Merge branch 'spindash-tweaks' into 'master'

Spindash tweaks

See merge request KartKrew/Kart!578
This commit is contained in:
toaster 2022-05-07 13:09:20 +00:00
commit 1fbe04bd6d
8 changed files with 306 additions and 5 deletions

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@ -488,6 +488,7 @@ typedef struct player_s
UINT8 trickboostdecay; // used to know how long you've waited
UINT8 trickboost; // Trick boost. This one is weird and has variable speed. Dear god.
tic_t ebrakefor; // Ebrake timer, used for visuals.
UINT32 roundscore; // battle score this round
UINT8 emeralds;

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@ -4662,6 +4662,20 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_SPINDASHDUST",
"S_SPINDASHWIND",
"S_SOFTLANDING1",
"S_SOFTLANDING2",
"S_SOFTLANDING3",
"S_SOFTLANDING4",
"S_SOFTLANDING5",
"S_DOWNLINE1",
"S_DOWNLINE2",
"S_DOWNLINE3",
"S_DOWNLINE4",
"S_DOWNLINE5",
"S_HOLDBUBBLE",
// Finish line beam
"S_FINISHBEAM1",
"S_FINISHBEAM2",
@ -5781,6 +5795,9 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_SPINDASHDUST",
"MT_SPINDASHWIND",
"MT_SOFTLANDING",
"MT_DOWNLINE",
"MT_HOLDBUBBLE",
"MT_PAPERITEMSPOT",

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@ -752,6 +752,9 @@ char sprnames[NUMSPRITES + 1][5] =
"SDDS", // Spindash dust
"SDWN", // Spindash wind
"EBRK", // Soft Landing / Ebrake aura stuff.
"HMTR", // Down Lines
"HBUB", // HOLD! Bubble
"TRCK",
@ -5246,6 +5249,23 @@ state_t states[NUMSTATES] =
{SPR_SDDS, FF_ANIMATE, 9, {NULL}, 9, 1, S_NULL}, // S_SPINDASHDUST
{SPR_SDWN, FF_ANIMATE|FF_PAPERSPRITE, 18, {NULL}, 9, 2, S_NULL}, // S_SPINDASHWIND
// Soft Landing
{SPR_EBRK, 0|FF_ADD|FF_FLOORSPRITE, 4, {NULL}, 0, 0, S_SOFTLANDING2}, // S_SOFTLANDING1
{SPR_EBRK, 1|FF_ADD|FF_FLOORSPRITE, 4, {NULL}, 0, 0, S_SOFTLANDING3}, // S_SOFTLANDING2
{SPR_EBRK, 2|FF_ADD|FF_FLOORSPRITE, 4, {NULL}, 0, 0, S_SOFTLANDING4}, // S_SOFTLANDING3
{SPR_EBRK, 3|FF_ADD|FF_FLOORSPRITE, 4, {NULL}, 0, 0, S_SOFTLANDING5}, // S_SOFTLANDING4
{SPR_EBRK, 4|FF_ADD|FF_FLOORSPRITE, 4, {NULL}, 0, 0, S_NULL}, // S_SOFTLANDING5
// Downwards Lines
{SPR_HMTR, 0|FF_ADD, 1, {NULL}, 0, 0, S_DOWNLINE2}, // S_DOWNLINE1
{SPR_HMTR, 1|FF_ADD, 1, {NULL}, 0, 0, S_DOWNLINE3}, // S_DOWNLINE2
{SPR_HMTR, 2|FF_ADD, 1, {NULL}, 0, 0, S_DOWNLINE4}, // S_DOWNLINE3
{SPR_HMTR, 3|FF_ADD, 1, {NULL}, 0, 0, S_DOWNLINE5}, // S_DOWNLINE4
{SPR_HMTR, 4|FF_ADD, 1, {NULL}, 0, 0, S_NULL}, // S_DOWNLINE5
// HOLD Bubble
{SPR_HBUB, 0|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_HOLDBUBBLE}, // S_HOLDBUBBLE
// Finish line beam
{SPR_FLBM, FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM1
{SPR_FLBM, FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_NULL}, // S_FINISHBEAM2
@ -29197,6 +29217,87 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SOFTLANDING
-1, // doomednum
S_SOFTLANDING1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
12*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_DOWNLINE
-1, // doomednum
S_DOWNLINE1, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
12*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_HOLDBUBBLE
-1, // doomednum
S_HOLDBUBBLE, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
12*FRACUNIT, // radius
24*FRACUNIT, // height
0, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_PAPERITEMSPOT
-1, // doomednum
S_INVISIBLE, // spawnstate

