From c98ff9616b8e271ea7b6ba465f9aa8914efd83cd Mon Sep 17 00:00:00 2001 From: lachablock Date: Sat, 8 Jan 2022 22:14:29 +1100 Subject: [PATCH 01/18] Start Ring Shooter respawn: while e-braking, enter the respawn command to spawn a Ring Shooter. Currently purely visual and does not despawn. Steals the player's face for funsies. --- src/d_netcmd.c | 5 +- src/deh_tables.c | 15 ++++++ src/info.c | 120 +++++++++++++++++++++++++++++++++++++++++++++++ src/info.h | 20 ++++++++ src/k_kart.c | 85 +++++++++++++++++++++++++++++++++ src/k_kart.h | 1 + src/p_enemy.c | 47 +++++++++++++++++++ src/p_mobj.c | 22 +++++++++ 8 files changed, 314 insertions(+), 1 deletion(-) diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 5b3a9124f..4a83f9b27 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -3366,7 +3366,10 @@ static void Got_Respawn(UINT8 **cp, INT32 playernum) if (!P_IsObjectOnGround(players[respawnplayer].mo)) return; - P_DamageMobj(players[respawnplayer].mo, NULL, NULL, 1, DMG_DEATHPIT); + if (K_PlayerEBrake(&players[respawnplayer])) + K_SpawnRingShooter(&players[respawnplayer]); + else + P_DamageMobj(players[respawnplayer].mo, NULL, NULL, 1, DMG_DEATHPIT); demo_extradata[playernum] |= DXD_RESPAWN; } } diff --git a/src/deh_tables.c b/src/deh_tables.c index bdb74b55b..b5746272d 100644 --- a/src/deh_tables.c +++ b/src/deh_tables.c @@ -326,6 +326,7 @@ actionpointer_t actionpointers[] = {{A_FlameShieldPaper}, "A_FLAMESHIELDPAPER"}, {{A_InvincSparkleRotate}, "A_INVINCSPARKLEROTATE"}, {{A_SpawnItemDebrisCloud}, "A_SPAWNITEMDEBRISCLOUD"}, + {{A_RingShooterFace}, "A_RINGSHOOTERFACE"}, {{NULL}, "NONE"}, @@ -3867,6 +3868,15 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi "S_SMOOTHLANDING", + // DEZ Ring Shooter + "S_TIREGRABBER", + "S_RINGSHOOTER_SIDE", + "S_RINGSHOOTER_NIPPLES", + "S_RINGSHOOTER_SCREEN", + "S_RINGSHOOTER_NUMBERBACK", + "S_RINGSHOOTER_NUMBERFRONT", + "S_RINGSHOOTER_FACE", + // DEZ respawn laser "S_DEZLASER", "S_DEZLASER_TRAIL1", @@ -5433,6 +5443,11 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t "MT_SMOOTHLANDING", + "MT_TIREGRABBER", + "MT_RINGSHOOTER", + "MT_RINGSHOOTER_PART", + "MT_RINGSHOOTER_SCREEN", + "MT_DEZLASER", "MT_WAYPOINT", diff --git a/src/info.c b/src/info.c index 83cf21e49..7d35232fd 100644 --- a/src/info.c +++ b/src/info.c @@ -606,6 +606,10 @@ char sprnames[NUMSPRITES + 1][5] = "TWBS", // Tripwire Boost "TWBT", // Tripwire BLASTER "SMLD", // Smooth landing + + "TIRG", // Tire grabbers + "RSHT", // DEZ Ring Shooter + "DEZL", // DEZ Laser respawn // Additional Kart Objects @@ -4464,6 +4468,14 @@ state_t states[NUMSTATES] = {SPR_SMLD, FF_FULLBRIGHT|FF_ADD|FF_ANIMATE, -1, {NULL}, 7, 2, S_NULL}, // S_SMOOTHLANDING + {SPR_TIRG, FF_ANIMATE, -1, {NULL}, 1, 1, S_NULL}, // S_TIREGRABBER + {SPR_RSHT, FF_PAPERSPRITE|0, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SIDE + {SPR_RSHT, FF_SEMIBRIGHT|FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NIPPLES + {SPR_RSHT, FF_PAPERSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SCREEN + {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|8, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERBACK + {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|12, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERFRONT + {SPR_PLAY, FF_FULLBRIGHT|FF_PAPERSPRITE|SPR2_XTRA, -1, {A_RingShooterFace}, 0, 0, S_NULL}, // S_RINGSHOOTER_FACE + {SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE, 8, {NULL}, 0, 0, S_NULL}, // S_DEZLASER {SPR_DEZL, FF_FULLBRIGHT|1, 2, {NULL}, 0, 