mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-01-10 08:44:25 +00:00
Hardcode Gust Planet seasaws
- Add states - MT_GPZ_SEASAW_SPAWN - MT_GPZ_SEASAW_HITBOX - SPR_GPPS - SPR_GPZS - Add objects API - Obj_GPZSeasawSpawn - Obj_GPZSeasawThink - Obj_GPZSeasawCollide - objects/gpzseasaw.c - Gust Planet seasaw behavior
This commit is contained in:
parent
8961eef681
commit
4b3ea7460b
8 changed files with 261 additions and 186 deletions
|
|
@ -6000,6 +6000,8 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
|
|||
"MT_SEASAW_VISUAL",
|
||||
"MT_DLZ_SEASAW_SPAWN",
|
||||
"MT_DLZ_SEASAW_HITBOX",
|
||||
"MT_GPZ_SEASAW_SPAWN",
|
||||
"MT_GPZ_SEASAW_HITBOX",
|
||||
};
|
||||
|
||||
const char *const MOBJFLAG_LIST[] = {
|
||||
|
|
|
|||
58
src/info.c
58
src/info.c
|
|
@ -968,6 +968,10 @@ char sprnames[NUMSPRITES + 1][5] =
|
|||
|
||||
"MGSH", // Mega Barrier
|
||||
|
||||
// GPZ Seasaw
|
||||
"GPPS",
|
||||
"GPZS",
|
||||
|
||||
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
|
||||
"VIEW",
|
||||
};
|
||||
|
|
@ -31771,6 +31775,60 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
|
|||
MF_SOLID, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GPZ_SEASAW_SPAWN,
|
||||
3435, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // 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
|
||||
32*FRACUNIT, // radius
|
||||
32*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
0, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
|
||||
{ // MT_GPZ_SEASAW_HITBOX,
|
||||
-1, // doomednum
|
||||
S_INVISIBLE, // spawnstate
|
||||
1000, // spawnhealth
|
||||
S_NULL, // seestate
|
||||
sfx_None, // seesound
|
||||
0, // 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
|
||||
8*FRACUNIT, // radius
|
||||
40*FRACUNIT, // height
|
||||
0, // display offset
|
||||
0, // mass
|
||||
0, // damage
|
||||
sfx_None, // activesound
|
||||
MF_SOLID, // flags
|
||||
S_NULL // raisestate
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -1522,6 +1522,10 @@ typedef enum sprite
|
|||
|
||||
SPR_MGSH, // Mega Barrier
|
||||
|
||||
// GPZ Seasaw
|
||||
SPR_GPPS,
|
||||
SPR_GPZS,
|
||||
|
||||
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
|
||||
SPR_VIEW,
|
||||
|
||||
|
|
@ -7272,6 +7276,8 @@ typedef enum mobj_type
|
|||
MT_SEASAW_VISUAL,
|
||||
MT_DLZ_SEASAW_SPAWN,
|
||||
MT_DLZ_SEASAW_HITBOX,
|
||||
MT_GPZ_SEASAW_SPAWN,
|
||||
MT_GPZ_SEASAW_HITBOX,
|
||||
|
||||
MT_FIRSTFREESLOT,
|
||||
MT_LASTFREESLOT = MT_FIRSTFREESLOT + NUMMOBJFREESLOTS - 1,
|
||||
|
|
|
|||
|
|
@ -261,11 +261,6 @@ void Obj_DLZRocketSpecial(mobj_t *mo, player_t *p); // touch activation
|
|||
void Obj_playerDLZRocket(player_t *p); // player looping thinker
|
||||
void Obj_DLZRocketDismount(player_t *p); // used in p_map.c to get off the rocket when we cross transfer lines.