View file

@ -1300,6 +1300,9 @@ typedef enum sprite
SPR_SDDS, // Spindash dust
SPR_SDWN, // Spindash wind
SPR_EBRK, // Soft Landing / Ebrake aura stuff.
SPR_HMTR, // downwards line
SPR_HBUB, // HOLD! Bubble
SPR_TRCK,
@ -5662,6 +5665,20 @@ typedef enum state
S_SPINDASHDUST,
S_SPINDASHWIND,
S_SOFTLANDING1,
S_SOFTLANDING2,
S_SOFTLANDING3,
S_SOFTLANDING4,
S_SOFTLANDING5,
S_DOWNLINE1,
S_DOWNLINE2,
S_DOWNLINE3,
S_DOWNLINE4,
S_DOWNLINE5,
S_HOLDBUBBLE,
S_FINISHBEAM1,
S_FINISHBEAM2,
S_FINISHBEAM3,
@ -6798,6 +6815,9 @@ typedef enum mobj_type
MT_SPINDASHDUST,
MT_SPINDASHWIND,
MT_SOFTLANDING,
MT_DOWNLINE,
MT_HOLDBUBBLE,
MT_PAPERITEMSPOT,

View file

@ -1592,6 +1592,10 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo)
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
// If tiregrease is active, don't
if (mo->player && mo->player->tiregrease)
return 0;
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (!node->m_sector)
@ -2773,8 +2777,8 @@ static fixed_t K_FlameShieldDashVar(INT32 val)
INT16 K_GetSpindashChargeTime(player_t *player)
{
// more charge time for higher speed
// Tails = 2s, Mighty = 3s, Fang = 4s, Metal = 4s
return (player->kartspeed + 4) * (TICRATE/3);
// Tails = 2s, Knuckles = 2.6s, Metal = 3.2s
return (player->kartspeed + 8) * (TICRATE/5);
}
fixed_t K_GetSpindashChargeSpeed(player_t *player)
@ -7416,6 +7420,8 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
player->tripWireState = TRIP_NONE;
}
K_KartEbrakeVisuals(player);
}
void K_KartPlayerAfterThink(player_t *player)
@ -8585,6 +8591,134 @@ INT32 K_StairJankFlip(INT32 value)
return P_AltFlip(value, 2);
}
// Ebraking visuals for mo
// we use mo->hprev for the hold bubble. If another hprev exists for some reason, remove it.
void K_KartEbrakeVisuals(player_t *p)
{
mobj_t *wave;
mobj_t *spdl;
fixed_t sx, sy;
if (K_PlayerEBrake(p))
{
if (p->ebrakefor % 20 == 0)
{
wave = P_SpawnMobj(p->mo->x, p->mo->y, p->mo->z, MT_SOFTLANDING);
P_SetScale(wave, p->mo->scale);
wave->momx = p->mo->momx;
wave->momy = p->mo->momy;
wave->momz = p->mo->momz;
wave->standingslope = p->mo->standingslope;
}
// sound
if (!S_SoundPlaying(p->mo, sfx_s3kd9s))
S_StartSound(p->mo, sfx_s3kd9s);
// HOLD! bubble.
if (!p->ebrakefor)
{
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
// for some reason, there's already an hprev. Remove it.
P_RemoveMobj(p->mo->hprev);
}
p->mo->hprev = P_SpawnMobj(p->mo->x, p->mo->y, p->mo->z, MT_HOLDBUBBLE);
p->mo->hprev->renderflags |= (RF_DONTDRAW & ~K_GetPlayerDontDrawFlag(p));
}
// Update HOLD bubble.
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
P_MoveOrigin(p->mo->hprev, p->mo->x, p->mo->y, p->mo->z);
p->mo->hprev->angle = p->mo->angle;
p->mo->hprev->fuse = TICRATE/2; // When we leave spindash for any reason, make sure this bubble goes away soon after.
K_FlipFromObject(p->mo->hprev, p->mo);
}
if (!p->spindash)
{
// Spawn downwards fastline
sx = p->mo->x + P_RandomRange(-48, 48)*p->mo->scale;
sy = p->mo->y + P_RandomRange(-48, 48)*p->mo->scale;
spdl = P_SpawnMobj(sx, sy, p->mo->z, MT_DOWNLINE);
spdl->colorized = true;
spdl->color = SKINCOLOR_WHITE;
K_MatchGenericExtraFlags(spdl, p->mo);
P_SetScale(spdl, p->mo->scale);
// squish the player a little bit.
p->mo->spritexscale = FRACUNIT*115/100;
p->mo->spriteyscale = FRACUNIT*85/100;
}
else
{
const UINT16 MAXCHARGETIME = K_GetSpindashChargeTime(p);
const fixed_t MAXSHAKE = FRACUNIT;
// update HOLD bubble with numbers based on charge.