0, S_DEZLASER_TRAIL2}, // S_DEZLASER_TRAIL1 {SPR_DEZL, FF_FULLBRIGHT|2, 2, {NULL}, 0, 0, S_DEZLASER_TRAIL3}, // S_DEZLASER_TRAIL2 @@ -24623,6 +24635,114 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL // raisestate }, + { // MT_TIREGRABBER + -1, // doomednum + S_TIREGRABBER, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 20*FRACUNIT, // radius + 36*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + + { // MT_RINGSHOOTER + -1, // doomednum + S_INVISIBLE, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 16*FRACUNIT, // radius + 16*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + + { // MT_RINGSHOOTER_PART + -1, // doomednum + S_RINGSHOOTER_SIDE, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 6*FRACUNIT, // radius + 70*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + + { // MT_RINGSHOOTER_SCREEN + -1, // doomednum + S_RINGSHOOTER_SCREEN, // spawnstate + 1000, // spawnhealth + S_NULL, // seestate + sfx_None, // seesound + 0, // reactiontime + sfx_None, // attacksound + S_NULL, // painstate + 0, // painchance + sfx_None, // painsound + S_NULL, // meleestate + S_NULL, // missilestate + S_NULL, // deathstate + S_NULL, // xdeathstate + sfx_None, // deathsound + 0, // speed + 23*FRACUNIT, // radius + 39*FRACUNIT, // height + 0, // display offset + 0, // mass + 0, // damage + sfx_None, // activesound + MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags + S_NULL // raisestate + }, + { // MT_DEZLASER -1, // doomednum S_DEZLASER, // spawnstate diff --git a/src/info.h b/src/info.h index 6c9d7c773..d80c9798a 100644 --- a/src/info.h +++ b/src/info.h @@ -294,6 +294,7 @@ enum actionnum A_FLAMESHIELDPAPER, A_INVINCSPARKLEROTATE, A_SPAWNITEMDEBRISCLOUD, + A_RINGSHOOTERFACE, NUMACTIONS }; @@ -568,6 +569,7 @@ void A_MementosTPParticles(); void A_FlameShieldPaper(); void A_InvincSparkleRotate(); void A_SpawnItemDebrisCloud(); +void A_RingShooterFace(); extern boolean actionsoverridden[NUMACTIONS]; @@ -1157,6 +1159,10 @@ typedef enum sprite SPR_TWBS, // Tripwire Boost SPR_TWBT, // Tripwire BLASTER SPR_SMLD, // Smooth landing + + SPR_TIRG, // Tire grabbers + SPR_RSHT, // DEZ Ring Shooter + SPR_DEZL, // DEZ Laser respawn // Additional Kart Objects @@ -4906,6 +4912,15 @@ typedef enum state S_SMOOTHLANDING, + // DEZ Ring Shooter + S_TIREGRABBER, + S_RINGSHOOTER_SIDE, + S_RINGSHOOTER_NIPPLES, + S_RINGSHOOTER_SCREEN, + S_RINGSHOOTER_NUMBERBACK, + S_RINGSHOOTER_NUMBERFRONT, + S_RINGSHOOTER_FACE, + // DEZ Laser respawn S_DEZLASER, S_DEZLASER_TRAIL1, @@ -6508,6 +6523,11 @@ typedef enum mobj_type MT_SMOOTHLANDING, + MT_TIREGRABBER, + MT_RINGSHOOTER, + MT_RINGSHOOTER_PART, + MT_RINGSHOOTER_SCREEN, + MT_DEZLASER, MT_WAYPOINT, diff --git a/src/k_kart.c b/src/k_kart.c index 9af81605f..4f8658ecf 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -11774,3 +11774,88 @@ boolean K_Cooperative(void) } //} + +void K_SpawnRingShooter(player_t *player) +{ + const fixed_t scale = 2*FRACUNIT; + mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART]; + mobj_t *mo = player->mo; + mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER); + mobj_t *part; + UINT32 frameNum; + angle_t angle; + vector2_t offset; + SINT8 i; + + K_FlipFromObject(base, mo); + P_SetTarget(&base->target, mo); + P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); + P_InitAngle(base, mo->angle); + + // spawn the RING NIPPLES + part = base; + frameNum = 0; + FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT); + FV2_Divide(&offset, scale); + for (i = -1; i < 2; i += 