|
||||
|
||||
/* DLZ Seasaw */
|
||||
void Obj_DLZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_DLZSeasawThink(mobj_t *mo);
|
||||
void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
/* DLZ Hover */
|
||||
void Obj_DLZHoverSpawn(mobj_t *mo);
|
||||
void Obj_DLZHoverCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
|
@ -298,6 +293,16 @@ void Obj_BallSwitchDamaged(mobj_t *mobj, mobj_t *inflictor, mobj_t *source);
|
|||
void Obj_SpawnMegaBarrier(player_t *player);
|
||||
boolean Obj_MegaBarrierThink(mobj_t *mobj);
|
||||
|
||||
/* DLZ Seasaw */
|
||||
void Obj_DLZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_DLZSeasawThink(mobj_t *mo);
|
||||
void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
/* GPZ Seasaw */
|
||||
void Obj_GPZSeasawSpawn(mobj_t *mo);
|
||||
void Obj_GPZSeasawThink(mobj_t *mo);
|
||||
void Obj_GPZSeasawCollide(mobj_t *mo, mobj_t *mo2);
|
||||
|
||||
#ifdef __cplusplus
|
||||
} // extern "C"
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -34,6 +34,7 @@ target_sources(SRB2SDL2 PRIVATE
|
|||
eggball.c
|
||||
dlzrocket.c
|
||||
dlzseasaw.c
|
||||
gpzseasaw.c
|
||||
dlzothers.c
|
||||
wpzturbine.c
|
||||
wpzothers.c
|
||||
|
|
|
|||
|
|
@ -7,8 +7,8 @@
|
|||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file dlzseasaw.c
|
||||
/// \brief Dead Line Zone seasaw. Amplifies momentum in a stylish way... and hellish as far as code is concerned, heh!
|
||||
/// \file gpzseasaw.c
|
||||
/// \brief Gust Planet Zone seasaw. Similar to Dead Line version, but with notable differences.
|
||||
|
||||
#include "../doomdef.h"
|
||||
#include "../doomstat.h"
|
||||
|
|
@ -26,12 +26,12 @@
|
|||
#include "../k_collide.h"
|
||||
|
||||
// updates the seasaw's visuals and hitboxes using the hnext/hprev list.
|
||||
static void Obj_DLZSeasawUpdate(mobj_t *mo, boolean ghostme)
|
||||
static void Obj_GPZSeasawUpdate(mobj_t *mo, boolean ghostme)
|
||||
{
|
||||
|
||||
mobj_t *ptr = mo;
|
||||
mobj_t *ptrp = mo;
|
||||
UINT8 i, j;
|
||||
UINT8 j;
|
||||
angle_t visan = (angle_t)mo->extravalue1 + ANGLE_90;
|
||||
|
||||
if (mo->tracer && !P_MobjWasRemoved(mo->tracer))
|
||||
|
|
@ -48,84 +48,99 @@ static void Obj_DLZSeasawUpdate(mobj_t *mo, boolean ghostme)
|
|||
|
||||
}
|
||||
|
||||
fixed_t cx = mo->x + FixedMul(mo->scale, 96*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t cy = mo->y + FixedMul(mo->scale, 96*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
|
||||
for (i = 0; i < 2; i++)
|
||||
INT32 hdist = 64; // hitbox dist
|
||||
|
||||
angle_t tun_an = visan;
|
||||
|
||||
// visuals
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
INT32 dist = 32; // visuals dist
|
||||
INT32 hdist = 16; // hitbox dist
|
||||
|
||||
// visuals
|
||||
for (j = 0; j < 2; j++)
|
||||
// get our mobj.
|
||||
if (ptr && !P_MobjWasRemoved(ptr) && ptr->hnext && !P_MobjWasRemoved(ptr->hnext))
|
||||
{
|
||||
// get our mobj.