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev))
{
UINT8 frame = min(1 + ((p->spindash*3) / MAXCHARGETIME), 4);
// ?! limit.
if (p->spindash >= MAXCHARGETIME +TICRATE)
frame = 5;
p->mo->hprev->frame = frame|FF_FULLBRIGHT;
}
// shake the player as they charge their spindash!
// "gentle" shaking as we start...
if (p->spindash < MAXCHARGETIME)
{
fixed_t shake = FixedMul(((p->spindash)*FRACUNIT/MAXCHARGETIME), MAXSHAKE);
SINT8 mult = leveltime & 1 ? 1 : -1;
p->mo->spritexoffset = shake*mult;
}
else // get VIOLENT on overcharge :)
{
fixed_t shake = MAXSHAKE + FixedMul(((p->spindash-MAXCHARGETIME)*FRACUNIT/TICRATE), MAXSHAKE)*3;
SINT8 mult = leveltime & 1 ? 1 : -1;
p->mo->spritexoffset = shake*mult;
}
// sqish them a little MORE....
p->mo->spritexscale = FRACUNIT*12/10;
p->mo->spriteyscale = FRACUNIT*8/10;
}
p->ebrakefor++;
}
else if (p->ebrakefor) // cancel effects
{
// reset scale
p->mo->spritexscale = FRACUNIT;
p->mo->spriteyscale = FRACUNIT;
// reset shake
p->mo->spritexoffset = 0;
// remove the bubble instantly unless it's in the !? state
if (p->mo->hprev && !P_MobjWasRemoved(p->mo->hprev) && (p->mo->hprev->frame & FF_FRAMEMASK) != 5)
{
P_RemoveMobj(p->mo->hprev);
p->mo->hprev = NULL;
}
p->ebrakefor = 0;
}
}
static void K_KartSpindashDust(mobj_t *parent)
{
fixed_t rad = FixedDiv(FixedHypot(parent->radius, parent->radius), parent->scale);
@ -8641,6 +8775,9 @@ static void K_KartSpindashWind(mobj_t *parent)
K_MatchGenericExtraFlags(wind, parent);
}
// Time after which you get a thrust for releasing spindash
#define SPINDASHTHRUSTTIME 20
static void K_KartSpindash(player_t *player)
{
const INT16 MAXCHARGETIME = K_GetSpindashChargeTime(player);
@ -8652,11 +8789,18 @@ static void K_KartSpindash(player_t *player)
player->spindash = 0;
}
if (player->spindash > 0 && (cmd->buttons & (BT_DRIFT|BT_BRAKE)) != (BT_DRIFT|BT_BRAKE))
if (player->spindash > 0 && (cmd->buttons & (BT_DRIFT|BT_BRAKE|BT_ACCELERATE)) != (BT_DRIFT|BT_BRAKE|BT_ACCELERATE))
{
player->spindashspeed = (player->spindash * FRACUNIT) / MAXCHARGETIME;
player->spindashboost = TICRATE;
// if spindash was charged enough, give a small thrust.
if (player->spindash >= SPINDASHTHRUSTTIME)
{
// Give a bit of a boost depending on charge.
P_InstaThrust(player->mo, player->mo->angle, FixedMul(player->mo->scale, player->spindash*FRACUNIT/5));
}
if (!player->tiregrease)
{
UINT8 i;
@ -8703,10 +8847,11 @@ static void K_KartSpindash(player_t *player)
{
if ((cmd->buttons & (BT_DRIFT|BT_BRAKE)) == (BT_DRIFT|BT_BRAKE))
{
UINT8 ringdropframes = 2 + (player->kartspeed + player->kartweight);
INT16 chargetime = MAXCHARGETIME - ++player->spindash;
boolean spawnOldEffect = true;
if (chargetime <= (MAXCHARGETIME / 2))
if (player->spindash >= SPINDASHTHRUSTTIME)
{
K_KartSpindashDust(player->mo);
spawnOldEffect = false;
@ -8717,7 +8862,7 @@ static void K_KartSpindash(player_t *player)
K_KartSpindashWind(player->mo);
}
if (player->flashing > 0 && (leveltime & 1) && player->hyudorotimer == 0)
if (player->flashing > 0 && (player->spindash % ringdropframes == 0) && player->hyudorotimer == 0)
{
// Every frame that you're invisible from flashing, spill a ring.
// Intentionally a lop-sided trade-off, so the game doesn't become
@ -8753,6 +8898,8 @@ static void K_KartSpindash(player_t *player)
}
}
#undef SPINDASHTHRUSTTIME
static void K_AirFailsafe(player_t *player)
{
const fixed_t maxSpeed = 6*player->mo->scale;