2) + { + P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base, + P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), + P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y), + 0, MT_RINGSHOOTER_PART)); + P_SetTarget(&part->hprev->hnext, part); + part = part->hprev; + P_SetTarget(&part->target, base); + + P_InitAngle(part, base->angle - i * ANGLE_45); + P_SetMobjState(part, S_RINGSHOOTER_NIPPLES); + part->frame += frameNum; + frameNum++; + } + + // spawn the box + part = base; + frameNum = 0; + angle = base->angle + ANGLE_90; + FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box + FV2_Load(&offset, + P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), + P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base + for (i = 0; i < 4; i++) + { + P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base, + offset.x + P_ReturnThrustX(NULL, angle, info->radius), + offset.y + P_ReturnThrustY(NULL, angle, info->radius), + 0, MT_RINGSHOOTER_PART)); + P_SetTarget(&part->hnext->hprev, part); + part = part->hnext; + P_SetTarget(&part->target, base); + + if (i == 2) + frameNum++; + frameNum ^= FF_HORIZONTALFLIP; + angle -= ANGLE_90; + part->frame += frameNum; + P_InitAngle(part, angle); + } + + // spawn the screen + part = P_SpawnMobjFromMobj(base, offset.x, offset.y, info->height, MT_RINGSHOOTER_SCREEN); + P_SetTarget(&base->tracer, part); + P_SetTarget(&part->target, base); + P_InitAngle(part, base->angle - ANGLE_45); + + // spawn the screen numbers + for (i = 0; i < 2; i++) + { + P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY)); + P_SetTarget(&part->tracer->target, part); + part = part->tracer; + P_InitAngle(part, part->target->angle); + P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); + } + + // test face feature (to be moved into thinker later) + part->skin = mo->skin; + P_SetMobjState(part, S_RINGSHOOTER_FACE); +} diff --git a/src/k_kart.h b/src/k_kart.h index 782740ce8..0c91fe601 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -189,6 +189,7 @@ boolean K_IsSPBInGame(void); void K_KartEbrakeVisuals(player_t *p); void K_HandleDirectionalInfluence(player_t *player); fixed_t K_DefaultPlayerRadius(player_t *player); +void K_SpawnRingShooter(player_t *player); // sound stuff for lua void K_PlayAttackTaunt(mobj_t *source); diff --git a/src/p_enemy.c b/src/p_enemy.c index 9c457bdb5..3278e8249 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -330,6 +330,7 @@ void A_MementosTPParticles(mobj_t *actor); void A_FlameShieldPaper(mobj_t *actor); void A_InvincSparkleRotate(mobj_t *actor); void A_SpawnItemDebrisCloud(mobj_t *actor); +void A_RingShooterFace(mobj_t *actor); //for p_enemy.c @@ -13810,3 +13811,49 @@ A_SpawnItemDebrisCloud (mobj_t *actor) puff->momz += FixedMul(target->momz, fade); } } + +// sets the actor's +// vars do nothing +void A_RingShooterFace(mobj_t *actor) +{ + player_t *player; + mobj_t *mo = actor; + + if (LUA_CallAction(A_RINGSHOOTERFACE, actor)) + return; + + // get the player, if possible + while ((mo->player == NULL) && !P_MobjWasRemoved(mo->target)) + mo = mo->target; + + player = mo->player; + + if (!player) // something changed my target, abort + return; + + // it's a good idea to set the actor's skin *before* it uses this action, + // but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite + if (actor->skin != &skins[player->skin]) + { + actor->skin = &skins[player->skin]; + P_SetMobjState(actor, (statenum_t)(actor->state-states)); + return; + } + + // okay, now steal the player's color nyehehehe + actor->color = player->skincolor; + + // set the frame to the WANTED pic + actor->frame = (actor->frame & ~FF_FRAMEMASK) | FACE_WANTED; + + // we're going to assume the character's WANTED icon is 32 x 32 + // let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22 + // (TODO: maybe get the dimensions/offsets from the patches themselves?) + actor->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT); + actor->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT); + + // a normal WANTED icon should have (0, 0) offsets + // so let's offset it such that it will match the position of the screen's sprite + actor->spritexoffset = 16*FRACUNIT; // 32 / 2 + actor->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, actor->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom) +} diff --git a/src/p_mobj.c b/src/p_mobj.c index 46f2443ae..376afcb06 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4550,6 +4550,25 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj) #undef ANG_CAPSULE #undef ROTATIONSPEED +static void P_RingShooterThinker(mobj_t *mo) +{ + UINT32 trans; + mobj_t *part = mo; + + while (!P_MobjWasRemoved(part->tracer)) + part = part->tracer; + + if (part == mo) // ??? where did you go + return; + + part->renderflags ^= RF_DONTDRAW; + if (part->renderflags & RF_DONTDRAW) + trans = FF_TRANS50; + else + trans = 0; + part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; +} + // // P_BossTargetPlayer // If closest is true, find the closest player. @@ -6641,6 +6660,9 @@ static void P_MobjSceneryThink(mobj_t *mobj) mobj->momz = newz - mobj->z; } break; + case MT_RINGSHOOTER: + P_RingShooterThinker(mobj); + break; case MT_SPINDASHWIND: case MT_DRIFTELECTRICSPARK: mobj->renderflags ^= RF_DONTDRAW; From a4584906399eaee58314e94fd25b6bf9057863a7 Mon Sep 17 00:00:00 2001 From: lachablock Date: Sun, 22 May 2022 23:48:03 +1000 Subject: [PATCH 02/18] Ring Shooter: countdown animation & experimental stretchy spawn --- src/info.c | 8 +-- src/k_kart.c | 33 ++++++++--- src/p_mobj.c | 152 +++++++++++++++++++++++++++++++++++++++++++++++++-- 3 files changed, 177 insertions(+), 16 deletions(-) diff --git a/src/info.c b/src/info.c index 7d35232fd..a082abbc5 100644 --- a/src/info.c +++ b/src/info.c @@ -4472,8 +4472,8 @@ state_t states[NUMSTATES] = {SPR_RSHT, FF_PAPERSPRITE|0, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SIDE {SPR_RSHT, FF_SEMIBRIGHT|FF_PAPERSPRITE|2, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NIPPLES {SPR_RSHT, FF_PAPERSPRITE|4, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_SCREEN - {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|8, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERBACK - {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|12, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERFRONT + {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|5, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERBACK + {SPR_RSHT, FF_FULLBRIGHT|FF_PAPERSPRITE|9, -1, {NULL}, 0, 0, S_NULL}, // S_RINGSHOOTER_NUMBERFRONT {SPR_PLAY, FF_FULLBRIGHT|FF_PAPERSPRITE|SPR2_XTRA, -1, {A_RingShooterFace}, 0, 0, S_NULL}, // S_RINGSHOOTER_FACE {SPR_DEZL, FF_FULLBRIGHT|FF_PAPERSPRITE, 8, {NULL}, 0, 0, S_NULL}, // S_DEZLASER @@ -24672,12 +24672,12 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = sfx_None, // attacksound S_NULL, // painstate 0, // painchance - sfx_None, // painsound + sfx_s3ka7, // painsound S_NULL, // meleestate S_NULL, // missilestate S_NULL, // deathstate S_NULL, // xdeathstate - sfx_None, // deathsound + sfx_s3kad, // deathsound 0, // speed 16*FRACUNIT, // radius 16*FRACUNIT, // height diff --git a/src/k_kart.c b/src/k_kart.c index 4f8658ecf..d4eb041a4 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -11775,13 +11775,15 @@ boolean K_Cooperative(void) //} +// I've tried to reduce redundancy as much as I can, +// but check P_UpdateRingShooterParts if you edit this void K_SpawnRingShooter(player_t *player) { const fixed_t scale = 2*FRACUNIT; mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART]; mobj_t *mo = player->mo; mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER); - mobj_t *part; + mobj_t *part, *refNipple; UINT32 frameNum; angle_t angle; vector2_t offset; @@ -11791,6 +11793,15 @@ void K_SpawnRingShooter(player_t *player) P_SetTarget(&base->target, mo); P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); P_InitAngle(base, mo->angle); + base->scalespeed = FRACUNIT/2; + base->extravalue1 = FRACUNIT; // horizontal scale + base->extravalue2 = 0; // vertical scale + + // the ring shooter object itself is invisible and acts as the thinker + // each ring shooter uses three linked lists to keep track of its parts + // the hprev chain stores the two NIPPLE BARS + // the hnext chain stores the four sides of the box + // the tracer chain stores the screen and the screen layers // spawn the RING NIPPLES part = base; @@ -11810,8 +11821,11 @@ void K_SpawnRingShooter(player_t *player) P_InitAngle(part, base->angle - i * ANGLE_45); P_SetMobjState(part, S_RINGSHOOTER_NIPPLES); part->frame += frameNum; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; frameNum++; } + refNipple = part; // keep the second ring nipple; its position will be referenced by the box // spawn the box part = base; @@ -11835,15 +11849,23 @@ void K_SpawnRingShooter(player_t *player) frameNum++; frameNum ^= FF_HORIZONTALFLIP; angle -= ANGLE_90; - part->frame += frameNum; P_InitAngle(part, angle); + part->frame += frameNum; + part->extravalue1 = part->x - refNipple->x; + part->extravalue2 = part->y - refNipple->y; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; } // spawn the screen - part = P_SpawnMobjFromMobj(base, offset.x, offset.y, info->height, MT_RINGSHOOTER_SCREEN); + part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN); P_SetTarget(&base->tracer, part); P_SetTarget(&part->target, base); P_InitAngle(part, base->angle - ANGLE_45); + part->extravalue1 = part->x - refNipple->x; + part->extravalue2 = part->y - refNipple->y; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; // spawn the screen numbers for (i = 0; i < 2; i++) @@ -11853,9 +11875,6 @@ void K_SpawnRingShooter(player_t *player) part = part->tracer; P_InitAngle(part, part->target->angle); P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); + part->renderflags |= RF_DONTDRAW; } - - // test face feature (to be moved into thinker later) - part->skin = mo->skin; - P_SetMobjState(part, S_RINGSHOOTER_FACE); } diff --git a/src/p_mobj.c b/src/p_mobj.c index 376afcb06..07b5840be 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4550,17 +4550,150 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj) #undef ANG_CAPSULE #undef ROTATIONSPEED -static void P_RingShooterThinker(mobj_t *mo) +// ------------ +// RING SHOOTER +// ------------ + +static void P_ActivateRingShooter(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->renderflags &= ~RF_DONTDRAW; + part->frame += 4; + } +} + +#define scaleSpeed mo->scalespeed +#define scaleState mo->threshold +#define xScale