Don't allow nextwaypoint to be past finish linedef

This commit is contained in:
Sally Coolatta 2022-11-26 02:31:11 -05:00
parent cb580031ca
commit 0053cda35c
4 changed files with 98 additions and 107 deletions

View file

@ -8848,6 +8848,7 @@ void K_KartPlayerAfterThink(player_t *player)
--------------------------------------------------*/
static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
{
waypoint_t *finishline = K_GetFinishLineWaypoint();
waypoint_t *bestwaypoint = NULL;
if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false))
@ -8864,13 +8865,15 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
// Otherwise it breaks the distance calculations.
if (waypoint != NULL)
{
boolean finishlinehack = false;
angle_t playerangle = player->mo->angle;
angle_t momangle = K_MomentumAngle(player->mo);
angle_t angletowaypoint =
R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y);
angle_t angledelta = ANGLE_MAX;
angle_t momdelta = ANGLE_MAX;
angle_t angledelta = ANGLE_180;
angle_t momdelta = ANGLE_180;
// Remove WRONG WAY flag.
player->pflags &= ~PF_WRONGWAY;
angledelta = playerangle - angletowaypoint;
if (angledelta > ANGLE_180)
@ -8884,31 +8887,15 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
momdelta = InvAngle(momdelta);
}
if (bestwaypoint == K_GetFinishLineWaypoint())
{
waypoint_t *nextwaypoint = waypoint->nextwaypoints[0];
angle_t angletonextwaypoint =
R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y);
// facing towards the finishline
if (AngleDelta(angletonextwaypoint, angletowaypoint) <= ANGLE_90)
{
finishlinehack = true;
}
}
// We're using a lot of angle calculations here, because only using facing angle or only using momentum angle both have downsides.
// nextwaypoints will be picked if you're facing OR moving forward.
// prevwaypoints will be picked if you're facing AND moving backward.
if (
#if 0
(angledelta > ANGLE_45 || momdelta > ANGLE_45) &&
if (angledelta > ANGLE_45 || momdelta > ANGLE_45)
#endif
(finishlinehack == false)
)
{
angle_t nextbestdelta = ANGLE_MAX;
angle_t nextbestmomdelta = ANGLE_MAX;
angle_t nextbestdelta = ANGLE_90;
angle_t nextbestmomdelta = ANGLE_90;
size_t i = 0U;
if ((waypoint->nextwaypoints != NULL) && (waypoint->numnextwaypoints > 0U))
@ -8952,10 +8939,13 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
if (angledelta < nextbestdelta || momdelta < nextbestmomdelta)
{
if (P_TraceBlockingLines(player->mo, waypoint->nextwaypoints[i]->mobj) == false)
if (waypoint->nextwaypoints[i] != finishline) // Allow finish line.
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
if (P_TraceWaypointTraversal(player->mo, waypoint->nextwaypoints[i]->mobj) == false)
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
}
}
bestwaypoint = waypoint->nextwaypoints[i];
@ -8969,8 +8959,6 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
nextbestmomdelta = momdelta;
}
// Remove wrong way flag if we're using nextwaypoints
player->pflags &= ~PF_WRONGWAY;
updaterespawn = true;
}
}
@ -9004,7 +8992,7 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
if (angledelta < nextbestdelta && momdelta < nextbestmomdelta)
{
if (P_TraceBlockingLines(player->mo, waypoint->prevwaypoints[i]->mobj) == false)
if (P_TraceWaypointTraversal(player->mo, waypoint->prevwaypoints[i]->mobj) == false)
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
@ -9044,69 +9032,6 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
return bestwaypoint;
}
#if 0
static boolean K_PlayerCloserToNextWaypoints(waypoint_t *const waypoint, player_t *const player)
{
boolean nextiscloser = true;
if ((waypoint != NULL) && (player != NULL) && (player->mo != NULL))
{
size_t i = 0U;
waypoint_t *currentwpcheck = NULL;
angle_t angletoplayer = ANGLE_MAX;
angle_t currentanglecheck = ANGLE_MAX;
angle_t bestangle = ANGLE_MAX;
angletoplayer = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y,
player->mo->x, player->mo->y);
for (i = 0U; i < waypoint->numnextwaypoints; i++)
{
currentwpcheck = waypoint->nextwaypoints[i];
currentanglecheck = R_PointToAngle2(
waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
// Get delta angle
currentanglecheck = currentanglecheck - angletoplayer;
if (currentanglecheck > ANGLE_180)
{
currentanglecheck = InvAngle(currentanglecheck);
}
if (currentanglecheck < bestangle)
{
bestangle = currentanglecheck;
}
}
for (i = 0U; i < waypoint->numprevwaypoints; i++)
{
currentwpcheck = waypoint->prevwaypoints[i];
currentanglecheck = R_PointToAngle2(
waypoint->mobj->x, waypoint->mobj->y, currentwpcheck->mobj->x, currentwpcheck->mobj->y);
// Get delta angle
currentanglecheck = currentanglecheck - angletoplayer;
if (currentanglecheck > ANGLE_180)
{
currentanglecheck = InvAngle(currentanglecheck);
}
if (currentanglecheck < bestangle)
{
bestangle = currentanglecheck;
nextiscloser = false;
break;
}
}
}
return nextiscloser;
}
#endif
/*--------------------------------------------------
void K_UpdateDistanceFromFinishLine(player_t *const player)
@ -9302,21 +9227,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
if ((mapheaderinfo[gamemap - 1]->levelflags & LF_SECTIONRACE) == 0U)
{
const UINT8 numfulllapsleft = ((UINT8)numlaps - player->laps);
player->distancetofinish += numfulllapsleft * K_GetCircuitLength();
#if 0
// An additional HACK, to fix looking backwards towards the finish line
// If the player's next waypoint is the finishline and the angle distance from player to
// connectin waypoints implies they're closer to a next waypoint, add a full track distance
if (player->nextwaypoint == finishline)
{
if (K_PlayerCloserToNextWaypoints(player->nextwaypoint, player) == true)
{
player->distancetofinish += K_GetCircuitLength();
}
}
#endif
}
}
}

View file

@ -361,7 +361,7 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
// remember: huge radius
if (closestdist <= rad && checkdist <= rad && finishline != NULL)
{
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj))
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj)) // Intentionally not P_TraceWaypointTraversal
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;
@ -379,7 +379,7 @@ waypoint_t *K_GetBestWaypointForMobj(mobj_t *const mobj)
}
else if (checkdist < closestdist && bestfindist == INT32_MAX)
{
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj))
if (!P_TraceBlockingLines(mobj, checkwaypoint->mobj)) // Intentionally not P_TraceWaypointTraversal
{
// Save sight checks when all of the other checks pass, so we only do it if we have to
continue;

View file

@ -456,6 +456,7 @@ void P_BounceMove(mobj_t *mo, TryMoveResult_t *result);
boolean P_CheckSight(mobj_t *t1, mobj_t *t2);
boolean P_TraceBlockingLines(mobj_t *t1, mobj_t *t2);
boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2);
boolean P_TraceWaypointTraversal(mobj_t *t1, mobj_t *t2);
void P_CheckHoopPosition(mobj_t *hoopthing, fixed_t x, fixed_t y, fixed_t z, fixed_t radius);
boolean P_CheckSector(sector_t *sector, boolean crunch);

View file

@ -392,6 +392,26 @@ static boolean P_CanBotTraverse(seg_t *seg, divline_t *divl, register los_t *los
return true;
}
static boolean P_CanWaypointTraverse(seg_t *seg, divline_t *divl, register los_t *los)
{
line_t *line = seg->linedef;
if (P_CanTraceBlockingLine(seg, divl, los) == false)
{
// Blocked, so obviously can't traverse either.
return false;
}
if (line->special == 2001)
{
// Don't allow through the finish linedef.
// Causes some janky behavior.
return false;
}
return true;
}
//
// P_CrossSubsector
//
@ -780,3 +800,62 @@ boolean P_TraceBotTraversal(mobj_t *t1, mobj_t *t2)
return P_CrossBSPNode((INT32)numnodes - 1, &los, &funcs);
}
boolean P_TraceWaypointTraversal(mobj_t *t1, mobj_t *t2)
{
const sector_t *s1, *s2;
size_t pnum;
los_t los;
los_funcs_t funcs;
// First check for trivial rejection.
if (!t1 || !t2)
return false;
I_Assert(!P_MobjWasRemoved(t1));
I_Assert(!P_MobjWasRemoved(t2));
if (!t1->subsector || !t2->subsector
|| !t1->subsector->sector || !t2->subsector->sector)
return false;
s1 = t1->subsector->sector;
s2 = t2->subsector->sector;
pnum = (s1-sectors)*numsectors + (s2-sectors);
if (rejectmatrix != NULL)
{
// Check in REJECT table.
if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
return false;
}
// killough 11/98: shortcut for melee situations
// same subsector? obviously visible
// haleyjd 02/23/06: can't do this if there are polyobjects in the subsec
if (!t1->subsector->polyList &&
t1->subsector == t2->subsector)
return true;
validcount++;
los.strace.dx = (los.t2x = t2->x) - (los.strace.x = t1->x);
los.strace.dy = (los.t2y = t2->y) - (los.strace.y = t1->y);
if (t1->x > t2->x)
los.bbox[BOXRIGHT] = t1->x, los.bbox[BOXLEFT] = t2->x;
else
los.bbox[BOXRIGHT] = t2->x, los.bbox[BOXLEFT] = t1->x;
if (t1->y > t2->y)
los.bbox[BOXTOP] = t1->y, los.bbox[BOXBOTTOM] = t2->y;
else
los.bbox[BOXTOP] = t2->y, los.bbox[BOXBOTTOM] = t1->y;
los.compareThing = t1;
los.alreadyHates = false;
funcs.validate = &P_CanWaypointTraverse;
// the head node is the last node output
return P_CrossBSPNode((INT32)numnodes - 1, &los, &funcs);
}