Huge respawn overhaul

- Moved respawn code to its own file
- Reorganized a lot of the code related to respawning
- As a result of the massive reorganization, I squashed several bugs. Most notably: mid-game joiners having weird spawns, being able to skip laps by respawning.
- Respawn lightsnake no longer takes you straight to your nextwaypoint -- it now has a minimum distance forward that it tries to put you at when you respawn.
This commit is contained in:
Sally Coolatta 2020-05-29 01:04:51 -04:00
parent e18d71d562
commit d062a35a3a
23 changed files with 918 additions and 561 deletions

View file

@ -165,6 +165,7 @@ set(SRB2_CORE_GAME_SOURCES
k_pwrlv.c
k_waypoint.c
k_color.c
k_respawn.c
p_local.h
p_maputl.h
@ -184,6 +185,7 @@ set(SRB2_CORE_GAME_SOURCES
k_pwrlv.h
k_waypoint.h
k_color.h
k_respawn.h
)
if(NOT (CMAKE_CXX_COMPILER_ID MATCHES "Clang"))

View file

@ -506,6 +506,7 @@ OBJS:=$(i_main_o) \
$(OBJDIR)/y_inter.o \
$(OBJDIR)/st_stuff.o \
$(OBJDIR)/k_kart.o \
$(OBJDIR)/k_respawn.o\
$(OBJDIR)/k_collide.o\
$(OBJDIR)/k_color.o \
$(OBJDIR)/k_battle.o \

View file

@ -611,12 +611,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->weapondelay = LONG(players[i].weapondelay);
rsp->tossdelay = LONG(players[i].tossdelay);
rsp->starpostx = SHORT(players[i].starpostx);
rsp->starposty = SHORT(players[i].starposty);
rsp->starpostz = SHORT(players[i].starpostz);
rsp->starpostnum = LONG(players[i].starpostnum);
rsp->starposttime = (tic_t)LONG(players[i].starposttime);
rsp->starpostangle = (angle_t)LONG(players[i].starpostangle);
rsp->maxlink = LONG(players[i].maxlink);
rsp->dashspeed = (fixed_t)LONG(players[i].dashspeed);
@ -734,12 +729,7 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].weapondelay = LONG(rsp->weapondelay);
players[i].tossdelay = LONG(rsp->tossdelay);
players[i].starpostx = SHORT(rsp->starpostx);
players[i].starposty = SHORT(rsp->starposty);
players[i].starpostz = SHORT(rsp->starpostz);
players[i].starpostnum = LONG(rsp->starpostnum);
players[i].starposttime = (tic_t)LONG(rsp->starposttime);
players[i].starpostangle = (angle_t)LONG(rsp->starpostangle);
players[i].maxlink = LONG(rsp->maxlink);
players[i].dashspeed = (fixed_t)LONG(rsp->dashspeed);

View file

@ -252,12 +252,7 @@ typedef struct
INT32 weapondelay;
INT32 tossdelay;
INT16 starpostx;
INT16 starposty;
INT16 starpostz;
INT32 starpostnum;
tic_t starposttime;
angle_t starpostangle;
INT32 maxlink;
fixed_t dashspeed;

View file

@ -51,6 +51,7 @@
#include "k_pwrlv.h"
#include "y_inter.h"
#include "k_color.h"
#include "k_respawn.h"
#ifdef NETGAME_DEVMODE
#define CV_RESTRICT CV_NETVAR

View file

@ -264,9 +264,6 @@ typedef enum
k_position, // Used for Kart positions, mostly for deterministic stuff
k_oldposition, // Used for taunting when you pass someone
k_positiondelay, // Used for position number, so it can grow when passing/being passed
k_starpostflip, // the last starpost we hit requires flipping?
k_respawn, // Timer for the DEZ laser respawn effect
k_dropdash, // Charge up for respawn Drop Dash
k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
k_instashield, // Instashield no-damage animation timer
@ -420,6 +417,20 @@ typedef enum
RW_RAIL = 32
} ringweapons_t;
// player_t struct for all respawn variables
typedef struct respawnvars_s
{
UINT8 respawnstate; // 0: not respawning, 1: heading towards respawn point, 2: about to drop
waypoint_t *wp; // Waypoint that we're going towards, NULL if the position isn't linked to one
INT32 pointx; // Respawn position coords to go towards
INT32 pointy;
INT32 pointz;
boolean flip; // Flip upside down or not
INT32 timer; // Time left on respawn animation once you're there
UINT32 distanceleft; // How far along the course to respawn you
INT32 dropdash; // Drop Dash charge timer
} respawnvars_t;
// ========================================================================
// PLAYER STRUCTURE
// ========================================================================
@ -466,6 +477,7 @@ typedef struct player_s
INT16 rturn_max[MAXPREDICTTICS]; // Ditto but for full-right
UINT32 distancetofinish;
waypoint_t *nextwaypoint;
respawnvars_t respawnvars; // SRB2Kart: respawn info
// Bit flags.
// See pflags_t, above.
@ -531,6 +543,7 @@ typedef struct player_s
INT16 totalring; // Total number of rings obtained for Race Mode
tic_t realtime; // integer replacement for leveltime
UINT8 laps; // Number of laps (optional)
INT32 starpostnum; // The number of the last starpost you hit
////////////////////
// CTF Mode Stuff //
@ -541,14 +554,6 @@ typedef struct player_s
INT32 weapondelay; // Delay (if any) to fire the weapon again
INT32 tossdelay; // Delay (if any) to toss a flag/emeralds again
// Starpost information
INT16 starpostx;
INT16 starposty;
INT16 starpostz;
INT32 starpostnum; // The number of the last starpost you hit
tic_t starposttime; // Your time when you hit the starpost
angle_t starpostangle; // Angle that the starpost is facing - you respawn facing this way
/////////////////
// NiGHTS Stuff//
/////////////////

View file

@ -8314,9 +8314,6 @@ static const char *const KARTSTUFF_LIST[] = {
"POSITION",
"OLDPOSITION",
"POSITIONDELAY",
"STARPOSTFLIP",
"RESPAWN",
"DROPDASH",
"THROWDIR",
"INSTASHIELD",

View file

@ -53,6 +53,7 @@
#include "k_battle.h"
#include "k_pwrlv.h"
#include "k_color.h"
#include "k_respawn.h"
gameaction_t gameaction;
gamestate_t gamestate = GS_NULL;
@ -1587,7 +1588,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// SRB2kart - no additional angle if not moving
if ((player->mo && player->speed > 0) // Moving
|| (leveltime > starttime && (cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE)) // Rubber-burn turn
|| (player->kartstuff[k_respawn]) // Respawning
|| (player->respawnvars.respawnstate != RESPAWNST_NONE) // Respawning
|| (player->spectator || objectplacing)) // Not a physical player
lang += (cmd->angleturn<<16);
@ -2536,12 +2537,9 @@ static inline void G_PlayerFinishLevel(INT32 player)
p->mo->flags2 &= ~MF2_SHADOW; // cancel invisibility
P_FlashPal(p, 0, 0); // Resets
p->starpostangle = 0;
p->starposttime = 0;
p->starpostx = 0;
p->starposty = 0;
p->starpostz = 0;
p->starpostnum = 0;
memset(&p->respawnvars, 0, sizeof (p->respawnvars));
// SRB2kart: Increment the "matches played" counter.
if (player == consoleplayer)
@ -2575,12 +2573,7 @@ void G_PlayerReborn(INT32 player)
INT32 charflags;
INT32 pflags;
INT32 ctfteam;
INT32 starposttime;
INT16 starpostx;
INT16 starposty;
INT16 starpostz;
INT32 starpostnum;
INT32 starpostangle;
INT32 exiting;
INT16 numboxes;
INT16 totalring;
@ -2604,7 +2597,6 @@ void G_PlayerReborn(INT32 player)
INT32 comebackpoints;
INT32 wanted;
INT32 rings;
INT32 respawnflip;
boolean songcredit = false;
score = players[player].score;
@ -2634,13 +2626,7 @@ void G_PlayerReborn(INT32 player)
//
charflags = players[player].charflags;
starposttime = players[player].starposttime;
starpostx = players[player].starpostx;
starposty = players[player].starposty;
starpostz = players[player].starpostz;
starpostnum = players[player].starpostnum;
respawnflip = players[player].kartstuff[k_starpostflip]; //SRB2KART
starpostangle = players[player].starpostangle;
mare = players[player].mare;
bot = players[player].bot;
@ -2709,12 +2695,7 @@ void G_PlayerReborn(INT32 player)
//
p->charflags = charflags;
p->starposttime = starposttime;
p->starpostx = starpostx;
p->starposty = starposty;
p->starpostz = starpostz;
p->starpostnum = starpostnum;
p->starpostangle = starpostangle;
p->exiting = exiting;
p->numboxes = numboxes;
@ -2739,7 +2720,6 @@ void G_PlayerReborn(INT32 player)
p->kartstuff[k_wanted] = wanted;
p->kartstuff[k_eggmanblame] = -1;
p->kartstuff[k_lastdraft] = -1;
p->kartstuff[k_starpostflip] = respawnflip;
// Don't do anything immediately
p->pflags |= PF_USEDOWN;
@ -2772,7 +2752,9 @@ void G_PlayerReborn(INT32 player)
S_ShowMusicCredit();
if (leveltime > (starttime + (TICRATE/2)) && !p->spectator)
p->kartstuff[k_respawn] = 48; // Respawn effect
{
K_DoIngameRespawn(p);
}
if (gametype == GT_COOP)
P_FindEmerald(); // scan for emeralds to hunt for
@ -4680,8 +4662,8 @@ void G_InitNew(UINT8 pencoremode, const char *mapname, boolean resetplayer, bool
for (i = 0; i < MAXPLAYERS; i++)
{
players[i].playerstate = PST_REBORN;
players[i].starpostangle = players[i].starpostnum = players[i].starposttime = 0;
players[i].starpostx = players[i].starposty = players[i].starpostz = 0;
players[i].starpostnum = 0;
memset(&players[i].respawnvars, 0, sizeof (players[i].respawnvars));
#if 0
if (netgame || multiplayer)
@ -5203,7 +5185,7 @@ void G_ReadDemoTiccmd(ticcmd_t *cmd, INT32 playernum)
// SRB2kart: Copy-pasted from ticcmd building, removes that crappy demo cam
if (((players[displayplayers[0]].mo && players[displayplayers[0]].speed > 0) // Moving
|| (leveltime > starttime && (cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE)) // Rubber-burn turn
|| (players[displayplayers[0]].kartstuff[k_respawn]) // Respawning
|| (players[displayplayers[0]].respawnvars.respawnstate != RESPAWNST_NONE) // Respawning
|| (players[displayplayers[0]].spectator || objectplacing)) // Not a physical player
&& !(players[displayplayers[0]].kartstuff[k_spinouttimer]
&& (players[displayplayers[0]].kartstuff[k_sneakertimer] || players[displayplayers[0]].kartstuff[k_levelbooster]))) // Spinning and boosting cancels out spinout

View file

@ -8,6 +8,7 @@
#include "k_battle.h"
#include "k_pwrlv.h"
#include "k_color.h"
#include "k_respawn.h"
#include "doomdef.h"
#include "hu_stuff.h"
#include "g_game.h"
@ -962,8 +963,8 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
|| (mobj2->player && mobj2->player->playerstate != PST_LIVE))
return;
if ((mobj1->player && mobj1->player->kartstuff[k_respawn])
|| (mobj2->player && mobj2->player->kartstuff[k_respawn]))
if ((mobj1->player && mobj1->player->respawnvars.respawnstate != RESPAWNST_NONE)
|| (mobj2->player && mobj2->player->respawnvars.respawnstate != RESPAWNST_NONE))
return;
{ // Don't bump if you're flashing
@ -1461,7 +1462,6 @@ void K_FlipFromObject(mobj_t *mo, mobj_t *master)
mo->z += master->height - FixedMul(master->scale, mo->height);
}
// These have to go earlier than its sisters because of K_RespawnChecker...
void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master)
{
// flipping
@ -1476,7 +1476,7 @@ void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master)
mo->eflags = (mo->eflags & ~MFE_DRAWONLYFORP4)|(master->eflags & MFE_DRAWONLYFORP4);
}
static void K_SpawnDashDustRelease(player_t *player)
void K_SpawnDashDustRelease(player_t *player)
{
fixed_t newx;
fixed_t newy;
@ -1535,362 +1535,6 @@ static void K_SpawnBrakeDriftSparks(player_t *player) // Be sure to update the m
sparks->flags2 |= MF2_DONTDRAW;
}
/** \brief Preps a player to respawn
\param player player to respawn
\return void
*/
void K_DoIngameRespawn(player_t *player)
{
if (!player->mo || P_MobjWasRemoved(player->mo))
return;
if (player->kartstuff[k_respawn])
return;
if (leveltime <= starttime)
return;
if (player->nextwaypoint == NULL) // Starpost xyz not initalized(?)
{
UINT32 bestdist = UINT32_MAX;
mapthing_t *beststart = NULL;
UINT8 numstarts = 0;
if (G_RaceGametype())
{
numstarts = numcoopstarts;
}
else if (G_BattleGametype())
{
numstarts = numdmstarts;
}
if (numstarts > 0)
{
UINT8 i = 0;
for (i = 0; i < numstarts; i++)
{
UINT32 dist = UINT32_MAX;
mapthing_t *checkstart = NULL;
if (G_RaceGametype())
{
checkstart = playerstarts[i];
}
else if (G_BattleGametype())
{
checkstart = deathmatchstarts[i];
}
else
{
break;
}
dist = (UINT32)P_AproxDistance((player->mo->x >> FRACBITS) - checkstart->x,
(player->mo->y >> FRACBITS) - checkstart->y);
if (dist < bestdist)
{
beststart = checkstart;
bestdist = dist;
}
}
}
if (beststart == NULL)
{
CONS_Alert(CONS_WARNING, "No respawn points!\n");
}
else
{
sector_t *s;
fixed_t z = (beststart->options >> ZSHIFT);
player->starpostx = beststart->x;
player->starposty = beststart->y;
s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
if (beststart->options & MTF_OBJECTFLIP)
{
player->starpostz = (
#ifdef ESLOPE
s->c_slope ? P_GetZAt(s->c_slope, beststart->x << FRACBITS, beststart->y << FRACBITS) :
#endif
s->ceilingheight) >> FRACBITS;
if (z)
player->starpostz -= z;
player->starpostz -= mobjinfo[MT_PLAYER].height;
player->kartstuff[k_starpostflip] = 1;
}
else
{
player->starpostz = (
#ifdef ESLOPE
s->f_slope ? P_GetZAt(s->f_slope, beststart->x << FRACBITS, beststart->y << FRACBITS) :
#endif
s->floorheight) >> FRACBITS;
if (z)
player->starpostz += z;
player->kartstuff[k_starpostflip] = 0;
}
}
}
player->mo->flags &= ~(MF_SOLID|MF_SHOOTABLE);
player->mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY;
player->mo->flags2 &= ~MF2_DONTDRAW;
player->kartstuff[k_respawn] = 48;
}
/** \brief Calculates the respawn timer and drop-boosting
\param player player object passed from K_KartPlayerThink
\return void
*/
void K_RespawnChecker(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->spectator)
return;
if (player->kartstuff[k_respawn] > 1)
{
fixed_t destx = 0, desty = 0, destz = 0;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->powers[pw_flashing] = 2;
player->powers[pw_nocontrol] = 2;
if (leveltime % 8 == 0 && !mapreset)
S_StartSound(player->mo, sfx_s3kcas);
destx = (player->starpostx << FRACBITS);
desty = (player->starposty << FRACBITS);
destz = (player->starpostz << FRACBITS);
if (player->kartstuff[k_starpostflip])
{
// This variable is set from the settings of the best waypoint, thus this waypoint is FLIPPED as well.
// So we should flip the player in advance for it as well.
player->mo->flags2 |= MF2_OBJECTFLIP;
player->mo->eflags |= MFE_VERTICALFLIP;
destz -= (128 * mapobjectscale) + (player->mo->height);
}
else
{
// Ditto, but this waypoint isn't flipped, so make sure the player also isn't flipped!
player->mo->flags2 &= ~MF2_OBJECTFLIP;
player->mo->eflags &= ~MFE_VERTICALFLIP;
destz += (128 * mapobjectscale);
}
if (player->mo->x != destx || player->mo->y != desty || player->mo->z != destz)
{
fixed_t step = 64*mapobjectscale;
fixed_t dist = P_AproxDistance(P_AproxDistance(player->mo->x - destx, player->mo->y - desty), player->mo->z - destz);
if (dist <= step) // You're ready to respawn
{
P_TryMove(player->mo, destx, desty, true);
player->mo->z = destz;
}
else
{
fixed_t stepx = 0, stepy = 0, stepz = 0;
angle_t stepha = R_PointToAngle2(player->mo->x, player->mo->y, destx, desty);
angle_t stepva = R_PointToAngle2(0, player->mo->z, P_AproxDistance(player->mo->x - destx, player->mo->y - desty), destz);
fixed_t laserx = 0, lasery = 0, laserz = 0;
UINT8 lasersteps = 4;
// Move toward the respawn point
stepx = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT));
stepy = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT));
stepz = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*step);
P_TryMove(player->mo, player->mo->x + stepx, player->mo->y + stepy, true);
player->mo->z += stepz;
// Spawn lasers along the path
laserx = player->mo->x + (stepx / 2);
lasery = player->mo->y + (stepy / 2);
laserz = player->mo->z + (stepz / 2);
dist = P_AproxDistance(P_AproxDistance(laserx - destx, lasery - desty), laserz - destz);
if (dist > step/2)
{
while (lasersteps)
{
stepha = R_PointToAngle2(laserx, lasery, destx, desty);
stepva = R_PointToAngle2(0, laserz, P_AproxDistance(laserx - destx, lasery - desty), destz);
stepx = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT));
stepy = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), step), FINECOSINE(stepva >> ANGLETOFINESHIFT));
stepz = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*step);
laserx += stepx;
lasery += stepy;
laserz += stepz;
dist = P_AproxDistance(P_AproxDistance(laserx - destx, lasery - desty), laserz - destz);
if (dist <= step/2)
break;
lasersteps--;
}
}
if (lasersteps == 0) // Don't spawn them beyond the respawn point.
{
mobj_t *laser;
laser = P_SpawnMobj(laserx, lasery, laserz + (player->mo->height / 2), MT_DEZLASER);
if (laser && !P_MobjWasRemoved(laser))
{
P_SetMobjState(laser, S_DEZLASER_TRAIL1);
if (player->mo->eflags & MFE_VERTICALFLIP)
laser->eflags |= MFE_VERTICALFLIP;
P_SetTarget(&laser->target, player->mo);
laser->angle = stepha + ANGLE_90;
P_SetScale(laser, (laser->destscale = FRACUNIT));
}
}
}
}
else
{
player->kartstuff[k_respawn]--;
player->mo->flags |= MF_SOLID|MF_SHOOTABLE;
player->mo->flags &= ~(MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY);
if (!(player->pflags & PF_NOCLIP))
player->mo->flags &= ~MF_NOCLIP;
if (leveltime % 8 == 0)
{
INT32 i;
for (i = 0; i < 8; i++)
{
mobj_t *laser;
angle_t newangle;
fixed_t newx, newy, newz;
newangle = FixedAngle(((360/8)*i)*FRACUNIT);
newx = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale);
newy = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
newz = player->mo->z + player->mo->height;
else
newz = player->mo->z;
laser = P_SpawnMobj(newx, newy, newz, MT_DEZLASER);
if (laser && !P_MobjWasRemoved(laser))
{
if (player->mo->eflags & MFE_VERTICALFLIP)
laser->eflags |= MFE_VERTICALFLIP;
P_SetTarget(&laser->target, player->mo);
laser->angle = newangle+ANGLE_90;
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
P_SetScale(laser, (laser->destscale = player->mo->scale));
}
}
}
}
}
else if (player->kartstuff[k_respawn] == 1)
{
if (player->kartstuff[k_growshrinktimer] < 0)
{
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = (6*mapobjectscale)/8;
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
player->mo->destscale = (6*player->mo->destscale)/8;
}
if (!P_IsObjectOnGround(player->mo) && !mapreset)
{
player->powers[pw_flashing] = K_GetKartFlashing(player);
// Sal: The old behavior was stupid and prone to accidental usage.
// Let's rip off Mania instead, and turn this into a Drop Dash!
if (cmd->buttons & BT_ACCELERATE && !player->kartstuff[k_spinouttimer]) // Lat: Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway)
player->kartstuff[k_dropdash]++;
else
player->kartstuff[k_dropdash] = 0;
if (player->kartstuff[k_dropdash] == TICRATE/4)
S_StartSound(player->mo, sfx_ddash);
if ((player->kartstuff[k_dropdash] >= TICRATE/4)
&& (player->kartstuff[k_dropdash] & 1))
player->mo->colorized = true;
else
player->mo->colorized = false;
}
else
{
if ((cmd->buttons & BT_ACCELERATE) && (player->kartstuff[k_dropdash] >= TICRATE/4))
{
S_StartSound(player->mo, sfx_s23c);
player->kartstuff[k_startboost] = 50;
K_SpawnDashDustRelease(player);
}
player->mo->colorized = false;
player->kartstuff[k_dropdash] = 0;
player->kartstuff[k_respawn] = 0;
//P_PlayRinglossSound(player->mo);
P_PlayerRingBurst(player, 3);
if (G_BattleGametype())
{
if (player->kartstuff[k_bumper] > 0)
{
if (player->kartstuff[k_bumper] == 1)
{
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!!
P_SetTarget(&karmahitbox->target, player->mo);
karmahitbox->destscale = player->mo->scale;
P_SetScale(karmahitbox, player->mo->scale);
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
}
player->kartstuff[k_bumper]--;
if (K_IsPlayerWanted(player))
K_CalculateBattleWanted();
}
if (!player->kartstuff[k_bumper])
{
player->kartstuff[k_comebacktimer] = comebacktime;
if (player->kartstuff[k_comebackmode] == 2)
{
mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE);
S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound);
player->kartstuff[k_comebackmode] = 0;
}
}
K_CheckBumpers();
}
}
}
}
/** \brief Handles the state changing for moving players, moved here to eliminate duplicate code
\param player player data
@ -5198,7 +4842,7 @@ static void K_UpdateEngineSounds(player_t *player, ticcmd_t *cmd)
#endif
return;
if ((leveltime >= starttime-(2*TICRATE) && leveltime <= starttime) || (player->kartstuff[k_respawn] == 1)) // Startup boosts
if ((leveltime >= starttime-(2*TICRATE) && leveltime <= starttime) || (player->respawnvars.respawnstate == RESPAWNST_DROP)) // Startup boosts
targetsnd = ((cmd->buttons & BT_ACCELERATE) ? 12 : 0);
else
targetsnd = (((6*cmd->forwardmove)/25) + ((player->speed / mapobjectscale)/5))/2;
@ -5599,7 +5243,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
}
}
if (player->playerstate == PST_DEAD || player->kartstuff[k_respawn] > 1) // Ensure these are set correctly here
if (player->playerstate == PST_DEAD || (player->respawnvars.respawnstate == RESPAWNST_MOVE)) // Ensure these are set correctly here
{
player->mo->colorized = false;
player->mo->color = player->skincolor;
@ -5775,7 +5419,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (player->kartstuff[k_invincibilitytimer])
player->kartstuff[k_invincibilitytimer]--;
if (!player->kartstuff[k_respawn] && player->kartstuff[k_growshrinktimer] != 0)
if ((player->respawnvars.respawnstate == RESPAWNST_NONE) && player->kartstuff[k_growshrinktimer] != 0)
{
if (player->kartstuff[k_growshrinktimer] > 0)
player->kartstuff[k_growshrinktimer]--;
@ -5845,7 +5489,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (G_BattleGametype() && player->kartstuff[k_bumper] > 0
&& !player->kartstuff[k_spinouttimer] && !player->kartstuff[k_squishedtimer]
&& !player->kartstuff[k_respawn] && !player->powers[pw_flashing])
&& (player->respawnvars.respawnstate == RESPAWNST_DROP) && !player->powers[pw_flashing])
{
player->kartstuff[k_wanted]++;
if (battleovertime.enabled >= 10*TICRATE)
@ -5931,10 +5575,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
else
player->kartstuff[k_jmp] = 0;
// Respawn Checker
if (player->kartstuff[k_respawn])
K_RespawnChecker(player);
// Roulette Code
K_KartItemRoulette(player, cmd);
@ -6169,36 +5809,13 @@ static waypoint_t *K_GetPlayerNextWaypoint(player_t *player)
// Respawn point should only be updated when we're going to a nextwaypoint
if ((updaterespawn) &&
(player->respawnvars.respawnstate == RESPAWNST_NONE) &&
(bestwaypoint != NULL) &&
(bestwaypoint != player->nextwaypoint) &&
(player->kartstuff[k_respawn] == 0) &&
(K_GetWaypointIsSpawnpoint(bestwaypoint)) && // Don't try to respawn on waypoints that are marked with no respawn
(K_GetWaypointIsShortcut(bestwaypoint) == false) && (K_GetWaypointIsEnabled(bestwaypoint) == true))
(K_GetWaypointIsSpawnpoint(bestwaypoint)) &&
(K_GetWaypointIsEnabled(bestwaypoint) == true))
{
size_t i = 0U;
waypoint_t *aimwaypoint = NULL;
player->starpostx = bestwaypoint->mobj->x >> FRACBITS;
player->starposty = bestwaypoint->mobj->y >> FRACBITS;
player->starpostz = bestwaypoint->mobj->z >> FRACBITS;
player->kartstuff[k_starpostflip] = (bestwaypoint->mobj->flags2 & MF2_OBJECTFLIP);
// starpostangle is to the first valid nextwaypoint for simplicity
// if we reach the last waypoint and it's still not valid, just use it anyway. Someone needs to fix
// their map!
for (i = 0U; i < bestwaypoint->numnextwaypoints; i++)
{
aimwaypoint = bestwaypoint->nextwaypoints[i];
if ((i == bestwaypoint->numnextwaypoints - 1U)
|| ((K_GetWaypointIsEnabled(aimwaypoint) == true)
&& (K_GetWaypointIsSpawnpoint(aimwaypoint) == true)))
{
player->starpostangle = R_PointToAngle2(
bestwaypoint->mobj->x, bestwaypoint->mobj->y, aimwaypoint->mobj->x, aimwaypoint->mobj->y);
break;
}
}
player->respawnvars.wp = bestwaypoint;
}
}
@ -6281,7 +5898,7 @@ void K_UpdateDistanceFromFinishLine(player_t *const player)
{
if ((player != NULL) && (player->mo != NULL))
{
if (player->exiting)
if (player->exiting || player->spectator)
{
player->nextwaypoint = K_GetFinishLineWaypoint();
player->distancetofinish = 0U;
@ -6896,7 +6513,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground)
player->pflags |= PF_ATTACKDOWN;
if (player && player->mo && player->mo->health > 0 && !player->spectator && !(player->exiting || mapreset) && leveltime > starttime
&& player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0 && player->kartstuff[k_respawn] == 0)
&& player->kartstuff[k_spinouttimer] == 0 && player->kartstuff[k_squishedtimer] == 0 && (player->respawnvars.respawnstate == RESPAWNST_NONE))
{
// First, the really specific, finicky items that function without the item being directly in your item slot.
// Karma item dropping

View file

@ -26,8 +26,7 @@ void K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2, boolean bounce, boolean solid)
void K_KartPainEnergyFling(player_t *player);
void K_FlipFromObject(mobj_t *mo, mobj_t *master);
void K_MatchGenericExtraFlags(mobj_t *mo, mobj_t *master);
void K_DoIngameRespawn(player_t *player);
void K_RespawnChecker(player_t *player);
void K_SpawnDashDustRelease(player_t *player);
void K_KartMoveAnimation(player_t *player);
void K_KartPlayerHUDUpdate(player_t *player);
void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);

735
src/k_respawn.c Normal file
View file

@ -0,0 +1,735 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_respawn.c
/// \brief Respawning logic
#include "k_respawn.h"
#include "doomdef.h"
#include "d_player.h"
#include "k_kart.h"
#include "k_battle.h"
#include "g_game.h"
#include "p_local.h"
#include "p_tick.h"
#include "p_setup.h"
#include "r_main.h"
#include "s_sound.h"
#include "p_slopes.h"
#include "r_defs.h"
/*--------------------------------------------------
fixed_t K_RespawnOffset(player_t *player, boolean flip)
See header file for description.
--------------------------------------------------*/
fixed_t K_RespawnOffset(player_t *player, boolean flip)
{
fixed_t z = 0;
if (flip == true)
{
player->mo->flags2 |= MF2_OBJECTFLIP;
player->mo->eflags |= MFE_VERTICALFLIP;
z -= (128 * mapobjectscale) - (player->mo->height);
}
else
{
player->mo->flags2 &= ~MF2_OBJECTFLIP;
player->mo->eflags &= ~MFE_VERTICALFLIP;
z += (128 * mapobjectscale);
}
return z;
}
/*--------------------------------------------------
static void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
Updates a player's respawn variables to go to the provided waypoint.
Input Arguments:-
player - Player to preform for.
waypoint - Waypoint to respawn to.
Return:-
None
--------------------------------------------------*/
static void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
{
if (player == NULL || player->mo == NULL || P_MobjWasRemoved(player->mo))
{
return;
}
if (waypoint == NULL || waypoint->mobj == NULL || P_MobjWasRemoved(waypoint->mobj))
{
return;
}
player->respawnvars.pointx = waypoint->mobj->x;
player->respawnvars.pointy = waypoint->mobj->y;
player->respawnvars.pointz = waypoint->mobj->z;
player->respawnvars.flip = (waypoint->mobj->flags2 & MF2_OBJECTFLIP);
player->respawnvars.pointz += K_RespawnOffset(player, player->respawnvars.flip);
}
/*--------------------------------------------------
void K_DoIngameRespawn(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_DoIngameRespawn(player_t *player)
{
if (!player->mo || P_MobjWasRemoved(player->mo))
{
return;
}
if (player->respawnvars.respawnstate != RESPAWNST_NONE)
{
return;
}
if (leveltime <= starttime)
{
return;
}
player->kartstuff[k_ringboost] = 0;
player->kartstuff[k_driftboost] = 0;
player->kartstuff[k_drift] = 0;
player->kartstuff[k_driftcharge] = 0;
player->kartstuff[k_pogospring] = 0;
// Set up respawn position if invalid
if (player->respawnvars.wp != NULL)
{
K_RespawnAtWaypoint(player, player->respawnvars.wp);
player->respawnvars.distanceleft = (RESPAWN_DIST * mapobjectscale) / FRACUNIT;
}
else
{
UINT32 bestdist = UINT32_MAX;
mapthing_t *beststart = NULL;
UINT8 numstarts = 0;
if (G_RaceGametype())
{
numstarts = numcoopstarts;
}
else if (G_BattleGametype())
{
numstarts = numdmstarts;
}
if (numstarts > 0)
{
UINT8 i = 0;
for (i = 0; i < numstarts; i++)
{
UINT32 dist = UINT32_MAX;
mapthing_t *checkstart = NULL;
if (G_RaceGametype())
{
checkstart = playerstarts[i];
}
else if (G_BattleGametype())
{
checkstart = deathmatchstarts[i];
}
else
{
break;
}
dist = (UINT32)P_AproxDistance((player->mo->x >> FRACBITS) - checkstart->x,
(player->mo->y >> FRACBITS) - checkstart->y);
if (dist < bestdist)
{
beststart = checkstart;
bestdist = dist;
}
}
}
if (beststart == NULL)
{
CONS_Alert(CONS_WARNING, "No respawn points!\n");
player->respawnvars.pointx = 0;
player->respawnvars.pointy = 0;
player->respawnvars.pointz = 0;
player->respawnvars.flip = false;
}
else
{
sector_t *s;
fixed_t z = (beststart->options >> ZSHIFT) * FRACUNIT;
player->respawnvars.pointx = beststart->x << FRACBITS;
player->respawnvars.pointy = beststart->y << FRACBITS;
s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
player->respawnvars.flip = (beststart->options & MTF_OBJECTFLIP);
if (player->respawnvars.flip == true)
{
player->respawnvars.pointz = (
#ifdef ESLOPE
s->c_slope ? P_GetZAt(s->c_slope, player->respawnvars.pointx, player->respawnvars.pointy) :
#endif
s->ceilingheight);
if (z != 0)
{
player->respawnvars.pointz -= z;
}
}
else
{
player->respawnvars.pointz = (
#ifdef ESLOPE
s->f_slope ? P_GetZAt(s->f_slope, player->respawnvars.pointx, player->respawnvars.pointy) :
#endif
s->floorheight);
if (z)
{
player->respawnvars.pointz += z;
}
}
}
player->respawnvars.pointz += K_RespawnOffset(player, player->respawnvars.flip);
player->respawnvars.distanceleft = 0;
}
player->respawnvars.timer = RESPAWN_TIME;
player->respawnvars.respawnstate = RESPAWNST_MOVE;
}
/*--------------------------------------------------
static size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
Returns the index for the next respawn waypoint.
Input Arguments:-
waypoint - Waypoint to look after.
Return:-
An table index for waypoint_t -> nextwaypoints.
--------------------------------------------------*/
static size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
{
size_t i = 0U;
size_t newwaypoint = SIZE_MAX;
// Set to the first valid nextwaypoint, for simplicity's sake.
// If we reach the last waypoint and it's still not valid, just use it anyway. Someone needs to fix their map!
for (i = 0U; i < waypoint->numnextwaypoints; i++)
{
newwaypoint = i;
if ((i == waypoint->numnextwaypoints - 1U)
|| ((K_GetWaypointIsEnabled(waypoint->nextwaypoints[newwaypoint]) == true)
&& (K_GetWaypointIsSpawnpoint(waypoint->nextwaypoints[newwaypoint]) == true)))
{
break;
}
}
return newwaypoint;
}
/*--------------------------------------------------
static void K_MovePlayerToRespawnPoint(player_t *player)
Handles the movement state of the respawn animation.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_MovePlayerToRespawnPoint(player_t *player)
{
const fixed_t realstepamt = (64 * mapobjectscale);
fixed_t stepamt = realstepamt;
vertex_t dest, step, laser;
angle_t stepha, stepva;
fixed_t dist, fulldist;
UINT8 lasersteps = 4;
UINT32 laserdist;
waypoint_t *laserwp;
boolean laserflip;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->powers[pw_flashing] = 2;
player->powers[pw_nocontrol] = 2;
if (leveltime % 8 == 0 && !mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
dest.x = player->respawnvars.pointx;
dest.y = player->respawnvars.pointy;
dest.z = player->respawnvars.pointz;
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - dest.x,
player->mo->y - dest.y),
player->mo->z - dest.z
);
if (dist <= stepamt)
{
// Reduce by the amount we needed to get to this waypoint
stepamt -= dist;
// We've reached the destination point,
P_UnsetThingPosition(player->mo);
player->mo->x = dest.x;
player->mo->y = dest.y;
player->mo->z = dest.z;
P_SetThingPosition(player->mo);
// Find the next waypoint to head towards
if (player->respawnvars.wp != NULL)
{
size_t nwp = K_NextRespawnWaypointIndex(player->respawnvars.wp);
if (nwp == SIZE_MAX)
{
player->respawnvars.respawnstate = RESPAWNST_DROP;
return;
}
// Set angle, regardless of if we're done or not
player->frameangle = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
if ((player->respawnvars.distanceleft == 0)
&& (K_GetWaypointIsSpawnpoint(player->respawnvars.wp) == true))
{
// Alright buddy, that's the end of the ride.
player->respawnvars.respawnstate = RESPAWNST_DROP;
return;
}
if (player->respawnvars.distanceleft > player->respawnvars.wp->nextwaypointdistances[nwp])
{
player->respawnvars.distanceleft -= player->respawnvars.wp->nextwaypointdistances[nwp];
}
else
{
player->respawnvars.distanceleft = 0;
}
player->respawnvars.wp = player->respawnvars.wp->nextwaypoints[nwp];
K_RespawnAtWaypoint(player, player->respawnvars.wp);
dest.x = player->respawnvars.pointx;
dest.y = player->respawnvars.pointy;
dest.z = player->respawnvars.pointz;
}
else
{
// We can now drop!
player->respawnvars.respawnstate = RESPAWNST_DROP;
return;
}
}
stepha = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
stepva = R_PointToAngle2(
0, player->mo->z,
P_AproxDistance(player->mo->x - dest.x, player->mo->y - dest.y), dest.z
);
// Move toward the respawn point
player->frameangle = stepha;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
if (stepamt > 0)
{
player->mo->momx = step.x;
player->mo->momy = step.y;
player->mo->momz = step.z;
}
// NOW THEN, time for loads of dumb duplication!
// "Emulate" the rest of the path, that way we can spawn a particle a certain distance ahead of you.
if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
laserdist = player->respawnvars.distanceleft;
laserwp = player->respawnvars.wp;
laserflip = player->respawnvars.flip;
laser.x = player->mo->x + (step.x / 2);
laser.y = player->mo->y + (step.y / 2);
laser.z = player->mo->z + (step.z / 2);
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
while (lasersteps > 0)
{
if (fulldist <= stepamt)
{
break;
}
if (dist <= stepamt)
{
size_t lnwp;
laser.x = dest.x;
laser.y = dest.y;
laser.z = dest.z;
if (laserdist <= 0)
{
break;
}
lnwp = K_NextRespawnWaypointIndex(laserwp);
if (lnwp == SIZE_MAX)
{
break;
}
if (laserdist > laserwp->nextwaypointdistances[lnwp])
{
laserdist -= laserwp->nextwaypointdistances[lnwp];
}
else
{
laserdist = 0;
}
laserwp = laserwp->nextwaypoints[lnwp];
dest.x = laserwp->mobj->x;
dest.y = laserwp->mobj->y;
dest.z = laserwp->mobj->z;
laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP);
if (laserflip == true)
{
dest.z -= (128 * mapobjectscale) - (player->mo->height);
}
else
{
dest.z += (128 * mapobjectscale);
}
stepamt -= dist;
stepha = R_PointToAngle2(laser.x, laser.y, dest.x, dest.y);
stepva = R_PointToAngle2(0, laser.z, P_AproxDistance(laser.x - dest.x, laser.y - dest.y), dest.z);
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
else if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
if (stepamt > 0)
{
laser.x += step.x;
laser.y += step.y;
laser.z += step.z;
}
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
lasersteps--;
}
if (lasersteps == 0) // Don't spawn them beyond the respawn point.
{
mobj_t *lasermo = P_SpawnMobj(laser.x, laser.y, laser.z + (player->mo->height / 2), MT_DEZLASER);
if (lasermo && !P_MobjWasRemoved(lasermo))
{
P_SetMobjState(lasermo, S_DEZLASER_TRAIL1);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
lasermo->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&lasermo->target, player->mo);
lasermo->angle = stepha + ANGLE_90;
P_SetScale(lasermo, (lasermo->destscale = player->mo->scale));
}
}
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles the visuals for the waiting period,
before you're allowed to Drop Dash.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_DropDashWait(player_t *player)
{
player->respawnvars.timer--;
if (leveltime % 8 == 0)
{
const UINT8 ns = 8;
const angle_t sidediff = FixedAngle((360 / ns) * FRACUNIT);
UINT8 i;
if (!mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
for (i = 0; i < ns; i++)
{
const angle_t newangle = sidediff * i;
vertex_t spawn;
mobj_t *laser;
spawn.x = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale);
spawn.y = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
spawn.z = player->mo->z + player->mo->height;
}
else
{
spawn.z = player->mo->z;
}
laser = P_SpawnMobj(spawn.x, spawn.y, spawn.z, MT_DEZLASER);
if (laser && !P_MobjWasRemoved(laser))
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
laser->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&laser->target, player->mo);
laser->angle = newangle + ANGLE_90;
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
P_SetScale(laser, (laser->destscale = player->mo->scale));
}
}
}
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles input for the Drop Dash maneuver.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_HandleDropDash(player_t *player)
{
ticcmd_t *cmd = &player->cmd;
if (player->kartstuff[k_growshrinktimer] < 0)
{
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = (6*mapobjectscale)/8;
if (cv_kartdebugshrink.value && !modeattacking && !player->bot)
{
player->mo->destscale = (6*player->mo->destscale)/8;
}
}
if (!P_IsObjectOnGround(player->mo))
{
if (mapreset)
{
return;
}
player->powers[pw_flashing] = K_GetKartFlashing(player);
// The old behavior was stupid and prone to accidental usage.
// Let's rip off Mania instead, and turn this into a Drop Dash!
if ((cmd->buttons & BT_ACCELERATE) && !player->kartstuff[k_spinouttimer]) // Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway)
{
player->respawnvars.dropdash++;
}
else
{
player->respawnvars.dropdash = 0;
}
if (player->respawnvars.dropdash == TICRATE/4)
{
S_StartSound(player->mo, sfx_ddash);
}
if ((player->respawnvars.dropdash >= TICRATE/4) && (player->respawnvars.dropdash & 1))
{
player->mo->colorized = true;
}
else
{
player->mo->colorized = false;
}
}
else
{
if ((cmd->buttons & BT_ACCELERATE) && (player->respawnvars.dropdash >= TICRATE/4))
{
S_StartSound(player->mo, sfx_s23c);
player->kartstuff[k_startboost] = 50;
K_SpawnDashDustRelease(player);
}
player->mo->colorized = false;
player->respawnvars.dropdash = 0;
//P_PlayRinglossSound(player->mo);
P_PlayerRingBurst(player, 3);
if (G_BattleGametype())
{
if (player->kartstuff[k_bumper] > 0)
{
if (player->kartstuff[k_bumper] == 1)
{
mobj_t *karmahitbox = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_KARMAHITBOX); // Player hitbox is too small!!
P_SetTarget(&karmahitbox->target, player->mo);
karmahitbox->destscale = player->mo->scale;
P_SetScale(karmahitbox, player->mo->scale);
CONS_Printf(M_GetText("%s lost all of their bumpers!\n"), player_names[player-players]);
}
player->kartstuff[k_bumper]--;
if (K_IsPlayerWanted(player))
K_CalculateBattleWanted();
}
if (!player->kartstuff[k_bumper])
{
player->kartstuff[k_comebacktimer] = comebacktime;
if (player->kartstuff[k_comebackmode] == 2)
{
mobj_t *poof = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->z, MT_EXPLODE);
S_StartSound(poof, mobjinfo[MT_KARMAHITBOX].seesound);
player->kartstuff[k_comebackmode] = 0;
}
}
K_CheckBumpers();
}
player->respawnvars.respawnstate = RESPAWNST_NONE;
}
}
/*--------------------------------------------------
void K_RespawnChecker(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_RespawnChecker(player_t *player)
{
if (player->respawnvars.respawnstate == RESPAWNST_NONE)
{
return;
}
if (player->spectator)
{
player->respawnvars.respawnstate = RESPAWNST_NONE;
return;
}
switch (player->respawnvars.respawnstate)
{
case RESPAWNST_MOVE:
player->mo->momx = player->mo->momy = player->mo->momz = 0;
K_MovePlayerToRespawnPoint(player);
return;
case RESPAWNST_DROP:
player->mo->momx = player->mo->momy = 0;
if (player->respawnvars.timer > 0)
{
player->mo->momz = 0;
K_DropDashWait(player);
}
else
{
K_HandleDropDash(player);
}
return;
default:
player->respawnvars.respawnstate = RESPAWNST_NONE;
return;
}
}

72
src/k_respawn.h Normal file
View file

@ -0,0 +1,72 @@
// SONIC ROBO BLAST 2 KART
//-----------------------------------------------------------------------------
// Copyright (C) 2018-2020 by Kart Krew
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file k_respawn.h
/// \brief Respawning logic
#ifndef __K_RESPAWN__
#define __K_RESPAWN__
#include "k_waypoint.h"
#include "d_player.h"
#define RESPAWN_DIST 1024
#define RESPAWN_TIME 48
#define RESPAWNST_NONE 0
#define RESPAWNST_MOVE 1
#define RESPAWNST_DROP 2
/*--------------------------------------------------
fixed_t K_RespawnOffset(player_t *player, boolean flip);
Updates the player's flip flags, and returns a
Z offset for respawning.
Input Arguments:-
player - Player to preform this for.
flip - false for normal, true for gravity flip.
Return:-
Z position offset.
--------------------------------------------------*/
fixed_t K_RespawnOffset(player_t *player, boolean flip);
/*--------------------------------------------------
void K_DoIngameRespawn(player_t *player);
Starts the respawning animation for the specified player,
updating their respawn variables in preparation.
Input Arguments:-
player - Player to preform this for.
Return:-
None
--------------------------------------------------*/
void K_DoIngameRespawn(player_t *player);
/*--------------------------------------------------
void K_RespawnChecker(player_t *player);
Thinker for the respawning animation.
Input Arguments:-
player - Player to preform this for.
Return:-
true if the player is not supposed to collide with geometry,
otherwise false.
--------------------------------------------------*/
void K_RespawnChecker(player_t *player);
#endif

View file

@ -294,18 +294,8 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->weapondelay);
else if (fastcmp(field,"tossdelay"))
lua_pushinteger(L, plr->tossdelay);
else if (fastcmp(field,"starpostx"))
lua_pushinteger(L, plr->starpostx);
else if (fastcmp(field,"starposty"))
lua_pushinteger(L, plr->starposty);
else if (fastcmp(field,"starpostz"))
lua_pushinteger(L, plr->starpostz);
else if (fastcmp(field,"starpostnum"))
lua_pushinteger(L, plr->starpostnum);
else if (fastcmp(field,"starposttime"))
lua_pushinteger(L, plr->starposttime);
else if (fastcmp(field,"starpostangle"))
lua_pushangle(L, plr->starpostangle);
else if (fastcmp(field,"angle_pos"))
lua_pushangle(L, plr->angle_pos);
else if (fastcmp(field,"old_angle_pos"))
@ -544,18 +534,8 @@ static int player_set(lua_State *L)
plr->weapondelay = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"tossdelay"))
plr->tossdelay = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostx"))
plr->starpostx = (INT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starposty"))
plr->starposty = (INT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostz"))
plr->starpostz = (INT16)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostnum"))
plr->starpostnum = (INT32)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starposttime"))
plr->starposttime = (tic_t)luaL_checkinteger(L, 3);
else if (fastcmp(field,"starpostangle"))
plr->starpostangle = luaL_checkangle(L, 3);
else if (fastcmp(field,"angle_pos"))
plr->angle_pos = luaL_checkangle(L, 3);
else if (fastcmp(field,"old_angle_pos"))

View file

@ -682,13 +682,11 @@ void Command_Savecheckpoint_f(void)
REQUIRE_INLEVEL;
REQUIRE_SINGLEPLAYER;
players[consoleplayer].starposttime = players[consoleplayer].realtime;
players[consoleplayer].starpostx = players[consoleplayer].mo->x>>FRACBITS;
players[consoleplayer].starposty = players[consoleplayer].mo->y>>FRACBITS;
players[consoleplayer].starpostz = players[consoleplayer].mo->floorz>>FRACBITS;
players[consoleplayer].starpostangle = players[consoleplayer].mo->angle;
players[consoleplayer].respawnvars.pointx = players[consoleplayer].mo->x;
players[consoleplayer].respawnvars.pointy = players[consoleplayer].mo->y;
players[consoleplayer].respawnvars.pointz = players[consoleplayer].mo->floorz;
CONS_Printf(M_GetText("Temporary checkpoint created at %d, %d, %d\n"), players[consoleplayer].starpostx, players[consoleplayer].starposty, players[consoleplayer].starpostz);
CONS_Printf(M_GetText("Temporary checkpoint created at %d, %d, %d\n"), players[consoleplayer].respawnvars.pointx, players[consoleplayer].respawnvars.pointy, players[consoleplayer].respawnvars.pointz);
}
// Like M_GetAllEmeralds() but for console devmode junkies.

View file

@ -26,6 +26,7 @@
#include "k_kart.h" // SRB2kart
#include "k_waypoint.h"
#include "k_battle.h"
#include "k_respawn.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
@ -5638,10 +5639,8 @@ void A_MixUp(mobj_t *actor)
INT32 transspeed; //player speed
// Starpost stuff
INT16 starpostx, starposty, starpostz;
fixed_t starpostx, starposty, starpostz;
INT32 starpostnum;
tic_t starposttime;
angle_t starpostangle;
INT32 mflags2;
@ -5680,22 +5679,20 @@ void A_MixUp(mobj_t *actor)
z = players[one].mo->z;
angle = players[one].mo->angle;
starpostx = players[one].starpostx;
starposty = players[one].starposty;
starpostz = players[one].starpostz;
starpostangle = players[one].starpostangle;
starpostx = players[one].respawnvars.pointx;
starposty = players[one].respawnvars.pointy;
starpostz = players[one].respawnvars.pointz;
starpostnum = players[one].starpostnum;
starposttime = players[one].starposttime;
mflags2 = players[one].mo->flags2;
P_MixUp(players[one].mo, players[two].mo->x, players[two].mo->y, players[two].mo->z, players[two].mo->angle,
players[two].starpostx, players[two].starposty, players[two].starpostz,
players[two].starpostnum, players[two].starposttime, players[two].starpostangle,
players[two].respawnvars.pointx, players[two].respawnvars.pointy, players[two].respawnvars.pointz,
players[two].starpostnum, 0, 0,
players[two].mo->flags2);
P_MixUp(players[two].mo, x, y, z, angle, starpostx, starposty, starpostz,
starpostnum, starposttime, starpostangle,
starpostnum, 0, 0,
mflags2);
//flags set after mixup. Stupid P_ResetPlayer() takes away some of the flags we look for...
@ -5720,10 +5717,8 @@ void A_MixUp(mobj_t *actor)
INT32 transspeed[MAXPLAYERS]; //player speed
// Star post stuff
INT16 spposition[MAXPLAYERS][3];
fixed_t spposition[MAXPLAYERS][3];
INT32 starpostnum[MAXPLAYERS];
tic_t starposttime[MAXPLAYERS];
angle_t starpostangle[MAXPLAYERS];
INT32 flags2[MAXPLAYERS];
@ -5754,12 +5749,10 @@ void A_MixUp(mobj_t *actor)
transspeed[counter] = players[i].speed;
transtracer[counter] = players[i].mo->tracer;
spposition[counter][0] = players[i].starpostx;
spposition[counter][1] = players[i].starposty;
spposition[counter][2] = players[i].starpostz;
spposition[counter][0] = players[i].respawnvars.pointx;
spposition[counter][1] = players[i].respawnvars.pointy;
spposition[counter][2] = players[i].respawnvars.pointz;
starpostnum[counter] = players[i].starpostnum;
starposttime[counter] = players[i].starposttime;
starpostangle[counter] = players[i].starpostangle;
flags2[counter] = players[i].mo->flags2;
@ -5799,7 +5792,7 @@ void A_MixUp(mobj_t *actor)
P_MixUp(players[i].mo, position[teleportfrom][0], position[teleportfrom][1], position[teleportfrom][2], anglepos[teleportfrom],
spposition[teleportfrom][0], spposition[teleportfrom][1], spposition[teleportfrom][2],
starpostnum[teleportfrom], starposttime[teleportfrom], starpostangle[teleportfrom],
starpostnum[teleportfrom], 0, 0,
flags2[teleportfrom]);
//...flags after. same reasoning.
@ -8612,7 +8605,7 @@ void A_SPBChase(mobj_t *actor)
if (players[i].mo->health <= 0)
continue; // dead
if (players[i].kartstuff[k_respawn])
if (players[i].respawnvars.respawnstate != RESPAWNST_NONE)
continue;*/ // respawning
if (players[i].kartstuff[k_position] < bestrank)
@ -8789,7 +8782,7 @@ void A_SPBChase(mobj_t *actor)
actor->lastlook = -1; // Just make sure this is reset
if (!player || !player->mo || player->mo->health <= 0 || player->kartstuff[k_respawn])
if (!player || !player->mo || player->mo->health <= 0 || (player->respawnvars.respawnstate != RESPAWNST_NONE))
{
// No one there? Completely STOP.
actor->momx = actor->momy = actor->momz = 0;

View file

@ -1428,8 +1428,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
case MT_STARPOST:
if (player->bot)
return;
//
// SRB2kart: make sure the player will have enough checkpoints to touch
if (circuitmap && special->health - player->starpostnum > 1)
{
// blatant reuse of a variable that's normally unused in circuit
@ -1449,11 +1448,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->starpostnum >= special->health)
return; // Already hit this post
// Save the player's time and position.
player->starposttime = player->realtime; //this makes race mode's timers work correctly whilst not affecting sp -x
player->starpostnum = special->health;
//S_StartSound(toucher, special->info->painsound);
return;
case MT_FAKEMOBILE:

View file

@ -26,6 +26,7 @@
#include "w_wad.h"
#include "k_kart.h" // SRB2kart 011617
#include "k_collide.h"
#include "k_respawn.h"
#include "hu_stuff.h" // SRB2kart
#include "i_system.h" // SRB2kart

View file

@ -38,6 +38,7 @@
#include "k_kart.h"
#include "k_battle.h"
#include "k_color.h"
#include "k_respawn.h"
// protos.
//static CV_PossibleValue_t viewheight_cons_t[] = {{16, "MIN"}, {56, "MAX"}, {0, NULL}};
@ -11877,7 +11878,7 @@ void P_SpawnPlayer(INT32 playernum)
// Spawn with a pity shield if necessary.
//P_DoPityCheck(p);
if (p->kartstuff[k_respawn] != 0)
if (p->respawnvars.respawnstate != RESPAWNST_NONE)
p->mo->flags |= MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY;
if (G_BattleGametype()) // SRB2kart
@ -12025,16 +12026,12 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
z = ceiling - mobjinfo[MT_PLAYER].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (p->kartstuff[k_respawn])
z -= 128*mapobjectscale;
}
else
{
z = floor;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (p->kartstuff[k_respawn])
z += 128*mapobjectscale;
}
if (mthing->options & MTF_OBJECTFLIP) // flip the player!
@ -12046,6 +12043,11 @@ void P_MovePlayerToSpawn(INT32 playernum, mapthing_t *mthing)
else
z = floor;
if (p->respawnvars.respawnstate != RESPAWNST_NONE)
{
z += K_RespawnOffset(p, (mthing->options & MTF_OBJECTFLIP));
}
if (z < floor)
z = floor;
else if (z > ceiling - mobjinfo[MT_PLAYER].height)
@ -12078,9 +12080,11 @@ void P_MovePlayerToStarpost(INT32 playernum)
mobj_t *mobj = p->mo;
I_Assert(mobj != NULL);
K_DoIngameRespawn(p);
P_UnsetThingPosition(mobj);
mobj->x = p->starpostx << FRACBITS;
mobj->y = p->starposty << FRACBITS;
mobj->x = p->respawnvars.pointx;
mobj->y = p->respawnvars.pointy;
P_SetThingPosition(mobj);
sector = R_PointInSubsector(mobj->x, mobj->y)->sector;
@ -12095,12 +12099,7 @@ void P_MovePlayerToStarpost(INT32 playernum)
#endif
sector->ceilingheight;
if (mobj->player->kartstuff[k_starpostflip])
z = (p->starpostz<<FRACBITS) - (128 * mapobjectscale) - mobj->height;
else
z = (p->starpostz<<FRACBITS) + (128 * mapobjectscale);
mobj->player->kartstuff[k_starpostflip] = 0;
z = p->respawnvars.pointz;
if (z < floor)
z = floor;
@ -12114,12 +12113,7 @@ void P_MovePlayerToStarpost(INT32 playernum)
if (mobj->z == mobj->floorz)
mobj->eflags |= MFE_ONGROUND;
mobj->angle = p->starpostangle;
P_AfterPlayerSpawn(playernum);
//if (!(netgame || multiplayer))
// leveltime = p->starposttime;
}
#define MAXHUNTEMERALDS 64

View file

@ -188,6 +188,7 @@ static void P_NetArchivePlayers(void)
WRITEINT16(save_p, players[i].totalring);
WRITEUINT32(save_p, players[i].realtime);
WRITEUINT8(save_p, players[i].laps);
WRITEINT32(save_p, players[i].starpostnum);
////////////////////
// CTF Mode Stuff //
@ -198,13 +199,6 @@ static void P_NetArchivePlayers(void)
WRITEINT32(save_p, players[i].weapondelay);
WRITEINT32(save_p, players[i].tossdelay);
WRITEUINT32(save_p, players[i].starposttime);
WRITEINT16(save_p, players[i].starpostx);
WRITEINT16(save_p, players[i].starposty);
WRITEINT16(save_p, players[i].starpostz);
WRITEINT32(save_p, players[i].starpostnum);
WRITEANGLE(save_p, players[i].starpostangle);
WRITEANGLE(save_p, players[i].angle_pos);
WRITEANGLE(save_p, players[i].old_angle_pos);
@ -368,6 +362,7 @@ static void P_NetUnArchivePlayers(void)
players[i].totalring = READINT16(save_p); // Total number of rings obtained for Race Mode
players[i].realtime = READUINT32(save_p); // integer replacement for leveltime
players[i].laps = READUINT8(save_p); // Number of laps (optional)
players[i].starpostnum = READINT32(save_p);
////////////////////
// CTF Mode Stuff //
@ -378,13 +373,6 @@ static void P_NetUnArchivePlayers(void)
players[i].weapondelay = READINT32(save_p);
players[i].tossdelay = READINT32(save_p);
players[i].starposttime = READUINT32(save_p);
players[i].starpostx = READINT16(save_p);
players[i].starposty = READINT16(save_p);
players[i].starpostz = READINT16(save_p);
players[i].starpostnum = READINT32(save_p);
players[i].starpostangle = READANGLE(save_p);
players[i].angle_pos = READANGLE(save_p);
players[i].old_angle_pos = READANGLE(save_p);

View file

@ -3250,13 +3250,7 @@ boolean P_SetupLevel(boolean skipprecip)
else // gametype is GT_COOP or GT_RACE
{
players[i].mo = NULL;
if (players[i].starposttime)
{
G_SpawnPlayer(i, true);
}
else
G_SpawnPlayer(i, false);
G_SpawnPlayer(i, (players[i].starpostnum != 0));
}
}

View file

@ -37,6 +37,7 @@
#include "k_kart.h" // SRB2kart
#include "console.h" // CON_LogMessage
#include "k_respawn.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
@ -2111,7 +2112,6 @@ static void K_HandleLapIncrement(player_t *player)
curlap = 0;
}
player->starposttime = player->realtime;
player->starpostnum = 0;
if (P_IsDisplayPlayer(player))

View file

@ -38,6 +38,9 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
const INT32 takeflags2 = MF2_TWOD|MF2_OBJECTFLIP;
UINT8 i;
(void)starposttime;
(void)starpostangle;
// the move is ok,
// so link the thing into its new position
P_UnsetThingPosition(thing);
@ -92,11 +95,9 @@ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
thing->player->speed = 0;
// Starpost information
thing->player->starpostx = starpostx;
thing->player->starposty = starposty;
thing->player->starpostz = starpostz;
thing->player->starposttime = starposttime;
thing->player->starpostangle = starpostangle;
thing->player->respawnvars.pointx = starpostx;
thing->player->respawnvars.pointy = starposty;
thing->player->respawnvars.pointz = starpostz;
thing->player->starpostnum = starpostnum;
P_ResetPlayer(thing->player);

View file

@ -47,6 +47,7 @@
#include "m_cond.h" // M_UpdateUnlockablesAndExtraEmblems
#include "k_kart.h"
#include "console.h" // CON_LogMessage
#include "k_respawn.h"
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
@ -5772,7 +5773,7 @@ static void P_MovePlayer(player_t *player)
// Kart: store the current turn range for later use
if ((player->mo && player->speed > 0) // Moving
|| (leveltime > starttime && (cmd->buttons & BT_ACCELERATE && cmd->buttons & BT_BRAKE)) // Rubber-burn turn
|| (player->kartstuff[k_respawn]) // Respawning
|| (player->respawnvars.respawnstate != RESPAWNST_NONE) // Respawning
|| (player->spectator || objectplacing)) // Not a physical player
{
player->lturn_max[leveltime%MAXPREDICTTICS] = K_GetKartTurnValue(player, KART_FULLTURN)+1;
@ -8607,19 +8608,34 @@ void P_PlayerThink(player_t *player)
player->linkcount = 0;
}
// Move around.
// Reactiontime is used to prevent movement
// for a bit after a teleport.
if (player->mo->reactiontime)
if (player->respawnvars.respawnstate != RESPAWNST_NONE)
{
K_RespawnChecker(player);
player->rmomx = player->rmomy = 0;
if (player->respawnvars.respawnstate == RESPAWNST_DROP)
{
// Allows some turning
P_MovePlayer(player);
}
}
else if (player->mo->reactiontime)
{
// Reactiontime is used to prevent movement
// for a bit after a teleport.
player->mo->reactiontime--;
}
else if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
{
P_DoZoomTube(player);
player->rmomx = player->rmomy = 0; // no actual momentum from your controls
player->rmomx = player->rmomy = 0;
P_ResetScore(player);
}
else
{
// Move around.
P_MovePlayer(player);
}
if (!player->mo)
return; // P_MovePlayer removed player->mo.
@ -8796,7 +8812,7 @@ void P_PlayerThink(player_t *player)
if (!(//player->pflags & PF_NIGHTSMODE ||
player->kartstuff[k_hyudorotimer] // SRB2kart - fixes Hyudoro not flashing when it should.
|| player->kartstuff[k_growshrinktimer] > 0 // Grow doesn't flash either.
|| player->kartstuff[k_respawn] // Respawn timer (for drop dash effect)
|| (player->respawnvars.respawnstate != RESPAWNST_NONE) // Respawn timer (for drop dash effect)
|| (player->pflags & PF_TIMEOVER) // NO CONTEST explosion
|| (G_BattleGametype() && player->kartstuff[k_bumper] <= 0 && player->kartstuff[k_comebacktimer])
|| leveltime < starttime)) // Level intro