|
||||
if (ptr && !P_MobjWasRemoved(ptr) && ptr->hnext && !P_MobjWasRemoved(ptr->hnext))
|
||||
tun_an += ANGLE_90;
|
||||
|
||||
fixed_t x = cx + FixedMul(mo->scale, 32*FINECOSINE(tun_an>>ANGLETOFINESHIFT));
|
||||
fixed_t y = cy + FixedMul(mo->scale, 32*FINESINE(tun_an>>ANGLETOFINESHIFT));
|
||||
ptr = ptr->hnext;
|
||||
|
||||
P_MoveOrigin(ptr, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
|
||||
ptr->angle = tun_an + ANGLE_90;
|
||||
ptr->tics = 3;
|
||||
P_SetScale(ptr, 2 * mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
fixed_t x = mo->x + FixedMul(mo->scale, dist*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t y = mo->y + FixedMul(mo->scale, dist*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
ptr = ptr->hnext;
|
||||
ptr->eflags |= MFE_VERTICALFLIP;
|
||||
ptr->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_MoveOrigin(ptr, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
|
||||
ptr->angle = visan;
|
||||
ptr->tics = 3;
|
||||
P_SetScale(ptr, mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptr->eflags |= MFE_VERTICALFLIP;
|
||||
ptr->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
if (ghostme && leveltime&1)
|
||||
{
|
||||
mobj_t *g = P_SpawnGhostMobj(ptr);
|
||||
g->colorized = true;
|
||||
g->color = mo->color;
|
||||
g->fuse = 3;
|
||||
}
|
||||
|
||||
dist += 55;
|
||||
if (ghostme && leveltime&1)
|
||||
{
|
||||
mobj_t *g = P_SpawnGhostMobj(ptr);
|
||||
g->colorized = true;
|
||||
g->color = mo->color;
|
||||
g->fuse = 3;
|
||||
}
|
||||
}
|
||||
|
||||
// hitboxes:
|
||||
for (j = 0; j < 8; j++)
|
||||
// get our mobj.
|
||||
if (ptrp && !P_MobjWasRemoved(ptrp) && ptrp->hprev && !P_MobjWasRemoved(ptrp->hprev))
|
||||
{
|
||||
// get our mobj.
|
||||
if (ptrp && !P_MobjWasRemoved(ptrp) && ptrp->hprev && !P_MobjWasRemoved(ptrp->hprev))
|
||||
|
||||
fixed_t x = mo->x + FixedMul(mo->scale, hdist*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t y = mo->y + FixedMul(mo->scale, hdist*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
|
||||
ptrp = ptrp->hprev;
|
||||
|
||||
P_SetOrigin(ptrp, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo)); // it's invisible so nobody cares about interpolating it.
|
||||
ptrp->angle = visan;
|
||||
ptrp->tics = 3;
|
||||
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
|
||||
fixed_t x = mo->x + FixedMul(mo->scale, hdist*FINECOSINE(visan>>ANGLETOFINESHIFT));
|
||||
fixed_t y = mo->y + FixedMul(mo->scale, hdist*FINESINE(visan>>ANGLETOFINESHIFT));
|
||||
|
||||
ptrp = ptrp->hprev;
|
||||
|
||||
P_SetOrigin(ptrp, x, y, mo->z + 8*mapobjectscale*P_MobjFlip(mo)); // it's invisible so nobody cares about interpolating it.
|
||||
ptrp->angle = visan;
|
||||
ptrp->tics = 3;
|
||||
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptrp->eflags |= MFE_VERTICALFLIP;
|
||||
ptrp->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
hdist += 16;
|
||||
ptrp->eflags |= MFE_VERTICALFLIP;
|
||||
ptrp->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
hdist += 16;
|
||||
}
|
||||
}
|
||||
|
||||
visan += ANGLE_180;
|
||||
// center thingy
|
||||
ptr = ptr->hnext;
|
||||
|
||||
P_MoveOrigin(ptr, cx, cy, mo->z + 8*mapobjectscale*P_MobjFlip(mo));
|
||||
ptr->angle = visan + ANGLE_90;
|
||||
ptr->tics = 3;
|
||||
P_SetScale(ptr, 2 * mo->scale);
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
ptr->eflags |= MFE_VERTICALFLIP;
|
||||
ptr->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
if (ghostme && leveltime&1)
|
||||
{
|
||||
mobj_t *g = P_SpawnGhostMobj(ptr);
|
||||
g->colorized = true;
|
||||
g->color = mo->color;
|
||||
g->fuse = 3;
|
||||
}
|
||||
}
