_SetTarget(&cur->hprev, prev);
P_SetTarget(&prev->hnext, cur);
@ -11585,7 +11585,7 @@ static boolean P_SetupMace(mapthing_t *mthing, mobj_t *mobj, boolean *doangle)
spawnee->friction = mroll;\
spawnee->movefactor = mwidthset;\
spawnee->movecount = dist;\
P_InitAngle(spawnee, myaw);\
spawnee->angle = myaw;\
spawnee->flags |= (MF_NOGRAVITY|mflagsapply);\
spawnee->flags2 |= (mflags2apply|moreflags2);\
spawnee->eflags |= meflagsapply;\
@ -11783,29 +11783,29 @@ static boolean P_SetupBooster(mapthing_t* mthing, mobj_t* mobj, boolean strong)
statenum_t rollerstate = strong ? S_REDBOOSTERROLLER : S_YELLOWBOOSTERROLLER;
mobj_t *seg = P_SpawnMobjFromMobj(mobj, 26*x1, 26*y1, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle - ANGLE_90);
seg->angle = angle - ANGLE_90;
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, -26*x1, -26*y1, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle + ANGLE_90);
seg->angle = angle + ANGLE_90;
P_SetMobjState(seg, facestate);
seg = P_SpawnMobjFromMobj(mobj, 21*x2, 21*y2, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, leftstate);
seg = P_SpawnMobjFromMobj(mobj, -21*x2, -21*y2, 0, MT_BOOSTERSEG);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rightstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 + x2), 13*(y1 + y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, 13*(x1 - x2), 13*(y1 - y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 + x2), -13*(y1 + y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
seg = P_SpawnMobjFromMobj(mobj, -13*(x1 - x2), -13*(y1 - y2), 0, MT_BOOSTERROLLER);
P_InitAngle(seg, angle);
seg->angle = angle;
P_SetMobjState(seg, rollerstate);
return true;
@ -12009,19 +12009,19 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
case MT_THZTREE:
{ // Spawn the branches
angle_t mobjangle = FixedAngle((mthing->angle % 113) << FRACBITS);
P_InitAngle(P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_22h);
P_InitAngle(P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_157h);
P_InitAngle(P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH), mobjangle + ANGLE_270);
P_SpawnMobjFromMobj(mobj, FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_22h;
P_SpawnMobjFromMobj(mobj, 0, FRACUNIT, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_157h;
P_SpawnMobjFromMobj(mobj, -FRACUNIT, 0, 0, MT_THZTREEBRANCH)->angle = mobjangle + ANGLE_270;
}
break;
case MT_CEZPOLE1:
case MT_CEZPOLE2:
{ // Spawn the banner
angle_t mobjangle = FixedAngle(mthing->angle << FRACBITS);
P_InitAngle(P_SpawnMobjFromMobj(mobj,
P_SpawnMobjFromMobj(mobj,
P_ReturnThrustX(mobj, mobjangle, 4 << FRACBITS),
P_ReturnThrustY(mobj, mobjangle, 4 << FRACBITS),
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2)), mobjangle + ANGLE_90);
0, ((mobj->type == MT_CEZPOLE1) ? MT_CEZBANNER1 : MT_CEZBANNER2))->angle = mobjangle + ANGLE_90;
}
break;
case MT_HHZTREE_TOP:
@ -12030,7 +12030,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
mobj_t* leaf;
#define doleaf(x, y) \
leaf = P_SpawnMobjFromMobj(mobj, x, y, 0, MT_HHZTREE_PART);\
P_InitAngle(leaf, mobjangle);\
leaf->angle = mobjangle;\
P_SetMobjState(leaf, leaf->info->seestate);\
mobjangle += ANGLE_90
doleaf(FRACUNIT, 0);
@ -12054,7 +12054,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* leaf = P_SpawnMobjFromMobj(mobj, xoffs, yoffs, 0, MT_BIGFERNLEAF);
P_InitAngle(leaf, angle);
leaf->angle = angle;
angle += ANGLE_45;
}
break;
@ -12136,7 +12136,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),
mobj->z, MT_WALLSPIKEBASE);
P_InitAngle(base, mobjangle + ANGLE_90);
base->angle = mobjangle + ANGLE_90;
base->destscale = mobj->destscale;
P_SetScale(base, mobj->scale);
P_SetTarget(&base->target, mobj);
@ -12347,7 +12347,7 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj, boolean
leaf = P_SpawnMobj(mobj->x + FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK),
mobj->y + FINESINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK), top, MT_AAZTREE_LEAF);
P_InitAngle(leaf, mobj->angle);
leaf->angle = mobj->angle;
// Small coconut for each leaf
P_SpawnMobj(mobj->x + (32 * FINECOSINE((mobj->angle>>ANGLETOFINESHIFT) & FINEMASK)),
@ -12512,7 +12512,7 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
if (doangle)
{
P_InitAngle(mobj, FixedAngle(mthing->angle << FRACBITS));
mobj->angle = FixedAngle(mthing->angle << FRACBITS);
}
if ((mobj->flags & MF_SPRING)
@ -12525,8 +12525,8 @@ static mobj_t *P_SpawnMobjFromMapThing(mapthing_t *mthing, fixed_t x, fixed_t y,
mobj->spryoff = FixedMul(mobj->radius, FINESINE(a >> ANGLETOFINESHIFT));
}
P_InitPitch(mobj, FixedAngle(mthing->pitch << FRACBITS));
P_InitRoll(mobj, FixedAngle(mthing->roll << FRACBITS));
mobj->pitch = FixedAngle(mthing->pitch << FRACBITS);
mobj->roll = FixedAngle(mthing->roll << FRACBITS);
P_SetThingTID(mobj, Tag_FGet(&mthing->tags));
@ -12945,7 +12945,7 @@ mobj_t *P_SpawnXYZMissile(mobj_t *source, mobj_t *dest, mobjtype_t type,
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, dest->x, dest->y);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13007,7 +13007,7 @@ mobj_t *P_SpawnAlteredDirectionMissile(mobj_t *source, mobjtype_t type, fixed_t
P_SetTarget(&th->target, source->target); // where it came from
an = R_PointToAngle2(0, 0, source->momx, source->momy) + (ANG1*shiftingAngle);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13072,7 +13072,7 @@ mobj_t *P_SpawnPointMissile(mobj_t *source, fixed_t xa, fixed_t ya, fixed_t za,
P_SetTarget(&th->target, source); // where it came from
an = R_PointToAngle2(x, y, xa, ya);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13151,7 +13151,7 @@ mobj_t *P_SpawnMissile(mobj_t *source, mobj_t *dest, mobjtype_t type)
else
an = R_PointToAngle2(source->x, source->y, dest->x, dest->y);
P_InitAngle(th, an);
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->momx = FixedMul(speed, FINECOSINE(an));
th->momy = FixedMul(speed, FINESINE(an));
@ -13239,7 +13239,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 allowai
speed = th->info->speed;
P_InitAngle(th, an);
th->angle = an;
th->momx = FixedMul(speed, FINECOSINE(an>>ANGLETOFINESHIFT));
th->momy = FixedMul(speed, FINESINE(an>>ANGLETOFINESHIFT));

View file

@ -98,7 +98,8 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
P_FlashPal(thing->player, PAL_MIXUP, 10);
}
P_InitAngle(thing, angle);
thing->old_angle += (angle-thing->angle);
thing->angle = angle;
thing->momx = thing->momy = thing->momz = 0;

View file

@ -387,7 +387,7 @@ void P_GiveFinishFlags(player_t *player)
fixed_t xoffs = FINECOSINE(fa);
fixed_t yoffs = FINESINE(fa);
mobj_t* flag = P_SpawnMobjFromMobj(player->mo, xoffs, yoffs, 0, MT_FINISHFLAG);
P_InitAngle(flag, angle);
flag->angle = angle;
angle += FixedAngle(120*FRACUNIT);
P_SetTarget(&flag->target, player->mo);
@ -2273,7 +2273,7 @@ void P_MovePlayer(player_t *player)
// underlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2284,7 +2284,7 @@ void P_MovePlayer(player_t *player)
// overlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->angle = forwardangle - ANGLE_180 - ANGLE_22h;
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2296,7 +2296,7 @@ void P_MovePlayer(player_t *player)
// Underlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
@ -2307,7 +2307,7 @@ void P_MovePlayer(player_t *player)
// Overlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->angle = forwardangle - ANGLE_180 + ANGLE_22h;
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;