mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Checkpoints: add object configuration, collision, animations
This commit handles everything except actually respawning
the player at a checkpoint.
- Checkpoints are formed by two checkpoint things (2030):
- thingarg0 - The ID for the checkpoint. Must be the
same for these two things, and these two
things only. ID cannot be 0.
- angle - The direction the player is intended to face
after respawning. Must be the same for both
things.
- Each checkpoint thing is a starpost with a stick and an
orb at the end.
- By default, the sticks are lowered to horizontal and
face toward the opposite starpost.
- Rainbow tether sparkles form a field between the two
starposts.
- When a player crosses between these two starposts, each
spins in the direction that the player crossed. The
sparkles also fly out in that direction.
- Over time the sticks pivot upward.
- When the starposts are done spinning, the sticks will be
pointing straight upward.
- Orb at the end of the stick begins flashing when the
starpost is done spinnning.
- Players may cross multiple checkpoints.
- When this happens, any previously activated checkpoint
will have its stick lowered back to horizontal, and its
orb will stop flashing.
This commit is contained in:
parent
11fee625f5
commit
e83923a365
6 changed files with 635 additions and 0 deletions
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@ -214,6 +214,17 @@ void Obj_EmeraldFlareThink(mobj_t *flare);
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void Obj_BeginEmeraldOrbit(mobj_t *emerald, mobj_t *target, fixed_t radius, INT32 revolution_time, tic_t fuse);
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void Obj_GiveEmerald(mobj_t *emerald);
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/* Checkpoints */
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void Obj_ResetCheckpoints(void);
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void Obj_LinkCheckpoint(mobj_t *end);
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void Obj_UnlinkCheckpoint(mobj_t *end);
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void Obj_CheckpointThink(mobj_t *end);
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void Obj_CrossCheckpoints(player_t *player, fixed_t old_x, fixed_t old_y);
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mobj_t *Obj_FindCheckpoint(INT32 id);
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boolean Obj_GetCheckpointRespawnPosition(const mobj_t *checkpoint, vector3_t *return_pos);
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angle_t Obj_GetCheckpointRespawnAngle(const mobj_t *checkpoint);
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void Obj_ActivateCheckpointInstantly(mobj_t* mobj);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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@ -28,4 +28,5 @@ target_sources(SRB2SDL2 PRIVATE
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dash-rings.c
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sneaker-panel.c
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emerald.c
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checkpoint.cpp
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)
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598
src/objects/checkpoint.cpp
Normal file
598
src/objects/checkpoint.cpp
Normal file
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@ -0,0 +1,598 @@
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// DR. ROBOTNIK'S RING RACERS
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//-----------------------------------------------------------------------------
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// Copyright (C) 2023 by James Robert Roman
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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#include <algorithm>
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#include <vector>
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#include <fmt/format.h>
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#include "../doomdef.h"
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#include "../doomtype.h"
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#include "../info.h"
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#include "../k_color.h"
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#include "../k_kart.h"
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#include "../k_objects.h"
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#include "../m_bbox.h"
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#include "../m_fixed.h"
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#include "../m_random.h"
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#include "../p_local.h"
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#include "../p_maputl.h"
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#include "../p_mobj.h"
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#include "../p_setup.h"
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#include "../p_tick.h"
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#include "../r_defs.h"
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#include "../r_main.h"
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#include "../s_sound.h"
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#include "../sounds.h"
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#include "../tables.h"
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#define checkpoint_id(o) ((o)->thing_args[0])
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#define checkpoint_other(o) ((o)->target)
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#define checkpoint_orb(o) ((o)->tracer)
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#define checkpoint_arm(o) ((o)->hnext)
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#define checkpoint_var(o) ((o)->movedir)
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#define checkpoint_speed(o) ((o)->movecount)
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#define checkpoint_speed_multiplier(o) ((o)->movefactor)
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#define checkpoint_reverse(o) ((o)->reactiontime)
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namespace
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{
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struct LineOnDemand : line_t
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{
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LineOnDemand(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2) :
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line_t {
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.v1 = &v1_data_,
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.dx = x2 - x1,
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.dy = y2 - y1,