View file

@ -141,6 +141,7 @@ void K_CheckSpectateStatus(void);
UINT8 K_GetInvincibilityItemFrame(void);
UINT8 K_GetOrbinautItemFrame(UINT8 count);
boolean K_IsSPBInGame(void);
void K_KartEbrakeVisuals(player_t *p);
// sound stuff for lua
void K_PlayAttackTaunt(mobj_t *source);

View file

@ -9590,6 +9590,16 @@ void P_SceneryThinker(mobj_t *mobj)
P_CycleMobjState(mobj);
// Flicker softlanding mobj, this just prevents us from needing like 20 states.
if (mobj->type == MT_SOFTLANDING)
{
mobj->renderflags |= RF_NOSPLATBILLBOARD|RF_OBJECTSLOPESPLAT;
if (mobj->tics & 1)
mobj->renderflags |= RF_DONTDRAW;
else
mobj->renderflags &= ~RF_DONTDRAW;
}
if (mobj->type != MT_RANDOMAUDIENCE)
return;

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@ -326,6 +326,8 @@ static void P_NetArchivePlayers(void)
WRITEUINT8(save_p, players[i].trickboostdecay);
WRITEUINT8(save_p, players[i].trickboost);
WRITEUINT32(save_p, players[i].ebrakefor);
WRITEUINT32(save_p, players[i].roundscore);
WRITEUINT8(save_p, players[i].emeralds);
WRITEUINT8(save_p, players[i].bumpers);
@ -592,6 +594,8 @@ static void P_NetUnArchivePlayers(void)
players[i].trickboostdecay = READUINT8(save_p);
players[i].trickboost = READUINT8(save_p);
players[i].ebrakefor = READUINT32(save_p);
players[i].roundscore = READUINT32(save_p);
players[i].emeralds = READUINT8(save_p);
players[i].bumpers = READUINT8(save_p);