Merge branch 'checkpoint' into 'master'

Checkpoint Star Posts

See merge request KartKrew/Kart!1444
This commit is contained in:
Oni 2023-09-17 04:04:34 +00:00
commit 954fb272dd
15 changed files with 798 additions and 29 deletions

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@ -742,6 +742,7 @@ struct player_t
UINT8 latestlap; UINT8 latestlap;
UINT32 lapPoints; // Points given from laps UINT32 lapPoints; // Points given from laps
INT32 cheatchecknum; // The number of the last cheatcheck you hit INT32 cheatchecknum; // The number of the last cheatcheck you hit
INT32 checkpointId; // Players respawn here, objects/checkpoint.cpp
UINT8 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue UINT8 ctfteam; // 0 == Spectator, 1 == Red, 2 == Blue

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@ -4653,6 +4653,22 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_BATTLEUFO_BEAM2", "S_BATTLEUFO_BEAM2",
"S_POWERUP_AURA", "S_POWERUP_AURA",
"S_CHECKPOINT",
"S_CHECKPOINT_ARM",
"S_CHECKPOINT_ORB_DEAD",
"S_CHECKPOINT_ORB_LIVE",
"S_CHECKPOINT_SPARK1",
"S_CHECKPOINT_SPARK2",
"S_CHECKPOINT_SPARK3",
"S_CHECKPOINT_SPARK4",
"S_CHECKPOINT_SPARK5",
"S_CHECKPOINT_SPARK6",
"S_CHECKPOINT_SPARK7",
"S_CHECKPOINT_SPARK8",
"S_CHECKPOINT_SPARK9",
"S_CHECKPOINT_SPARK10",
"S_CHECKPOINT_SPARK11",
}; };
// RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1", // RegEx to generate this from info.h: ^\tMT_([^,]+), --> \t"MT_\1",
@ -5803,6 +5819,7 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_POWERUP_AURA", "MT_POWERUP_AURA",
"MT_CHECKPOINT_END",
"MT_SCRIPT_THING", "MT_SCRIPT_THING",
}; };
@ -5969,6 +5986,7 @@ const char *const GAMETYPERULE_LIST[] = {
"KARMA", "KARMA",
"ITEMARROWS", "ITEMARROWS",
"CHECKPOINTS",
"PRISONS", "PRISONS",
"CATCHER", "CATCHER",
"ROLLINGSTART", "ROLLINGSTART",

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@ -622,25 +622,26 @@ enum GameTypeRules
GTR_ITEMARROWS = 1<<9, // Show item box arrows above players GTR_ITEMARROWS = 1<<9, // Show item box arrows above players
// Bonus gametype rules // Bonus gametype rules
GTR_PRISONS = 1<<10, // Can enter Prison Break mode GTR_CHECKPOINTS = 1<<10, // Player respawns at specific checkpoints
GTR_CATCHER = 1<<11, // UFO Catcher (only works with GTR_CIRCUIT) GTR_PRISONS = 1<<11, // Can enter Prison Break mode
GTR_ROLLINGSTART = 1<<12, // Rolling start (only works with GTR_CIRCUIT) GTR_CATCHER = 1<<12, // UFO Catcher (only works with GTR_CIRCUIT)
GTR_SPECIALSTART = 1<<13, // White fade instant start GTR_ROLLINGSTART = 1<<13, // Rolling start (only works with GTR_CIRCUIT)
GTR_BOSS = 1<<14, // Boss intro and spawning GTR_SPECIALSTART = 1<<14, // White fade instant start
GTR_BOSS = 1<<15, // Boss intro and spawning
// General purpose rules // General purpose rules
GTR_POINTLIMIT = 1<<15, // Reaching point limit ends the round GTR_POINTLIMIT = 1<<16, // Reaching point limit ends the round
GTR_TIMELIMIT = 1<<16, // Reaching time limit ends the round GTR_TIMELIMIT = 1<<17, // Reaching time limit ends the round
GTR_OVERTIME = 1<<17, // Allow overtime behavior GTR_OVERTIME = 1<<18, // Allow overtime behavior
GTR_ENCORE = 1<<18, // Alternate Encore mirroring, scripting, and texture remapping GTR_ENCORE = 1<<19, // Alternate Encore mirroring, scripting, and texture remapping
GTR_TEAMS = 1<<19, // Teams are forced on GTR_TEAMS = 1<<20, // Teams are forced on
GTR_NOTEAMS = 1<<20, // Teams are forced off GTR_NOTEAMS = 1<<21, // Teams are forced off
GTR_TEAMSTARTS = 1<<21, // Use team-based start positions GTR_TEAMSTARTS = 1<<22, // Use team-based start positions
GTR_NOMP = 1<<22, // No multiplayer GTR_NOMP = 1<<23, // No multiplayer
GTR_NOCUPSELECT = 1<<23, // Your maps are not selected via cup. GTR_NOCUPSELECT = 1<<24, // Your maps are not selected via cup.
GTR_NOPOSITION = 1<<24, // No POSITION GTR_NOPOSITION = 1<<25, // No POSITION
// free: to and including 1<<31 // free: to and including 1<<31
}; };

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@ -71,6 +71,7 @@
#include "k_zvote.h" #include "k_zvote.h"
#include "music.h" #include "music.h"
#include "k_roulette.h" #include "k_roulette.h"
#include "k_objects.h"
#ifdef HAVE_DISCORDRPC #ifdef HAVE_DISCORDRPC
#include "discord.h" #include "discord.h"
@ -2044,6 +2045,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
UINT16 nocontrol; UINT16 nocontrol;
INT32 khudfault; INT32 khudfault;
INT32 kickstartaccel; INT32 kickstartaccel;
INT32 checkpointId;
boolean enteredGame; boolean enteredGame;
roundconditions_t roundconditions; roundconditions_t roundconditions;
@ -2249,6 +2251,8 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
skyboxviewpoint = skyboxcenterpoint = NULL; skyboxviewpoint = skyboxcenterpoint = NULL;
} }
checkpointId = players[player].checkpointId;
enteredGame = players[player].enteredGame; enteredGame = players[player].enteredGame;
p = &players[player]; p = &players[player];
@ -2305,6 +2309,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps)
p->karthud[khud_fault] = khudfault; p->karthud[khud_fault] = khudfault;
p->nocontrol = nocontrol; p->nocontrol = nocontrol;
p->kickstartaccel = kickstartaccel; p->kickstartaccel = kickstartaccel;
p->checkpointId = checkpointId;
p->ringvolume = 255; p->ringvolume = 255;
@ -2453,19 +2458,40 @@ void G_SpawnPlayer(INT32 playernum)
void G_MovePlayerToSpawnOrCheatcheck(INT32 playernum) void G_MovePlayerToSpawnOrCheatcheck(INT32 playernum)
{ {
#if 0
if (leveltime <= introtime && !players[playernum].spectator)
P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum));
else
P_MovePlayerToCheatcheck(playernum);
#else
// Player's first spawn should be at the "map start". // Player's first spawn should be at the "map start".
// I.e. level load or join mid game. // I.e. level load or join mid game.
if (leveltime > starttime && players[playernum].jointime > 1 && K_PodiumSequence() == false) if (leveltime > starttime && players[playernum].jointime > 1 && K_PodiumSequence() == false)
{
P_MovePlayerToCheatcheck(playernum); P_MovePlayerToCheatcheck(playernum);
}
else else
P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum)); {
#endif mobj_t *checkpoint;
vector3_t pos;
if ((gametyperules & GTR_CHECKPOINTS)
&& players[playernum].checkpointId
&& (checkpoint = Obj_FindCheckpoint(players[playernum].checkpointId))
&& Obj_GetCheckpointRespawnPosition(checkpoint, &pos))
{
respawnvars_t *rsp = &players[playernum].respawn;
rsp->wp = NULL;
rsp->pointx = pos.x;
rsp->pointy = pos.y;
rsp->pointz = pos.z;
players[playernum].mo->angle = Obj_GetCheckpointRespawnAngle(checkpoint);
Obj_ActivateCheckpointInstantly(checkpoint);
P_MovePlayerToCheatcheck(playernum);
}
else
{
P_MovePlayerToSpawn(playernum, G_FindMapStart(playernum));
}
}
} }
mapthing_t *G_FindTeamStart(INT32 playernum) mapthing_t *G_FindTeamStart(INT32 playernum)
@ -3032,7 +3058,7 @@ static gametype_t defaultgametypes[] =
{ {
"Tutorial", "Tutorial",
"GT_TUTORIAL", "GT_TUTORIAL",
GTR_NOMP|GTR_NOCUPSELECT|GTR_NOPOSITION, GTR_CHECKPOINTS|GTR_NOMP|GTR_NOCUPSELECT|GTR_NOPOSITION,
TOL_TUTORIAL, TOL_TUTORIAL,
int_none, int_none,
0, 0,
@ -5669,6 +5695,11 @@ void G_InitNew(UINT8 pencoremode, INT32 map, boolean resetplayer, boolean skippr
players[i].totalring = 0; players[i].totalring = 0;
players[i].score = 0; players[i].score = 0;
} }
if (resetplayer || map != gamemap)
{
players[i].checkpointId = 0;
}
} }
// clear itemfinder, just in case // clear itemfinder, just in case

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@ -888,6 +888,10 @@ char sprnames[NUMSPRITES + 1][5] =
"BUFO", // Battle/Power-UP UFO "BUFO", // Battle/Power-UP UFO
"CPT1", // Checkpoint Orb
"CPT2", // Checkpoint Stick
"CPT3", // Checkpoint Base
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
"VIEW", "VIEW",
}; };
@ -5394,6 +5398,22 @@ state_t states[NUMSTATES] =
{SPR_DEZL, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BATTLEUFO_BEAM2 {SPR_DEZL, 3|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_BATTLEUFO_BEAM2
{SPR_RBOW, FF_PAPERSPRITE|FF_ADD|FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 14, 2, S_NULL}, // S_POWERUP_AURA {SPR_RBOW, FF_PAPERSPRITE|FF_ADD|FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 14, 2, S_NULL}, // S_POWERUP_AURA
{SPR_CPT3, 0, -1, {NULL}, 0, 0, S_NULL}, // S_CHECKPOINT
{SPR_CPT2, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_CHECKPOINT_ARM
{SPR_CPT1, FF_ADD|FF_FULLBRIGHT, -1, {NULL}, 0, 0, S_NULL}, // S_CHECKPOINT_ORB_DEAD
{SPR_CPT1, FF_ADD|FF_FULLBRIGHT|FF_ANIMATE, -1, {NULL}, 2, 1, S_NULL}, // S_CHECKPOINT_ORB_LIVE
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK2}, // S_CHECKPOINT_SPARK1
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|1, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK3}, // S_CHECKPOINT_SPARK2
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK4}, // S_CHECKPOINT_SPARK3
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK5}, // S_CHECKPOINT_SPARK4
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|4, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK6}, // S_CHECKPOINT_SPARK5
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|5, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK7}, // S_CHECKPOINT_SPARK6
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|6, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK8}, // S_CHECKPOINT_SPARK7
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|7, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK9}, // S_CHECKPOINT_SPARK8
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|8, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK10}, // S_CHECKPOINT_SPARK9
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|3, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK11}, // S_CHECKPOINT_SPARK10
{SPR_SGNS, FF_ADD|FF_FULLBRIGHT|2, 1, {NULL}, 0, 0, S_CHECKPOINT_SPARK1}, // S_CHECKPOINT_SPARK11
}; };
mobjinfo_t mobjinfo[NUMMOBJTYPES] = mobjinfo_t mobjinfo[NUMMOBJTYPES] =
@ -30305,6 +30325,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate S_NULL // raisestate
}, },
{ // MT_CHECKPOINT_END
2030, // doomednum
S_CHECKPOINT, // 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
19*FRACUNIT, // radius
75*FRACUNIT, // height
0, // display offset
0, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_SCENERY|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_SCRIPT_THING { // MT_SCRIPT_THING
4096, // doomednum 4096, // doomednum
S_INVISIBLE, // spawnstate S_INVISIBLE, // spawnstate

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@ -1442,6 +1442,10 @@ typedef enum sprite
SPR_BUFO, // Battle/Power-UP UFO SPR_BUFO, // Battle/Power-UP UFO
SPR_CPT1, // Checkpoint Orb
SPR_CPT2, // Checkpoint Stick
SPR_CPT3, // Checkpoint Base
// First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later // First person view sprites; this is a sprite so that it can be replaced by a specialized MD2 draw later
SPR_VIEW, SPR_VIEW,
@ -5823,6 +5827,22 @@ typedef enum state
S_POWERUP_AURA, S_POWERUP_AURA,
S_CHECKPOINT,
S_CHECKPOINT_ARM,
S_CHECKPOINT_ORB_DEAD,
S_CHECKPOINT_ORB_LIVE,
S_CHECKPOINT_SPARK1,
S_CHECKPOINT_SPARK2,
S_CHECKPOINT_SPARK3,
S_CHECKPOINT_SPARK4,
S_CHECKPOINT_SPARK5,
S_CHECKPOINT_SPARK6,
S_CHECKPOINT_SPARK7,
S_CHECKPOINT_SPARK8,
S_CHECKPOINT_SPARK9,
S_CHECKPOINT_SPARK10,
S_CHECKPOINT_SPARK11,
S_FIRSTFREESLOT, S_FIRSTFREESLOT,
S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1, S_LASTFREESLOT = S_FIRSTFREESLOT + NUMSTATEFREESLOTS - 1,
NUMSTATES NUMSTATES
@ -6991,6 +7011,7 @@ typedef enum mobj_type
MT_POWERUP_AURA, MT_POWERUP_AURA,
MT_CHECKPOINT_END,
MT_SCRIPT_THING, MT_SCRIPT_THING,
MT_FIRSTFREESLOT, MT_FIRSTFREESLOT,

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@ -214,6 +214,17 @@ void Obj_EmeraldFlareThink(mobj_t *flare);
void Obj_BeginEmeraldOrbit(mobj_t *emerald, mobj_t *target, fixed_t radius, INT32 revolution_time, tic_t fuse); void Obj_BeginEmeraldOrbit(mobj_t *emerald, mobj_t *target, fixed_t radius, INT32 revolution_time, tic_t fuse);
void Obj_GiveEmerald(mobj_t *emerald); void Obj_GiveEmerald(mobj_t *emerald);
/* Checkpoints */
void Obj_ResetCheckpoints(void);
void Obj_LinkCheckpoint(mobj_t *end);
void Obj_UnlinkCheckpoint(mobj_t *end);
void Obj_CheckpointThink(mobj_t *end);
void Obj_CrossCheckpoints(player_t *player, fixed_t old_x, fixed_t old_y);
mobj_t *Obj_FindCheckpoint(INT32 id);
boolean Obj_GetCheckpointRespawnPosition(const mobj_t *checkpoint, vector3_t *return_pos);
angle_t Obj_GetCheckpointRespawnAngle(const mobj_t *checkpoint);
void Obj_ActivateCheckpointInstantly(mobj_t* mobj);
#ifdef __cplusplus #ifdef __cplusplus
} // extern "C" } // extern "C"
#endif #endif

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@ -28,4 +28,5 @@ target_sources(SRB2SDL2 PRIVATE
dash-rings.c dash-rings.c
sneaker-panel.c sneaker-panel.c
emerald.c emerald.c
checkpoint.cpp
) )

598
src/objects/checkpoint.cpp Normal file
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@ -0,0 +1,598 @@
// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2023 by James Robert Roman
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
#include <algorithm>
#include <vector>
#include <fmt/format.h>
#include "../doomdef.h"
#include "../doomtype.h"
#include "../info.h"
#include "../k_color.h"
#include "../k_kart.h"
#include "../k_objects.h"
#include "../m_bbox.h"
#include "../m_fixed.h"
#include "../m_random.h"
#include "../p_local.h"
#include "../p_maputl.h"
#include "../p_mobj.h"
#include "../p_setup.h"
#include "../p_tick.h"
#include "../r_defs.h"
#include "../r_main.h"
#include "../s_sound.h"
#include "../sounds.h"
#include "../tables.h"
#define checkpoint_id(o) ((o)->thing_args[0])
#define checkpoint_other(o) ((o)->target)
#define checkpoint_orb(o) ((o)->tracer)
#define checkpoint_arm(o) ((o)->hnext)
#define checkpoint_var(o) ((o)->movedir)
#define checkpoint_speed(o) ((o)->movecount)
#define checkpoint_speed_multiplier(o) ((o)->movefactor)
#define checkpoint_reverse(o) ((o)->reactiontime)
namespace
{
struct LineOnDemand : line_t
{
LineOnDemand(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) :
line_t {
.v1 = &v1_data_,
.dx = x2 - x1,
.dy = y2 - y1,
.bbox = {std::max(y1, y2), std::min(y1, y2), std::min(x1, x2), std::max(x1, x2)},
},
v1_data_ {.x = x1, .y = y1}
{
}
LineOnDemand(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, fixed_t r) : LineOnDemand(x1, y1, x2, y2)
{
bbox[BOXTOP] += r;
bbox[BOXBOTTOM] -= r;
bbox[BOXLEFT] -= r;
bbox[BOXRIGHT] += r;
}
bool overlaps(const LineOnDemand& other) const
{
return bbox[BOXTOP] >= other.bbox[BOXBOTTOM] && bbox[BOXBOTTOM] <= other.bbox[BOXTOP] &&
bbox[BOXLEFT] <= other.bbox[BOXRIGHT] && bbox[BOXRIGHT] >= other.bbox[BOXLEFT];
}
private:
vertex_t v1_data_;
};
struct Checkpoint : mobj_t
{
static constexpr int kArmLength = 59;
static constexpr int kOrbRadius = 21;
static constexpr int kCookieRadius = 19;
static constexpr int kOrbitDistance = kCookieRadius + kArmLength + kOrbRadius;
static constexpr fixed_t kBaseSpeed = FRACUNIT/35;
static constexpr fixed_t kMinSpeedMultiplier = FRACUNIT/2;
static constexpr fixed_t kMaxSpeedMultiplier = 3*FRACUNIT/2;
static constexpr fixed_t kSpeedMultiplierRange = kMaxSpeedMultiplier - kMinSpeedMultiplier;
static constexpr fixed_t kMinPivotDelay = FRACUNIT/2;
static constexpr int kSparkleOffset = 10;
static constexpr int kSparkleZ = 34;
static constexpr int kSparkleRadius = 12;
static constexpr int kSparkleAroundRadius = 128;
static constexpr int kSparkleAroundCircumfrence = kSparkleAroundRadius * M_TAU_FIXED;
static constexpr int kSparkleAroundCount = kSparkleAroundCircumfrence / kSparkleRadius / FRACUNIT;
struct Orb : mobj_t
{
void afterimages()
{
mobj_t* ghost = P_SpawnGhostMobj(this);
// Flickers every frame
ghost->extravalue1 = 1;
ghost->extravalue2 = 2;
ghost->tics = 8;
}
};
struct Arm : mobj_t {};
INT32 id() const { return checkpoint_id(this); }
Checkpoint* other() const { return static_cast<Checkpoint*>(checkpoint_other(this)); }
void other(Checkpoint* n) { P_SetTarget(&checkpoint_other(this), n); }
Orb* orb() const { return static_cast<Orb*>(checkpoint_orb(this)); }
void orb(Orb* n) { P_SetTarget(&checkpoint_orb(this), n); }
Arm* arm() const { return static_cast<Arm*>(checkpoint_arm(this)); }
void arm(Arm* n) { P_SetTarget(&checkpoint_arm(this), n); }
fixed_t var() const { return checkpoint_var(this); }
void var(fixed_t n) { checkpoint_var(this) = n; }
fixed_t speed() const { return checkpoint_speed(this); }
void speed(fixed_t n) { checkpoint_speed(this) = n; }
fixed_t speed_multiplier() const { return checkpoint_speed_multiplier(this); }
void speed_multiplier(fixed_t n) { checkpoint_speed_multiplier(this) = n; }
bool reverse() const { return checkpoint_reverse(this); }
void reverse(bool n) { checkpoint_reverse(this) = n; }
// Valid to use as an alpha.
bool valid() const
{
auto f = [](const mobj_t* th) { return !P_MobjWasRemoved(th); };
return f(this) && f(other()) && f(orb()) && f(arm());
}
bool activated() const { return var(); }
// Line between A and B things.
LineOnDemand crossing_line() const { return LineOnDemand(x, y, other()->x, other()->y, radius); }
// Middle between A and B.
vector3_t center_position() const
{
return {x + ((other()->x - x) / 2), y + ((other()->y - y) / 2), z + ((other()->z - z) / 2)};
}
void gingerbread()
{
P_InstaScale(this, 3 * scale / 2);
orb(new_piece<Orb>(S_CHECKPOINT_ORB_DEAD));
orb()->whiteshadow = true;
arm(new_piece<Arm>(S_CHECKPOINT_ARM));
deactivate();
}
void animate()
{
orient();
pull();
if (speed())
{
var(var() + speed());
if (!clip_var())
{
speed(speed() - FixedDiv(speed() / 50, std::max(speed_multiplier(), 1)));
}
}
else if (!activated())
{
sparkle_between(0);
}
}
void twirl(angle_t dir, fixed_t multiplier)
{
var(0);
speed_multiplier(std::clamp(multiplier, kMinSpeedMultiplier, kMaxSpeedMultiplier));
speed(FixedDiv(kBaseSpeed, speed_multiplier()));
reverse(AngleDeltaSigned(angle_to_other(), dir) > 0);
sparkle_between(FixedMul(80 * mapobjectscale, multiplier));
}
void untwirl()
{
speed_multiplier(kMinSpeedMultiplier);
speed(FixedDiv(-(kBaseSpeed), speed_multiplier()));
}
void activate()
{
var(FRACUNIT - 1);
speed(0);
P_SetMobjState(orb(), S_CHECKPOINT_ORB_LIVE);
orb()->shadowscale = 0;
}
void deactivate()
{
var(0);
speed(0);
P_SetMobjState(orb(), S_CHECKPOINT_ORB_DEAD);
orb()->shadowscale = FRACUNIT/2;
}
void sparkle_around_center()
{
const vector3_t pos = center_position();
fixed_t mom = 5 * scale;
for (angle_t a = 0;;)
{
spawn_sparkle({pos.x + FixedMul(mom, FCOS(a)), pos.y + FixedMul(mom, FSIN(a)), pos.z}, mom, 20 * scale, a);
angle_t turn = a + (ANGLE_MAX / kSparkleAroundCount);
if (turn < a) // overflowed a full 360 degrees
{
break;
}
a = turn;
}
}
private:
static angle_t to_angle(fixed_t f) { return FixedAngle((f & FRACMASK) * 360); }
template <typename T>
T* new_piece(statenum_t state)
{
mobj_t* x = P_SpawnMobjFromMobj(this, 0, 0, 0, MT_THOK);
P_SetMobjState(x, state);
return static_cast<T*>(x);
}
angle_t angle_to_other() const { return R_PointToAngle2(x, y, other()->x, other()->y); }
angle_t facing_angle() const { return angle_to_other() + ANGLE_90; }
angle_t pivot() const
{
fixed_t pos = FixedMul(
FixedDiv(speed_multiplier() - kMinSpeedMultiplier, kSpeedMultiplierRange),
kMinPivotDelay
);
return to_angle(FixedDiv(std::max(var(), pos) - pos, FRACUNIT - pos)) / 4;
}
void orient()
{
angle_t facing = facing_angle();
if (speed() >= 0)
{
fixed_t range = FRACUNIT + FixedRound((speed_multiplier() - kMinSpeedMultiplier) * 6);
angle = facing + (to_angle(FixedMul(var(), range)) * (reverse() ? -1 : 1));
}
arm()->angle = angle - ANGLE_90;
arm()->rollangle = -(ANGLE_90) + pivot();
}
void pull()
{
fixed_t r = kOrbitDistance * scale;
fixed_t xy = FixedMul(r, FCOS(pivot()));
P_MoveOrigin(
orb(),
x + FixedMul(xy, FCOS(arm()->angle)),
y + FixedMul(xy, FSIN(arm()->angle)),
P_GetMobjHead(this) + (FixedMul(r, FSIN(pivot())) * P_MobjFlip(this))
);
P_MoveOrigin(arm(), orb()->x, orb()->y, orb()->z);
if (speed())
{
orb()->afterimages();
}
}
void spawn_sparkle(const vector3_t& pos, fixed_t xy_momentum, fixed_t z_momentum, angle_t dir)
{
auto rng = [=](int units) { return P_RandomRange(PR_DECORATION, -(units) * scale, +(units) * scale); };
// From K_DrawDraftCombiring
mobj_t* p = P_SpawnMobjFromMobjUnscaled(
this,
(pos.x - x) + rng(12),
(pos.y - y) + rng(12),
(pos.z - z) + rng(24),
MT_SIGNSPARKLE
);
P_SetMobjState(p, static_cast<statenum_t>(S_CHECKPOINT_SPARK1 + (leveltime % 11)));
p->colorized = true;
if (xy_momentum)
{
P_Thrust(p, dir, xy_momentum);
p->momz = P_RandomKey(PR_DECORATION, std::max(z_momentum, 1));
p->destscale = 0;
p->scalespeed = p->scale / 35;
p->color = SKINCOLOR_ULTRAMARINE;
p->fuse = 0;
// Something lags at the start of the level. The
// timing is inconsistent, so this value is
// vibes-based.
constexpr int kIntroDelay = 8;
if (leveltime < kIntroDelay)
{
p->hitlag = kIntroDelay;
}
}
else
{
p->color = K_RainbowColor(leveltime);
p->fuse = 2;
}
}
void sparkle_between(fixed_t momentum)
{
angle_t a = angle_to_other();
if (a < ANGLE_180)
{
// Let's only do it for one of the two.
return;
}
angle_t dir = a - (reverse() ? ANGLE_90 : -(ANGLE_90));
fixed_t r = kSparkleRadius * scale;
fixed_t ofs = (kSparkleOffset * scale) + r;
fixed_t between = R_PointToDist2(x, y, other()->x, other()->y);
for (; ofs < between; ofs += 2 * r)
{
spawn_sparkle(
{x + FixedMul(ofs, FCOS(a)), y + FixedMul(ofs, FSIN(a)), z + (kSparkleZ * scale)},
momentum,
momentum / 2,
dir
);
}
}
bool clip_var()
{
if (speed() > 0)
{
if (var() >= FRACUNIT)
{
activate();
return true;
}
}
else
{
if (var() < 0)
{
deactivate();
return true;
}
}
return false;
}
};
struct CheckpointManager
{
auto begin() { return vec_.begin(); }
auto end() { return vec_.end(); }
auto find(INT32 id) { return std::find_if(begin(), end(), [id](Checkpoint* chk) { return chk->id() == id; }); }
void push_back(Checkpoint* chk) { vec_.push_back(chk); }
void erase(const Checkpoint* chk)
{
if (auto it = std::find(vec_.begin(), vec_.end(), chk); it != end())
{
vec_.erase(it);
}
}
private:
std::vector<Checkpoint*> vec_;
};
CheckpointManager g_checkpoints;
}; // namespace
void Obj_ResetCheckpoints(void)
{
g_checkpoints = {};
}
void Obj_LinkCheckpoint(mobj_t* end)
{
auto chk = static_cast<Checkpoint*>(end);
if (chk->spawnpoint && chk->id() == 0)
{
auto msg = fmt::format(
"Checkpoint thing (index #{}, thing type {}) has an invalid ID! ID must not be 0.\n",
chk->spawnpoint - mapthings,
chk->spawnpoint->type
);
CONS_Alert(CONS_WARNING, msg.c_str());
return;
}
if (auto it = g_checkpoints.find(chk->id()); it != g_checkpoints.end())
{
Checkpoint* other = *it;
if (chk->spawnpoint && other->spawnpoint && chk->spawnpoint->angle != other->spawnpoint->angle)
{
auto msg = fmt::format(
"Checkpoints things with ID {} (index #{} and #{}, thing type {}) do not have matching angles.\n",
chk->id(),
chk->spawnpoint - mapthings,
other->spawnpoint - mapthings,
chk->spawnpoint->type
);
CONS_Alert(CONS_WARNING, msg.c_str());
return;
}
other->other(chk);
chk->other(other);
}
else
{
g_checkpoints.push_back(chk);
}
chk->gingerbread();
}
void Obj_UnlinkCheckpoint(mobj_t* end)
{
auto chk = static_cast<const Checkpoint*>(end);
g_checkpoints.erase(chk);
P_RemoveMobj(chk->orb());
}
void Obj_CheckpointThink(mobj_t* end)
{
auto chk = static_cast<Checkpoint*>(end);
if (!chk->valid())
{
return;
}
chk->animate();
}
void Obj_CrossCheckpoints(player_t* player, fixed_t old_x, fixed_t old_y)
{
LineOnDemand ray(old_x, old_y, player->mo->x, player->mo->y, player->mo->radius);
auto it = std::find_if(
g_checkpoints.begin(),
g_checkpoints.end(),
[&](const Checkpoint* chk)
{
if (!chk->valid())
{
return false;
}
LineOnDemand gate = chk->crossing_line();
// Check if the bounding boxes of the two lines
// overlap. This relies on the player movement not
// being so large that it creates an oversized box,
// but thankfully that doesn't seem to happen, under
// normal circumstances.
if (!ray.overlaps(gate))
{
return false;
}
INT32 side = P_PointOnLineSide(player->mo->x, player->mo->y, &gate);
INT32 oldside = P_PointOnLineSide(old_x, old_y, &gate);
if (side == oldside)
{
// Did not cross.
return false;
}
return true;
}
);
if (it == g_checkpoints.end())
{
return;
}
Checkpoint* chk = *it;
if (chk->activated())
{
return;
}
for (Checkpoint* chk : g_checkpoints)
{
if (chk->valid())
{
// Swing down any previously passed checkpoints.
// TODO: this could look weird in multiplayer if
// other players cross different checkpoints.
chk->untwirl();
chk->other()->untwirl();
}
}
angle_t direction = R_PointToAngle2(old_x, old_y, player->mo->x, player->mo->y);
fixed_t speed_multiplier = FixedDiv(player->speed, K_GetKartSpeed(player, false, false));
chk->twirl(direction, speed_multiplier);
chk->other()->twirl(direction, speed_multiplier);
S_StartSound(player->mo, sfx_s3k63);
player->checkpointId = chk->id();
}
mobj_t *Obj_FindCheckpoint(INT32 id)
{
auto it = g_checkpoints.find(id);
return it != g_checkpoints.end() ? *it : nullptr;
}
boolean Obj_GetCheckpointRespawnPosition(const mobj_t* mobj, vector3_t* return_pos)
{
auto chk = static_cast<const Checkpoint*>(mobj);
if (!chk->valid())
{
return false;
}
*return_pos = chk->center_position();
return true;
}
angle_t Obj_GetCheckpointRespawnAngle(const mobj_t* mobj)
{
auto chk = static_cast<const Checkpoint*>(mobj);
return chk->spawnpoint ? FixedAngle(chk->spawnpoint->angle * FRACUNIT): 0u;
}
void Obj_ActivateCheckpointInstantly(mobj_t* mobj)
{
auto chk = static_cast<Checkpoint*>(mobj);
if (chk->valid())
{
chk->sparkle_around_center(); // only do it for one
chk->activate();
chk->other()->activate();
}
}

View file

@ -263,7 +263,7 @@ void P_RecalcPrecipInSector(sector_t *sector);
void P_PrecipitationEffects(void); void P_PrecipitationEffects(void);
void P_RemoveMobj(mobj_t *th); void P_RemoveMobj(mobj_t *th);
boolean P_MobjWasRemoved(mobj_t *th); boolean P_MobjWasRemoved(const mobj_t *th);
void P_RemoveSavegameMobj(mobj_t *th); void P_RemoveSavegameMobj(mobj_t *th);
boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state); boolean P_SetPlayerMobjState(mobj_t *mobj, statenum_t state);
boolean P_SetMobjState(mobj_t *mobj, statenum_t state); boolean P_SetMobjState(mobj_t *mobj, statenum_t state);
@ -313,7 +313,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
#define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f) #define P_SpawnPlayerMissile(s,t,f) P_SPMAngle(s,t,s->angle,true,f)
#define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0) #define P_SpawnNameFinder(s,t) P_SPMAngle(s,t,s->angle,true,0)
void P_ColorTeamMissile(mobj_t *missile, player_t *source); void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(mobj_t *mobj); SINT8 P_MobjFlip(const mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo); fixed_t P_GetMobjGravity(mobj_t *mo);
void P_CalcChasePostImg(player_t *player, camera_t *thiscam); void P_CalcChasePostImg(player_t *player, camera_t *thiscam);

View file

@ -3088,6 +3088,16 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, Try
P_CrossSpecialLine(ld, oldside, thing); P_CrossSpecialLine(ld, oldside, thing);
} }
} }
// Currently this just iterates all checkpoints.
// Pretty shitty way to do it, but only players can
// cross it, so it's good enough. Works as long as the
// move doesn't cross multiple -- it can only evaluate
// one.
if (thing->player)
{
Obj_CrossCheckpoints(thing->player, oldx, oldy);
}
} }
if (result != NULL) if (result != NULL)

View file

@ -567,7 +567,7 @@ static boolean P_SetPrecipMobjState(precipmobj_t *mobj, statenum_t state)
// //
// Special utility to return +1 or -1 depending on mobj's gravity // Special utility to return +1 or -1 depending on mobj's gravity
// //
SINT8 P_MobjFlip(mobj_t *mobj) SINT8 P_MobjFlip(const mobj_t *mobj)
{ {
if (mobj && mobj->eflags & MFE_VERTICALFLIP) if (mobj && mobj->eflags & MFE_VERTICALFLIP)
return -1; return -1;
@ -6728,6 +6728,9 @@ static void P_MobjSceneryThink(mobj_t *mobj)
case MT_ARKARROW: case MT_ARKARROW:
Obj_ArkArrowThink(mobj); Obj_ArkArrowThink(mobj);
break; break;
case MT_CHECKPOINT_END:
Obj_CheckpointThink(mobj);
break;
case MT_SCRIPT_THING: case MT_SCRIPT_THING:
{ {
if (mobj->thing_args[2] != 0) if (mobj->thing_args[2] != 0)
@ -10416,6 +10419,7 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
case MT_CDUFO: case MT_CDUFO:
case MT_BATTLEUFO: case MT_BATTLEUFO:
case MT_SPRAYCAN: case MT_SPRAYCAN:
case MT_CHECKPOINT_END:
thing->shadowscale = FRACUNIT; thing->shadowscale = FRACUNIT;
break; break;
case MT_SMALLMACE: case MT_SMALLMACE:
@ -11293,6 +11297,11 @@ void P_RemoveMobj(mobj_t *mobj)
Obj_UnlinkBattleUFOSpawner(mobj); Obj_UnlinkBattleUFOSpawner(mobj);
break; break;
} }
case MT_CHECKPOINT_END:
{
Obj_UnlinkCheckpoint(mobj);
break;
}
default: default:
{ {
break; break;
@ -11379,7 +11388,7 @@ void P_RemoveMobj(mobj_t *mobj)
// This does not need to be added to Lua. // This does not need to be added to Lua.
// To test it in Lua, check mobj.valid // To test it in Lua, check mobj.valid
boolean P_MobjWasRemoved(mobj_t *mobj) boolean P_MobjWasRemoved(const mobj_t *mobj)
{ {
if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker) if (mobj && mobj->thinker.function.acp1 == (actionf_p1)P_MobjThinker)
return false; return false;
@ -12309,6 +12318,10 @@ static boolean P_AllowMobjSpawn(mapthing_t* mthing, mobjtype_t i)
if (modeattacking & ATTACKING_SPB) if (modeattacking & ATTACKING_SPB)
return false; return false;
break; break;
case MT_CHECKPOINT_END:
if (!(gametyperules & GTR_CHECKPOINTS))
return false;
break;
default: default:
break; break;
} }
@ -13633,6 +13646,11 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj)
Obj_SneakerPanelSpawnerSetup(mobj, mthing); Obj_SneakerPanelSpawnerSetup(mobj, mthing);
break; break;
} }
case MT_CHECKPOINT_END:
{
Obj_LinkCheckpoint(mobj);
break;
}
default: default:
break; break;
} }

View file

@ -267,6 +267,7 @@ static void P_NetArchivePlayers(savebuffer_t *save)
WRITEUINT8(save->p, players[i].latestlap); WRITEUINT8(save->p, players[i].latestlap);
WRITEUINT32(save->p, players[i].lapPoints); WRITEUINT32(save->p, players[i].lapPoints);
WRITEINT32(save->p, players[i].cheatchecknum); WRITEINT32(save->p, players[i].cheatchecknum);
WRITEINT32(save->p, players[i].checkpointId);
WRITEUINT8(save->p, players[i].ctfteam); WRITEUINT8(save->p, players[i].ctfteam);
@ -777,6 +778,7 @@ static void P_NetUnArchivePlayers(savebuffer_t *save)
players[i].latestlap = READUINT8(save->p); players[i].latestlap = READUINT8(save->p);
players[i].lapPoints = READUINT32(save->p); players[i].lapPoints = READUINT32(save->p);
players[i].cheatchecknum = READINT32(save->p); players[i].cheatchecknum = READINT32(save->p);
players[i].checkpointId = READINT32(save->p);
players[i].ctfteam = READUINT8(save->p); // 1 == Red, 2 == Blue players[i].ctfteam = READUINT8(save->p); // 1 == Red, 2 == Blue

View file

@ -236,6 +236,7 @@ void P_InitThinkers(void)
} }
Obj_ResetUFOSpawners(); Obj_ResetUFOSpawners();
Obj_ResetCheckpoints();
} }
// Adds a new thinker at the end of the list. // Adds a new thinker at the end of the list.

View file

@ -2794,7 +2794,16 @@ static void P_DeathThink(player_t *player)
if (playerGone == false && player->deadtimer > TICRATE) if (playerGone == false && player->deadtimer > TICRATE)
{ {
player->playerstate = PST_REBORN; if (!netgame && !splitscreen
&& player->bot == false
&& (gametyperules & GTR_CHECKPOINTS))
{
G_SetRetryFlag();
}
else
{
player->playerstate = PST_REBORN;
}
} }
// TODO: support splitscreen // TODO: support splitscreen