|
||||
|
||||
// sets up seasaw spawn objects to update each frame later
|
||||
void Obj_DLZSeasawSpawn(mobj_t *mo)
|
||||
void Obj_GPZSeasawSpawn(mobj_t *mo)
|
||||
{
|
||||
mobj_t *pole;
|
||||
mobj_t *ptr = mo;
|
||||
mobj_t *ptrp = mo;
|
||||
UINT8 i, j;
|
||||
UINT8 j;
|
||||
|
||||
P_SetScale(mo, 2*mapobjectscale);
|
||||
mo->destscale = 2*mapobjectscale;
|
||||
|
|
@ -136,7 +151,7 @@ void Obj_DLZSeasawSpawn(mobj_t *mo)
|
|||
// center pole:
|
||||
pole = P_SpawnMobj(mo->x, mo->y, mo->z, MT_THOK);
|
||||
pole->tics = -1;
|
||||
pole->sprite = SPR_DLZS;
|
||||
pole->sprite = SPR_GPPS;
|
||||
pole->frame = 0;
|
||||
P_SetTarget(&pole->target, mo);
|
||||
P_SetTarget(&mo->tracer, pole);
|
||||
|
|
@ -144,62 +159,72 @@ void Obj_DLZSeasawSpawn(mobj_t *mo)
|
|||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
pole->eflags |= MFE_VERTICALFLIP;
|
||||
|
||||
int frame_lookup[4] = {0, 3, 1, 3}; // A D B D
|
||||
// spawn visuals / hitboxes.
|
||||
for (i = 0; i < 2; i++) // for each side...
|
||||
for (j = 0; j < 4; j++) // spawn both ends of the "tunnel" and the sides!
|
||||
{
|
||||
for (j = 0; j < 2; j++) // spawn the 2 visual papersprites on each side.
|
||||
// right now we don't care if the objects are positionned properly.
|
||||
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_GPZS;
|
||||
vis->frame = frame_lookup[j]|FF_PAPERSPRITE;
|
||||
vis->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
// right now we don't care if the objects are positionned properly.
|
||||
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_DLZS;
|
||||
vis->frame = (j+1)|FF_PAPERSPRITE;
|
||||
vis->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
vis->eflags |= MFE_VERTICALFLIP;
|
||||
vis->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&vis->target, mo);
|
||||
P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
|
||||
ptr = vis;
|
||||
vis->eflags |= MFE_VERTICALFLIP;
|
||||
vis->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
for (j = 0; j < 8; j++) // spawn the 8 hitboxes on each side.
|
||||
P_SetTarget(&vis->target, mo);
|
||||
P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
|
||||
ptr = vis;
|
||||
|
||||
// ---
|
||||
|
||||
mobj_t *h = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_GPZ_SEASAW_HITBOX);
|
||||
h->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
// right now we don't care if the objects are positionned properly.
|
||||
|
||||
mobj_t *h = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_DLZ_SEASAW_HITBOX);
|
||||
h->extravalue1 = i; // keep track of which side we're on.
|
||||
h->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
h->eflags |= MFE_VERTICALFLIP;
|
||||
h->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&h->target, mo);
|
||||
P_SetTarget(&ptrp->hprev, h); // save in an hprev list for updating later.
|
||||
ptrp = h;
|
||||
h->eflags |= MFE_VERTICALFLIP;
|
||||
h->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&h->target, mo);
|
||||
P_SetTarget(&ptrp->hprev, h); // save in an hprev list for updating later.
|
||||
ptrp = h;
|
||||
}
|
||||
|
||||
// finally, spawn the last thingy at the center:
|
||||
mobj_t *vis = P_SpawnMobj(mo->x, mo->y, mo->z + 8*mapobjectscale*P_MobjFlip(mo), MT_SEASAW_VISUAL);
|
||||
vis->sprite = SPR_GPZS;
|
||||
vis->frame = 2|FF_PAPERSPRITE; // C
|
||||
vis->tics = -1;
|
||||
|
||||
if (mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
vis->eflags |= MFE_VERTICALFLIP;
|
||||
vis->flags2 |= MF2_OBJECTFLIP;
|
||||
}
|
||||
|
||||
P_SetTarget(&vis->target, mo);
|
||||
P_SetTarget(&ptr->hnext, vis); // save in an hnext list for updating later.