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.bbox = {std::max(y1, y2), std::min(y1, y2), std::min(x1, x2), std::max(x1, x2)},
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},
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v1_data_ {.x = x1, .y = y1}
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{
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}
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LineOnDemand(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, fixed_t r) : LineOnDemand(x1, y1, x2, y2)
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{
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bbox[BOXTOP] += r;
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bbox[BOXBOTTOM] -= r;
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bbox[BOXLEFT] -= r;
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bbox[BOXRIGHT] += r;
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}
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bool overlaps(const LineOnDemand& other) const
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{
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return bbox[BOXTOP] >= other.bbox[BOXBOTTOM] && bbox[BOXBOTTOM] <= other.bbox[BOXTOP] &&
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bbox[BOXLEFT] <= other.bbox[BOXRIGHT] && bbox[BOXRIGHT] >= other.bbox[BOXLEFT];
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}
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private:
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vertex_t v1_data_;
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};
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struct Checkpoint : mobj_t
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{
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static constexpr int kArmLength = 59;
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static constexpr int kOrbRadius = 21;
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static constexpr int kCookieRadius = 19;
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static constexpr int kOrbitDistance = kCookieRadius + kArmLength + kOrbRadius;
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static constexpr fixed_t kBaseSpeed = FRACUNIT/35;
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static constexpr fixed_t kMinSpeedMultiplier = FRACUNIT/2;
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static constexpr fixed_t kMaxSpeedMultiplier = 3*FRACUNIT/2;
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static constexpr fixed_t kSpeedMultiplierRange = kMaxSpeedMultiplier - kMinSpeedMultiplier;
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static constexpr fixed_t kMinPivotDelay = FRACUNIT/2;
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static constexpr int kSparkleOffset = 10;
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static constexpr int kSparkleZ = 34;
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static constexpr int kSparkleRadius = 12;
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static constexpr int kSparkleAroundRadius = 128;
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static constexpr int kSparkleAroundCircumfrence = kSparkleAroundRadius * M_TAU_FIXED;
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static constexpr int kSparkleAroundCount = kSparkleAroundCircumfrence / kSparkleRadius / FRACUNIT;
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struct Orb : mobj_t
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{
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void afterimages()
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{
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mobj_t* ghost = P_SpawnGhostMobj(this);
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// Flickers every frame
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ghost->extravalue1 = 1;
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ghost->extravalue2 = 2;
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ghost->tics = 8;
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}
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};
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struct Arm : mobj_t {};
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INT32 id() const { return checkpoint_id(this); }
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Checkpoint* other() const { return static_cast<Checkpoint*>(checkpoint_other(this)); }
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void other(Checkpoint* n) { P_SetTarget(&checkpoint_other(this), n); }
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Orb* orb() const { return static_cast<Orb*>(checkpoint_orb(this)); }
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void orb(Orb* n) { P_SetTarget(&checkpoint_orb(this), n); }
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Arm* arm() const { return static_cast<Arm*>(checkpoint_arm(this)); }
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void arm(Arm* n) { P_SetTarget(&checkpoint_arm(this), n); }
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fixed_t var() const { return checkpoint_var(this); }
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void var(fixed_t n) { checkpoint_var(this) = n; }
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fixed_t speed() const { return checkpoint_speed(this); }
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void speed(fixed_t n) { checkpoint_speed(this) = n; }
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fixed_t speed_multiplier() const { return checkpoint_speed_multiplier(this); }
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void speed_multiplier(fixed_t n) { checkpoint_speed_multiplier(this) = n; }
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bool reverse() const { return checkpoint_reverse(this); }
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void reverse(bool n) { checkpoint_reverse(this) = n; }
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// Valid to use as an alpha.
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bool valid() const
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{
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auto f = [](const mobj_t* th) { return !P_MobjWasRemoved(th); };
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return f(this) && f(other()) && f(orb()) && f(arm());
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}
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bool activated() const { return var(); }
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// Line between A and B things.
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LineOnDemand crossing_line() const { return LineOnDemand(x, y, other()->x, other()->y, radius); }
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// Middle between A and B.
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vector3_t center_position() const
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{
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return {x + ((other()->x - x) / 2), y + ((other()->y - y) / 2), z + ((other()->z - z) / 2)};
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}
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void gingerbread()
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{
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P_InstaScale(this, 3 * scale / 2);
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orb(new_piece<Orb>(S_CHECKPOINT_ORB_DEAD));
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orb()->whiteshadow = true;
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arm(new_piece<Arm>(S_CHECKPOINT_ARM));
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deactivate();
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}
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void animate()
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{
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orient();
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pull();
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if (speed())
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{
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var(var() + speed());
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if (!clip_var())
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{
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speed(speed() - FixedDiv(speed() / 50, std::max(speed_multiplier(), 1)));
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}
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}
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else if (!activated())
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{
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sparkle_between(0);
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}
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}
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void twirl(angle_t dir, fixed_t multiplier)
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{
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var(0);
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speed_multiplier(std::clamp(multiplier, kMinSpeedMultiplier, kMaxSpeedMultiplier));
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speed(FixedDiv(kBaseSpeed, speed_multiplier()));
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reverse(AngleDeltaSigned(angle_to_other(), dir) > 0);
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sparkle_between(FixedMul(80 * mapobjectscale, multiplier));
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}
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void untwirl()
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{
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speed_multiplier(kMinSpeedMultiplier);
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speed(FixedDiv(-(kBaseSpeed), speed_multiplier()));
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}
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void activate()
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{
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var(FRACUNIT - 1);
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speed(0);
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P_SetMobjState(orb(), S_CHECKPOINT_ORB_LIVE);
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orb()->shadowscale = 0;
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}
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void deactivate()
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{
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var(0);
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speed(0);
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P_SetMobjState(orb(), S_CHECKPOINT_ORB_DEAD);
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orb()->shadowscale = FRACUNIT/2;
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}
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void sparkle_around_center()
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{
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const vector3_t pos = center_position();
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fixed_t mom = 5 * scale;
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for (angle_t a = 0;;)
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{
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spawn_sparkle({pos.x + FixedMul(mom, FCOS(a)), pos.y + FixedMul(mom, FSIN(a)), pos.z}, mom, 20 * scale, a);
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angle_t turn = a + (ANGLE_MAX / kSparkleAroundCount);
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if (turn < a) // overflowed a full 360 degrees
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{
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break;
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}
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a = turn;
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}
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}
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private:
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static angle_t to_angle(fixed_t f) { return FixedAngle((f & FRACMASK) * 360); }
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template <typename T>
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T* new_piece(statenum_t state)
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{
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mobj_t* x = P_SpawnMobjFromMobj(this, 0, 0, 0, MT_THOK);
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P_SetMobjState(x, state);
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return static_cast<T*>(x);
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}
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angle_t angle_to_other() const { return R_PointToAngle2(x, y, other()->x, other()->y); }
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angle_t facing_angle() const { return angle_to_other() + ANGLE_90; }
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angle_t pivot() const
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{
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fixed_t pos = FixedMul(
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FixedDiv(speed_multiplier() - kMinSpeedMultiplier, kSpeedMultiplierRange),
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kMinPivotDelay
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);
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return to_angle(FixedDiv(std::max(var(), pos) - pos, FRACUNIT - pos)) / 4;
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}
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void orient()
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{
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angle_t facing = facing_angle();
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if (speed() >= 0)
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{
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fixed_t range = FRACUNIT + FixedRound((speed_multiplier() - kMinSpeedMultiplier) * 6);
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angle = facing + (to_angle(FixedMul(var(), range)) * (reverse() ? -1 : 1));
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}
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arm()->angle = angle - ANGLE_90;
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arm()->rollangle = -(ANGLE_90) + pivot();
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}
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void pull()
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{
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fixed_t r = kOrbitDistance * scale;
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fixed_t xy = FixedMul(r, FCOS(pivot()));
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P_MoveOrigin(
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orb(),
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x + FixedMul(xy, FCOS(arm()->angle)),
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y + FixedMul(xy, FSIN(arm()->angle)),
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P_GetMobjHead(this) + (FixedMul(r, FSIN(pivot())) * P_MobjFlip(this))
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);
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P_MoveOrigin(arm(), orb()->x, orb()->y, orb()->z);
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if (speed())
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{
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orb()->afterimages();
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}
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}
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void spawn_sparkle(const vector3_t& pos, fixed_t xy_momentum, fixed_t z_momentum, angle_t dir)
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{
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auto rng = [=](int units) { return P_RandomRange(PR_DECORATION, -(units) * scale, +(units) * scale); };
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// From K_DrawDraftCombiring
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mobj_t* p = P_SpawnMobjFromMobjUnscaled(
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this,
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(pos.x - x) + rng(12),
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(pos.y - y) + rng(12),
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(pos.z - z) + rng(24),
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MT_SIGNSPARKLE
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);
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P_SetMobjState(p, static_cast<statenum_t>(S_CHECKPOINT_SPARK1 + (leveltime % 11)));
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p->colorized = true;
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if (xy_momentum)
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{
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P_Thrust(p, dir, xy_momentum);
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p->momz = P_RandomKey(PR_DECORATION, std::max(z_momentum, 1));
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p->destscale = 0;
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p->scalespeed = p->scale / 35;
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p->color = SKINCOLOR_ULTRAMARINE;
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p->fuse = 0;
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// Something lags at the start of the level. The
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// timing is inconsistent, so this value is
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// vibes-based.
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constexpr int kIntroDelay = 8;
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if (leveltime < kIntroDelay)
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{
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p->hitlag = kIntroDelay;
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}
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}
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else
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{
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p->color = K_RainbowColor(leveltime);
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p->fuse = 2;
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}
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}
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void sparkle_between(fixed_t momentum)
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{
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angle_t a = angle_to_other();
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if (a < ANGLE_180)
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{
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// Let's only do it for one of the two.
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return;
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}
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angle_t dir = a - (reverse() ? ANGLE_90 : -(ANGLE_90));
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fixed_t r = kSparkleRadius * scale;
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fixed_t ofs = (kSparkleOffset * scale) + r;
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fixed_t between = R_PointToDist2(x, y, other()->x, other()->y);
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for (; ofs < between; ofs += 2 * r)
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{
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spawn_sparkle(
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{x + FixedMul(ofs, FCOS(a)), y + FixedMul(ofs, FSIN(a)), z + (kSparkleZ * scale)},
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momentum,
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momentum / 2,
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dir
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);
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}
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}
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bool clip_var()
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{
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if (speed() > 0)
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{
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if (var() >= FRACUNIT)
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{
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activate();
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return true;
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}
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}
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else
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{
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if (var() < 0)
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{
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deactivate();
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return true;
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}
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}
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return false;
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}
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};
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struct CheckpointManager
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{
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auto begin() { return vec_.begin(); }
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auto end() { return vec_.end(); }
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auto find(INT32 id) { return std::find_if(begin(), end(), [id](Checkpoint* chk) { return chk->id() == id; }); }
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void push_back(Checkpoint* chk) { vec_.push_back(chk); }
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void erase(const Checkpoint* chk)
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{
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if (auto it = std::find(vec_.begin(), vec_.end(), chk); it != end())
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{
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vec_.erase(it);
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}
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}
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private:
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std::vector<Checkpoint*> vec_;
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};
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CheckpointManager g_checkpoints;
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}; // namespace
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void Obj_ResetCheckpoints(void)
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{
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g_checkpoints = {};
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}
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void Obj_LinkCheckpoint(mobj_t* end)
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{
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auto chk = static_cast<Checkpoint*>(end);
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if (chk->spawnpoint && chk->id() == 0)
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{
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auto msg = fmt::format(
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"Checkpoint thing (index #{}, thing type {}) has an invalid ID! ID must not be 0.\n",
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chk->spawnpoint - mapthings,
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chk->spawnpoint->type
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);
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CONS_Alert(CONS_WARNING, msg.c_str());
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return;
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}
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if (auto it = g_checkpoints.find(chk->id()); it != g_checkpoints.end())
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{
|
||||
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();
|
||||
}
|
||||
}
|
||||
10
src/p_map.c
10
src/p_map.c
|
|
@ -3088,6 +3088,16 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff, Try
|
|||
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)
|
||||
|
|
|
|||
14
src/p_mobj.c
14
src/p_mobj.c
|
|
@ -6728,6 +6728,9 @@ static void P_MobjSceneryThink(mobj_t *mobj)
|
|||
case MT_ARKARROW:
|
||||
Obj_ArkArrowThink(mobj);
|
||||
break;
|
||||
case MT_CHECKPOINT_END:
|
||||
Obj_CheckpointThink(mobj);
|
||||
break;
|
||||
case MT_SCRIPT_THING:
|
||||
{
|
||||
if (mobj->thing_args[2] != 0)
|
||||
|
|
@ -10416,6 +10419,7 @@ static void P_DefaultMobjShadowScale(mobj_t *thing)
|
|||
case MT_CDUFO:
|
||||
case MT_BATTLEUFO:
|
||||
case MT_SPRAYCAN:
|
||||
case MT_CHECKPOINT_END:
|
||||
thing->shadowscale = FRACUNIT;
|
||||
break;
|
||||
case MT_SMALLMACE:
|
||||
|
|
@ -11293,6 +11297,11 @@ void P_RemoveMobj(mobj_t *mobj)
|
|||
Obj_UnlinkBattleUFOSpawner(mobj);
|
||||
break;
|
||||
}
|
||||
case MT_CHECKPOINT_END:
|
||||
{
|
||||
Obj_UnlinkCheckpoint(mobj);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
break;
|
||||
|
|
@ -13633,6 +13642,11 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj)
|
|||
Obj_SneakerPanelSpawnerSetup(mobj, mthing);
|
||||
break;
|
||||
}
|
||||
case MT_CHECKPOINT_END:
|
||||
{
|
||||
Obj_LinkCheckpoint(mobj);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -236,6 +236,7 @@ void P_InitThinkers(void)
|
|||
}
|
||||
|
||||
Obj_ResetUFOSpawners();
|
||||
Obj_ResetCheckpoints();
|
||||
}
|
||||
|
||||
// Adds a new thinker at the end of the list.
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue