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Bubble: refactor collision code, goes in k_collide
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parent
30d7e94ece
commit
07ecf94999
3 changed files with 80 additions and 87 deletions
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@ -744,32 +744,19 @@ void K_LightningShieldAttack(mobj_t *actor, fixed_t size)
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P_BlockThingsIterator(bx, by, PIT_LightningShieldAttack);
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}
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boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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boolean K_BubbleShieldCanReflect(mobj_t *t1, mobj_t *t2)
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{
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if (t2->type == MT_PLAYER)
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{
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// Counter desyncs
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/*mobj_t *oldthing = thing;
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mobj_t *oldtm.thing = tm.thing;
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return (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_GACHABOM
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|| t2->type == MT_BANANA || t2->type == MT_EGGMANITEM || t2->type == MT_BALLHOG
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|| t2->type == MT_SSMINE || t2->type == MT_LANDMINE || t2->type == MT_SINK
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|| t2->type == MT_GARDENTOP
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|| t2->type == MT_DROPTARGET
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|| t2->type == MT_KART_LEFTOVER
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|| (t2->type == MT_PLAYER && t1->target != t2));
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}
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P_Thrust(tm.thing, R_PointToAngle2(thing->x, thing->y, tm.thing->x, tm.thing->y), 4*thing->scale);
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thing = oldthing;
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P_SetTarget(&tm.thing, oldtm.thing);*/
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if (K_KartBouncing(t2, t1->target) == true)
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{
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if (t2->player && t1->target && t1->target->player)
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{
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K_PvPTouchDamage(t2, t1->target);
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}
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// Don't play from t1 else it gets cut out... for some reason.
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S_StartSound(t2, sfx_s3k44);
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}
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}
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else
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{
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boolean K_BubbleShieldReflect(mobj_t *t1, mobj_t *t2)
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{
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mobj_t *owner = t1->player ? t1 : t1->target;
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if (t2->target != owner || !t2->threshold || t2->type == MT_DROPTARGET)
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@ -796,9 +783,47 @@ boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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t2->threshold = 10;
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S_StartSound(t1, sfx_s3k44);
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}
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return true;
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}
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boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2)
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{
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if (t2->type == MT_PLAYER)
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{
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// Counter desyncs
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/*mobj_t *oldthing = thing;
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mobj_t *oldtm.thing = tm.thing;
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P_Thrust(tm.thing, R_PointToAngle2(thing->x, thing->y, tm.thing->x, tm.thing->y), 4*thing->scale);
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thing = oldthing;
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P_SetTarget(&tm.thing, oldtm.thing);*/
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if (K_KartBouncing(t2, t1->target) == true)
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{
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if (t2->player && t1->target && t1->target->player)
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{
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K_PvPTouchDamage(t2, t1->target);
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}
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// Don't play from t1 else it gets cut out... for some reason.
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S_StartSound(t2, sfx_s3k44);
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}
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return true;
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}
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if (K_BubbleShieldCanReflect(t1, t2))
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{
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return K_BubbleShieldReflect(t1, t2);
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}
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if (t2->flags & MF_SHOOTABLE)
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{
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P_DamageMobj(t2, t1, t1->target, 1, DMG_NORMAL);
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}
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// no interaction
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return true;
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}
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@ -22,6 +22,9 @@ boolean K_LandMineCollide(mobj_t *t1, mobj_t *t2);
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boolean K_DropTargetCollide(mobj_t *t1, mobj_t *t2);
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void K_LightningShieldAttack(mobj_t *actor, fixed_t size);
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boolean K_BubbleShieldCanReflect(mobj_t *t1, mobj_t *t2);
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boolean K_BubbleShieldReflect(mobj_t *t1, mobj_t *t2);
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boolean K_BubbleShieldCollide(mobj_t *t1, mobj_t *t2);
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boolean K_InstaWhipCollide(mobj_t *shield, mobj_t *victim);
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47
src/p_map.c
47
src/p_map.c
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@ -522,17 +522,6 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
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}
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}
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static boolean P_BubbleCanReflect(mobj_t *t1, mobj_t *t2)
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{
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return (t2->type == MT_ORBINAUT || t2->type == MT_JAWZ || t2->type == MT_GACHABOM
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|| t2->type == MT_BANANA || t2->type == MT_EGGMANITEM || t2->type == MT_BALLHOG
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|| t2->type == MT_SSMINE || t2->type == MT_LANDMINE || t2->type == MT_SINK
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|| t2->type == MT_GARDENTOP
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|| t2->type == MT_DROPTARGET
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|| t2->type == MT_KART_LEFTOVER
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|| (t2->type == MT_PLAYER && t1->target != t2));
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}
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//
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// PIT_CheckThing
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//
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@ -1009,7 +998,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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if (tm.thing->type == MT_RANDOMITEM)
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return BMIT_CONTINUE;
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if (tm.thing->type != MT_PLAYER && thing->player && K_PlayerGuard(thing->player) && P_BubbleCanReflect(thing, tm.thing))
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if (tm.thing->type != MT_PLAYER && thing->player && K_PlayerGuard(thing->player) && K_BubbleShieldCanReflect(thing, tm.thing))
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{
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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@ -1017,9 +1006,9 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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return K_BubbleShieldCollide(thing, tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
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return K_BubbleShieldReflect(thing, tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
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}
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else if (thing->type != MT_PLAYER && tm.thing->player && K_PlayerGuard(tm.thing->player) && P_BubbleCanReflect(tm.thing, thing))
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else if (thing->type != MT_PLAYER && tm.thing->player && K_PlayerGuard(tm.thing->player) && K_BubbleShieldCanReflect(tm.thing, thing))
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{
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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@ -1027,12 +1016,11 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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return K_BubbleShieldCollide(tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
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return K_BubbleShieldReflect(tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
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}
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// Bubble Shield reflect
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if ((thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(thing->target) && thing->target->player && thing->target->player->bubbleblowup)
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|| (thing->player && thing->player->bubbleblowup))
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if (thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(thing->target) && thing->target->player && thing->target->player->bubbleblowup)
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{
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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@ -1040,21 +1028,9 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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if (P_BubbleCanReflect(thing, tm.thing))
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{
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// don't let player hitbox touch it too
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if (thing->player)
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return BMIT_CONTINUE;
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return K_BubbleShieldCollide(thing, tm.thing) ? BMIT_CONTINUE : BMIT_ABORT;
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}
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else if ((tm.thing->flags & MF_SHOOTABLE) && !thing->player)
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{
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P_DamageMobj(tm.thing, thing, thing->target, 1, DMG_NORMAL);
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return BMIT_CONTINUE;
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}
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}
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else if ((tm.thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(tm.thing->target) && tm.thing->target->player && tm.thing->target->player->bubbleblowup)
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|| (tm.thing->player && tm.thing->player->bubbleblowup))
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else if (tm.thing->type == MT_BUBBLESHIELD && !P_MobjWasRemoved(tm.thing->target) && tm.thing->target->player && tm.thing->target->player->bubbleblowup)
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{
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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@ -1062,19 +1038,8 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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if (P_BubbleCanReflect(tm.thing, thing))
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{
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// don't let player hitbox touch it too
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if (tm.thing->player)
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return BMIT_CONTINUE;
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return K_BubbleShieldCollide(tm.thing, thing) ? BMIT_CONTINUE : BMIT_ABORT;
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}
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else if ((thing->flags & MF_SHOOTABLE) && !tm.thing->player)
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{
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P_DamageMobj(thing, tm.thing, tm.thing->target, 1, DMG_NORMAL);
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return BMIT_CONTINUE;
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}
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}
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// double make sure bubbles won't collide with anything else
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if (thing->type == MT_BUBBLESHIELD || tm.thing->type == MT_BUBBLESHIELD)
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