|
||||
ptr = vis;
|
||||
|
||||
// update after spawning the objects so that they appear in the right spot when the map loads.
|
||||
Obj_DLZSeasawUpdate(mo, false);
|
||||
Obj_GPZSeasawUpdate(mo, false);
|
||||
}
|
||||
|
||||
static void Obj_DLZSeasawReset(mobj_t *mo)
|
||||
static void Obj_GPZSeasawReset(mobj_t *mo)
|
||||
{
|
||||
mo->extravalue1 = (INT32)mo->angle;
|
||||
P_SetTarget(&mo->target, NULL);
|
||||
Obj_DLZSeasawUpdate(mo, false);
|
||||
Obj_GPZSeasawUpdate(mo, false);
|
||||
}
|
||||
|
||||
// main seasaw thinker.
|
||||
void Obj_DLZSeasawThink(mobj_t *mo)
|
||||
void Obj_GPZSeasawThink(mobj_t *mo)
|
||||
{
|
||||
boolean ghost = false;
|
||||
SINT8 rot = 1;
|
||||
|
|
@ -212,73 +237,44 @@ void Obj_DLZSeasawThink(mobj_t *mo)
|
|||
|
||||
if (!p) // untarget this instantly.
|
||||
{
|
||||
Obj_DLZSeasawReset(mo);
|
||||
Obj_GPZSeasawReset(mo);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!mo->extravalue2)
|
||||
rot = -1;
|
||||
|
||||
// first half of the animation...
|
||||
if (!p->seasawdir)
|
||||
INT32 angleadd = ANG1*max(4, (3*mo->movefactor/4)/(mapobjectscale*2)) * rot;
|
||||
|
||||
p->seasawcooldown = TICRATE/2;
|
||||
|
||||
mo->extravalue1 += angleadd;
|
||||
p->seasawangle += angleadd;
|
||||
|
||||
p->seasawangleadd += max(4, (3*mo->movefactor/4)/(mapobjectscale*2));
|
||||
P_SetPlayerAngle(p, (angle_t)(p->seasawangle + ANGLE_90*rot));
|
||||
//t->angle = p->seasawangle + ANGLE_90*rot;
|
||||
|
||||
p->seasawdist = (184 * mapobjectscale) / FRACUNIT;
|
||||
|
||||
if (p->seasawangleadd >= 360) // we did a full turn!
|
||||
{
|
||||
INT32 angleadd = ANG1*max(4, (mo->movefactor/3)/mapobjectscale) * rot;
|
||||
// reset everything and send the player zooming
|
||||
Obj_GPZSeasawReset(mo);
|
||||
|
||||
if (p->seasawangleadd > 175)
|
||||
angleadd /= max(1, (p->seasawangleadd - 160)/8);
|
||||
angle_t thrust_angle = mo->threshold ? mo->angle + ANGLE_180 : mo->angle;
|
||||
P_SetPlayerAngle(p, thrust_angle);
|
||||
P_MoveOrigin(t, t->x, t->y, t->z); // miscall that to set the position properly.
|
||||
P_InstaThrust(t, thrust_angle, mo->movefactor*3); // send the player flying at triple the speed they came at us with.
|
||||
S_StartSound(t, sfx_s3kb6);
|
||||
|
||||
mo->extravalue1 += angleadd;
|
||||
p->seasawangle += angleadd;
|
||||
p->seasawangleadd = 0;
|
||||
p->seasawangle = 0;
|
||||
p->seasawmoreangle = 0;
|
||||
p->seasaw = false;
|
||||
|
||||
p->seasawangleadd += max(4, (mo->movefactor/3)/mapobjectscale);
|
||||
P_SetPlayerAngle(p, (angle_t)(p->seasawangle + ANGLE_90*rot));
|
||||
//t->angle = p->seasawangle + ANGLE_90*rot;
|
||||
|
||||
p->seasawdist++;
|
||||
p->seasawdist = min(p->seasawdist, (160*mapobjectscale)/FRACUNIT);
|
||||
|
||||
if (abs((angleadd)/ANG1 ) < 2) // if we get to 1, invert the rotation!
|
||||
{
|
||||
p->seasawdir = true;
|
||||
p->seasawangleadd = 0; // reset, we're gonna do a full 360!
|
||||
p->seasawmoreangle = p->seasawangleadd - 170;
|
||||
S_StartSound(t, sfx_s3k88);
|
||||
S_StartSound(t, sfx_s3ka2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
INT32 angleadd = (mo->cvmem*2 +1)*(-rot);
|
||||
mo->cvmem++;
|
||||
|
||||
p->seasawangleadd += abs(angleadd)/2; // for some reason i need to do this and i'm actually not sure why.
|
||||
mo->extravalue1 += angleadd*ANG1;
|
||||
p->seasawangle += angleadd*ANG1;
|
||||
|
||||
P_SetPlayerAngle(p, (angle_t)(p->seasawangle - ANGLE_90*rot));
|
||||
ghost = true;
|
||||
|
||||
if (p->seasawangleadd >= 340 + p->seasawmoreangle)
|
||||
{
|
||||
// reset everything and send the player zooming
|
||||
Obj_DLZSeasawReset(mo);
|
||||
|
||||
P_SetPlayerAngle(p, mo->angle);
|
||||
P_MoveOrigin(t, t->x, t->y, t->z); // miscall that to set the position properly.
|
||||
P_InstaThrust(t, mo->angle, mo->movefactor*3); // send the player flying at triple the speed they came at us with.
|
||||
S_StartSound(t, sfx_cdfm62);
|
||||
|
||||
K_SetTireGrease(p, 3*TICRATE);
|
||||
|
||||
p->seasawangleadd = 0;
|
||||
p->seasawangle = 0;
|
||||
p->seasawmoreangle = 0;
|
||||
p->seasaw = false;
|
||||
|
||||
Obj_DLZSeasawUpdate(mo, true);
|
||||
return;
|
||||
|
||||
}
|
||||
Obj_GPZSeasawUpdate(mo, true);
|
||||
return;
|
||||
}
|
||||
// update the player
|
||||
px = mo->x + p->seasawdist*FINECOSINE((angle_t)p->seasawangle>>ANGLETOFINESHIFT);
|
||||
|
|
@ -287,10 +283,10 @@ void Obj_DLZSeasawThink(mobj_t *mo)
|
|||
P_MoveOrigin(t, px, py, mo->z + mapobjectscale*8);
|
||||
}
|
||||
else
|
||||
Obj_DLZSeasawReset(mo);
|
||||
Obj_GPZSeasawReset(mo);
|
||||
|
||||
// finally, update the visuals.
|
||||
Obj_DLZSeasawUpdate(mo, ghost);
|
||||
Obj_GPZSeasawUpdate(mo, ghost);
|
||||
}
|
||||
|
||||
// ported just for convenience of not needing to rewrite the code to account for UINT32 angles...
|
||||
|
|
@ -302,11 +298,10 @@ static INT32 angtoint(angle_t a)
|
|||
|
||||
// to use in mobjcollide and movemobjcollide just like the lua, woo.
|
||||
// mo is the player's mo, mo2 is the seasaw hitbox.
|
||||
void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2)
|
||||
void Obj_GPZSeasawCollide(mobj_t *mo, mobj_t *mo2)
|
||||
{
|
||||
player_t *p = mo->player;
|
||||
INT32 momangle;
|
||||
boolean invert = false;
|
||||
|
||||
// cooldown / respawning
|
||||
if (p->seasawcooldown || p->respawn.timer)
|
||||
|
|
@ -336,32 +331,25 @@ void Obj_DLZSeasawCollide(mobj_t *mo, mobj_t *mo2)
|
|||
|
||||
//CONS_Printf("%d / %d -> %d\n", momangle, angtoint(mo2->target->angle), (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180)));
|
||||
|
||||
int side = mo2->target->spawnpoint && (mo2->target->spawnpoint->options & 1);
|
||||
|
||||
// this depends on the side we hit the thing from.
|
||||
if (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180) > 60)
|
||||
{
|
||||
mo2->target->angle += ANGLE_180;
|
||||
mo2->target->extravalue1 += ANGLE_180;
|
||||
invert = true;
|
||||
}
|
||||
mo2->target->threshold = (abs(((momangle - angtoint(mo2->target->angle) +180) % 360) - 180) > 60);
|
||||
|
||||
mo2->target->movefactor = p->speed; // keep the speed the player was going at.
|
||||
mo2->target->extravalue2 = mo2->extravalue1; // which side of the pole are we on?
|
||||
|
||||
// if inverted, then invert the value too.
|
||||
if (invert)
|
||||
mo2->target->extravalue2 = (!mo2->target->extravalue2) ? 1 : 0;
|
||||
mo2->target->extravalue2 = side ^ mo2->target->threshold; // which side of the pole are we on?
|
||||
|
||||
P_SetTarget(&mo2->target->target, mo);
|
||||
mo2->target->cvmem = 0;
|
||||
|
||||
// set player vars now:
|
||||
p->seasawdist = R_PointToDist2(mo->x, mo->y, mo2->target->x, mo2->target->y) /FRACUNIT; // distance from us to the center
|
||||
p->seasawangle = (INT32)R_PointToAngle2(mo2->target->x, mo2->target->y, mo->x, mo->y); // angle from the center to us
|
||||
p->seasawdist = (128 * mapobjectscale) / FRACUNIT;
|
||||
p->seasawangle = mo2->target->angle + (side ? ANGLE_270 : ANGLE_90);
|
||||
p->seasawangleadd = 0;
|
||||
p->seasawdir = false;
|
||||
p->seasaw = true;
|
||||
p->pflags |= PF_STASIS;
|
||||
p->seasawcooldown = TICRATE/2;
|
||||
|
||||
S_StartSound(mo, sfx_s3k88);
|
||||
S_StartSound(mo, sfx_s3k3c);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -724,6 +724,14 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
|
|||
return BMIT_CONTINUE;
|
||||
}
|
||||
|
||||
if (thing->type == MT_GPZ_SEASAW_HITBOX)
|
||||
{
|
||||
if (tm.thing->type == MT_PLAYER)
|
||||
Obj_GPZSeasawCollide(tm.thing, thing); // all checks are performed in there.
|
||||
|
||||
return BMIT_CONTINUE;
|
||||
}
|
||||
|
||||
if (thing->type == MT_DLZ_HOVER)
|
||||
{
|
||||
if (tm.thing->type == MT_PLAYER)
|
||||
|
|
|
|||
21
src/p_mobj.c
21
src/p_mobj.c
|
|
@ -10137,10 +10137,6 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_DLZ_SUCKEDRING:
|
||||
Obj_DLZSuckedRingThink(mobj);
|
||||
if (P_MobjWasRemoved(mobj))
|
||||
|
|
@ -10177,6 +10173,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
|
|||
}
|
||||
break;
|
||||
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_GPZ_SEASAW_SPAWN:
|
||||
Obj_GPZSeasawThink(mobj);
|
||||
break;
|
||||
|
||||
case MT_BALLSWITCH_BALL:
|
||||
{
|
||||
Obj_BallSwitchThink(mobj);
|
||||
|
|
@ -11635,9 +11639,6 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_RIDEROIDNODE:
|
||||
Obj_RideroidNodeSpawn(mobj);
|
||||
break;
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawSpawn(mobj);
|
||||
break;
|
||||
case MT_DLZ_HOVER:
|
||||
Obj_DLZHoverSpawn(mobj);
|
||||
break;
|
||||
|
|
@ -11674,6 +11675,12 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
|
|||
case MT_BLENDEYE_PUYO_DUST:
|
||||
mobj->sprite = mobj->movedir = P_RandomRange(PR_DECORATION, SPR_PUYA, SPR_PUYE);
|
||||
break;
|
||||
case MT_DLZ_SEASAW_SPAWN:
|
||||
Obj_DLZSeasawSpawn(mobj);
|
||||
break;
|
||||
case MT_GPZ_SEASAW_SPAWN:
|
||||
Obj_GPZSeasawSpawn(mobj);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue