- Only update to waypoints you're in the radius of (applies to players & spb)

- Player direction value uses momentum angle rather than facing angle (fixes weird nextwaypoint/position flickering while drifting)
- Raise default radius to 384
This commit is contained in:
TehRealSalt 2019-10-22 16:44:56 -04:00
parent 4b04423bbe
commit 0fdcc22d93
5 changed files with 148 additions and 16 deletions

View file

@ -5488,28 +5488,33 @@ void K_KartPlayerAfterThink(player_t *player)
Input Arguments:-
player - The player the next waypoint is being found for
closest - Use closest waypoint algorithm, instead of best touching
Return:-
The waypoint that is the player's next waypoint
--------------------------------------------------*/
static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
static waypoint_t *K_GetPlayerNextWaypoint(player_t *player, boolean closest)
{
waypoint_t *bestwaypoint = NULL;
if ((player != NULL) && (player->mo != NULL) && (P_MobjWasRemoved(player->mo) == false))
{
waypoint_t *waypoint = NULL;
waypoint = K_GetClosestWaypointToMobj(player->mo);
if (closest)
waypoint = K_GetClosestWaypointToMobj(player->mo);
else
waypoint = K_GetBestWaypointTouchingMobj(player->mo);
bestwaypoint = waypoint;
// check the waypoint's location in relation to the player
// If it's generally in front, it's fine, otherwise, use the best next/previous waypoint.
// EXCEPTION: If our closest waypoint is the finishline AND we're facing towards it, don't do this.
// EXCEPTION: If our best waypoint is the finishline AND we're facing towards it, don't do this.
// Otherwise it breaks the distance calculations.
if (waypoint != NULL)
{
boolean finishlinehack = false;
angle_t playerangle = player->mo->angle;
angle_t playerangle = R_PointToAngle2(0, 0, player->mo->momx, player->mo->momy); //player->mo->angle
angle_t angletowaypoint =
R_PointToAngle2(player->mo->x, player->mo->y, waypoint->mobj->x, waypoint->mobj->y);
angle_t angledelta = playerangle - angletowaypoint;
@ -5667,9 +5672,16 @@ static void K_UpdateDistanceFromFinishLine(player_t *const player)
else
{
waypoint_t *finishline = K_GetFinishLineWaypoint();
waypoint_t *nextwaypoint = K_GetPlayerNextWaypoint(player);
waypoint_t *nextwaypoint = K_GetPlayerNextWaypoint(player, false);
if ((nextwaypoint != player->nextwaypoint) &&
if ((nextwaypoint == NULL) && (player->nextwaypoint == NULL))
{
// Special case: if player nextwaypoint is still NULL, we want to fix that as soon as possible, so use the closest waypoint instead.
nextwaypoint = K_GetPlayerNextWaypoint(player, true);
}
if ((nextwaypoint != NULL) &&
(nextwaypoint != player->nextwaypoint) &&
(K_GetWaypointIsShortcut(nextwaypoint) == false) && (K_GetWaypointIsEnabled(nextwaypoint) == true))
{
size_t i = 0U;
@ -5699,7 +5711,11 @@ static void K_UpdateDistanceFromFinishLine(player_t *const player)
}
}
player->nextwaypoint = nextwaypoint;
if (nextwaypoint != NULL)
{
// At this point, we don't want to update the waypoint until we touch another.
player->nextwaypoint = nextwaypoint;
}
// nextwaypoint is now the waypoint that is in front of us
if ((player->nextwaypoint != NULL) && (finishline != NULL))

View file

@ -235,6 +235,76 @@ waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj)
return closestwaypoint;
}
/*--------------------------------------------------
waypoint_t *K_GetBestWaypointTouchingMobj(mobj_t *const mobj)
See header file for description.
--------------------------------------------------*/
waypoint_t *K_GetBestWaypointTouchingMobj(mobj_t *const mobj)
{
waypoint_t *bestwaypoint = NULL;
if ((mobj == NULL) || P_MobjWasRemoved(mobj))
{
CONS_Debug(DBG_GAMELOGIC, "NULL mobj in K_GetBestWaypointTouchingMobj.\n");
}
else
{
size_t i = 0U;
waypoint_t *checkwaypoint = NULL;
fixed_t bestdist = INT32_MAX;
fixed_t checkdist = INT32_MAX;
for (i = 0; i < numwaypoints; i++)
{
checkwaypoint = &waypointheap[i];
checkdist = P_AproxDistance(mobj->x - checkwaypoint->mobj->x, mobj->y - checkwaypoint->mobj->y);
checkdist = P_AproxDistance(checkdist, mobj->z - checkwaypoint->mobj->z);
// The mobj has to be touching this waypoint to update to it.
if (checkdist <= checkwaypoint->mobj->radius)
{
#if 0
// This kind of algorithm may or may not be more reliable than what's below.
// But it's a little heavier, computation-wise.
// We'll see if simple closer checks work fine in netgame testing, or if it needs this.
boolean success = false;
path_t pathtofinish = {};
success = K_PathfindToWaypoint(checkwaypoint, finishline, &pathtofinish, false, false);
// If you're touching more than 1 waypoint, then we use the closest one to the finish line.
if (success == true)
{
// Add euclidean distance to the next waypoint to the distancetofinish
UINT32 distancetofinish;
UINT32 adddist;
adddist = ((UINT32)checkdist) >> FRACBITS;
distancetofinish = pathtofinish.totaldist + adddist;
Z_Free(pathtofinish.array);
if (distancetofinish < bestdist)
{
bestwaypoint = checkwaypoint;
bestdist = checkdist;
}
}
#else
// Simple closest check
if (checkdist < bestdist)
{
bestwaypoint = checkwaypoint;
bestdist = checkdist;
}
#endif
}
}
}
return bestwaypoint;
}
/*--------------------------------------------------
size_t K_GetWaypointHeapIndex(waypoint_t *waypoint)

View file

@ -151,6 +151,20 @@ UINT32 K_GetCircuitLength(void);
waypoint_t *K_GetClosestWaypointToMobj(mobj_t *const mobj);
/*--------------------------------------------------
waypoint_t *K_GetBestWaypointTouchingMobj(mobj_t *const mobj)
Returns the waypoint closest to the finish line that an mobj is touching
Input Arguments:-
mobj - mobj to get the waypoint for.
Return:-
The best waypoint for the mobj
--------------------------------------------------*/
waypoint_t *K_GetBestWaypointTouchingMobj(mobj_t *const mobj);
/*--------------------------------------------------
boolean K_PathfindToWaypoint(
waypoint_t *const sourcewaypoint,

View file

@ -8511,9 +8511,9 @@ void A_SPBChase(mobj_t *actor)
if (actor->threshold) // Just fired, go straight.
{
actor->lastlook = -1;
actor->cusval = -1;
spbplace = -1;
P_InstaThrust(actor, actor->angle, wspeed);
actor->flags &= ~MF_NOCLIPTHING; // just in case.
return;
}
@ -8539,11 +8539,18 @@ void A_SPBChase(mobj_t *actor)
}
}
// lastlook = last player num targetted
// cvmem = stored speed
// cusval = next waypoint heap index
// extravalue1 = SPB movement mode
// extravalue2 = mode misc option
if (actor->extravalue1 == 1) // MODE: TARGETING
{
actor->cusval = -1; // Reset waypoint
if (actor->tracer && actor->tracer->health)
{
fixed_t defspeed = wspeed;
fixed_t range = (160*actor->tracer->scale);
fixed_t cx = 0, cy =0;
@ -8678,6 +8685,7 @@ void A_SPBChase(mobj_t *actor)
else if (actor->extravalue1 == 2) // MODE: WAIT...
{
actor->momx = actor->momy = actor->momz = 0; // Stoooop
actor->cusval = -1; // Reset waypoint
if (actor->lastlook != -1
&& playeringame[actor->lastlook]
@ -8703,8 +8711,10 @@ void A_SPBChase(mobj_t *actor)
}
else // MODE: SEEKING
{
waypoint_t *closestwaypoint = NULL;
waypoint_t *nextwaypoint = NULL;
waypoint_t *lastwaypoint = NULL;
waypoint_t *bestwaypoint = NULL;
waypoint_t *nextwaypoint = NULL;
actor->lastlook = -1; // Just make sure this is reset
if (!player || !player->mo || player->mo->health <= 0 || player->kartstuff[k_respawn])
@ -8719,11 +8729,24 @@ void A_SPBChase(mobj_t *actor)
// Found someone, now get close enough to initiate the slaughter...
P_SetTarget(&actor->tracer, player->mo);
spbplace = bestrank;
dist = P_AproxDistance(P_AproxDistance(actor->x-actor->tracer->x, actor->y-actor->tracer->y), actor->z-actor->tracer->z);
closestwaypoint = K_GetClosestWaypointToMobj(actor);
if (closestwaypoint != NULL)
// Move along the waypoints until you get close enough
if (actor->cusval > -1)
{
// Previously set nextwaypoint
lastwaypoint = K_GetWaypointFromIndex((size_t)actor->cusval);
}
bestwaypoint = K_GetBestWaypointTouchingMobj(actor);
if (bestwaypoint == NULL && lastwaypoint == NULL)
{
// We have invalid waypoints all around, so use closest to try and make it non-NULL.
bestwaypoint = K_GetClosestWaypointToMobj(actor);
}
if (bestwaypoint != NULL)
{
const boolean huntbackwards = false;
boolean useshortcuts = false;
@ -8735,15 +8758,24 @@ void A_SPBChase(mobj_t *actor)
}
nextwaypoint = K_GetNextWaypointToDestination(
closestwaypoint, player->nextwaypoint, useshortcuts, huntbackwards);
bestwaypoint, player->nextwaypoint, useshortcuts, huntbackwards);
}
if (nextwaypoint == NULL && lastwaypoint != NULL)
{
// Restore to the last nextwaypoint
nextwaypoint = lastwaypoint;
}
if (nextwaypoint != NULL)
{
const fixed_t xywaypointdist = P_AproxDistance(
actor->x - nextwaypoint->mobj->x, actor->y - nextwaypoint->mobj->y);
hang = R_PointToAngle2(actor->x, actor->y, nextwaypoint->mobj->x, nextwaypoint->mobj->y);
vang = R_PointToAngle2(0, actor->z, xywaypointdist, nextwaypoint->mobj->z);
actor->cusval = (INT32)K_GetWaypointHeapIndex(nextwaypoint);
}
else
{

View file

@ -12289,7 +12289,7 @@ ML_NOCLIMB : Direction not controllable
case MT_WAYPOINT:
{
size_t line;
mobj->radius = 256*FRACUNIT;
mobj->radius = 384*FRACUNIT;
// Same reason as for MT_SPINMACEPOINT we can't use the function to find the linedef
for (line = 0; line < numlines; line++)
{