mo->extravalue1 +#define yScale mo->extravalue2 +#define xOffset part->extravalue1 +#define yOffset part->extravalue2 +#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale; +#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z); + +// I've tried to reduce redundancy as much as I can, +// but check K_SpawnRingShooter if you edit this +static void P_UpdateRingShooterParts(mobj_t *mo) +{ + mobj_t *part, *refNipple; + + part = mo; + while (!P_MobjWasRemoved(part->hprev)) + { + part = part->hprev; + SCALEPART + } + refNipple = part; + + part = mo; + while (!P_MobjWasRemoved(part->hnext)) + { + part = part->hnext; + MOVEPART + SCALEPART + } + + part = mo->tracer; + part->z = mo->z + FixedMul(refNipple->height, yScale); + MOVEPART + SCALEPART +} + +static boolean P_RingShooterInit(mobj_t *mo) +{ + if (scaleState == -1) + return false; + + switch (scaleState) { + case 0: + yScale += scaleSpeed; + if (yScale >= FRACUNIT) + { + //xScale -= scaleSpeed; + scaleState++; + } + break; + case 1: + scaleSpeed -= FRACUNIT/5; + yScale += scaleSpeed; + xScale -= scaleSpeed; + if (yScale < 3*FRACUNIT/4) + { + scaleState ++; + scaleSpeed = FRACUNIT >> 2; + } + break; + case 2: + yScale += scaleSpeed; + xScale -= scaleSpeed; + if (yScale >= FRACUNIT) + { + scaleState = -1; + xScale = yScale = FRACUNIT; + P_ActivateRingShooter(mo); + } + } + + P_UpdateRingShooterParts(mo); + return scaleState != -1; +} +#undef scaleSpeed +#undef scaleState +#undef xScale +#undef yScale +#undef xOffset +#undef yOffset +#undef MOVEPART +#undef SCALEPART + +static void P_RingShooterCountdown(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + if (mo->reactiontime == -1) + return; + + if (mo->reactiontime > 0) + { + mo->reactiontime--; + return; + } + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->frame--; + } + + switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK)) { + case -1: + mo->reactiontime = -1; + part->skin = mo->skin; + P_SetMobjState(part, S_RINGSHOOTER_FACE); + break; + case 0: + mo->reactiontime = TICRATE; + S_StartSound(mo, mo->info->deathsound); + break; + default: + mo->reactiontime = TICRATE; + S_StartSound(mo, mo->info->painsound); + break; + } +} + +static void P_RingShooterFlicker(mobj_t *mo) { UINT32 trans; - mobj_t *part = mo; + mobj_t *part = mo->tracer; while (!P_MobjWasRemoved(part->tracer)) part = part->tracer; - if (part == mo) // ??? where did you go - return; - part->renderflags ^= RF_DONTDRAW; if (part->renderflags & RF_DONTDRAW) trans = FF_TRANS50; @@ -4569,6 +4702,15 @@ static void P_RingShooterThinker(mobj_t *mo) part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; } +static void P_RingShooterThinker(mobj_t *mo) +{ + if (P_MobjWasRemoved(mo->tracer) || P_RingShooterInit(mo)) + return; + + P_RingShooterCountdown(mo); + P_RingShooterFlicker(mo); +} + // // P_BossTargetPlayer // If closest is true, find the closest player. From f9317b265e01e866f3c1933595d829f1a607ce1f Mon Sep 17 00:00:00 2001 From: Lach <54614944+lachablock@users.noreply.github.com> Date: Tue, 20 Sep 2022 22:28:20 +1000 Subject: [PATCH 03/18] Correct Ring Shooter countdown --- src/p_mobj.c | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/src/p_mobj.c b/src/p_mobj.c index 07b5840be..fbdf33252 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1878,7 +1878,7 @@ void P_XYMovement(mobj_t *mo) FIXED_TO_FLOAT(AngleFixed(oldangle-newangle)) ); */ - + } else if (predictedz - mo->z > abs(slopemom.z / 2)) { @@ -4657,11 +4657,8 @@ static void P_RingShooterCountdown(mobj_t *mo) if (mo->reactiontime == -1) return; - if (mo->reactiontime > 0) - { - mo->reactiontime--; + if (--mo->reactiontime > 0) return; - } while (!P_MobjWasRemoved(part->tracer)) { @@ -10563,7 +10560,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type) if (type == MT_NULL) { -#if 0 +#if 0 #ifdef PARANOIA I_Error("Tried to spawn MT_NULL\n"); #endif From 668d832ca11965c45d7f54150d2864d39f4a2b22 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Mon, 10 Apr 2023 21:45:45 -0400 Subject: [PATCH 04/18] Delete respawn command, put Ring shooter on Y --- src/d_netcmd.c | 63 ---------------------- src/d_netcmd.h | 39 +++++++------- src/d_ticcmd.h | 6 ++- src/g_demo.c | 8 --- src/g_demo.h | 2 +- src/g_game.c | 12 +++++ src/g_input.h | 12 ++--- src/k_kart.c | 44 +++++++++++++-- src/k_kart.h | 1 + src/menus/options-profiles-edit-controls.c | 11 ++-- 10 files changed, 87 insertions(+), 111 deletions(-) diff --git a/src/d_netcmd.c b/src/d_netcmd.c index 4a83f9b27..7c4296a43 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -92,7 +92,6 @@ static void Got_PickVotecmd(UINT8 **cp, INT32 playernum); static void Got_RequestAddfilecmd(UINT8 **cp, INT32 playernum); static void Got_Addfilecmd(UINT8 **cp, INT32 playernum); static void Got_Pause(UINT8 **cp, INT32 playernum); -static void Got_Respawn(UINT8 **cp, INT32 playernum); static void Got_RandomSeed(UINT8 **cp, INT32 playernum); static void Got_RunSOCcmd(UINT8 **cp, INT32 playernum); static void Got_Teamchange(UINT8 **cp, INT32 playernum); @@ -177,7 +176,6 @@ static void Command_ListWADS_f(void); static void Command_ListDoomednums_f(void); static void Command_RunSOC(void); static void Command_Pause(void); -static void Command_Respawn(void); static void Command_Version_f(void); #ifdef UPDATE_ALERT @@ -606,7 +604,6 @@ const char *netxcmdnames[MAXNETXCMD - 1] = "RUNSOC", // XD_RUNSOC "REQADDFILE", // XD_REQADDFILE "SETMOTD", // XD_SETMOTD - "RESPAWN", // XD_RESPAWN "DEMOTED", // XD_DEMOTED "LUACMD", // XD_LUACMD "LUAVAR", // XD_LUAVAR @@ -664,7 +661,6 @@ void D_RegisterServerCommands(void) RegisterNetXCmd(XD_ADDFILE, Got_Addfilecmd); RegisterNetXCmd(XD_REQADDFILE, Got_RequestAddfilecmd); RegisterNetXCmd(XD_PAUSE, Got_Pause); - RegisterNetXCmd(XD_RESPAWN, Got_Respawn); RegisterNetXCmd(XD_RUNSOC, Got_RunSOCcmd); RegisterNetXCmd(XD_LUACMD, Got_Luacmd); RegisterNetXCmd(XD_LUAFILE, Got_LuaFile); @@ -711,7 +707,6 @@ void D_RegisterServerCommands(void) COM_AddCommand("runsoc", Command_RunSOC); COM_AddCommand("pause", Command_Pause); - COM_AddCommand("respawn", Command_Respawn); COM_AddCommand("gametype", Command_ShowGametype_f); COM_AddCommand("version", Command_Version_f); @@ -3316,64 +3311,6 @@ static void Got_Pause(UINT8 **cp, INT32 playernum) G_ResetAllDeviceRumbles(); } -// Command for stuck characters in netgames, griefing, etc. -static void Command_Respawn(void) -{ - UINT8 buf[4]; - UINT8 *cp = buf; - - - - if (!(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_VOTING)) - { - CONS_Printf(M_GetText("You must be in a level to use this.\n")); - return; - } - - if (players[consoleplayer].mo && !P_IsObjectOnGround(players[consoleplayer].mo)) // KART: Nice try, but no, you won't be cheesing spb anymore. - { - CONS_Printf(M_GetText("You must be on the floor to use this.\n")); - return; - } - - // todo: this probably isnt necessary anymore with v2 - if (players[consoleplayer].mo && (P_PlayerInPain(&players[consoleplayer]) || spbplace == players[consoleplayer].position)) // KART: Nice try, but no, you won't be cheesing spb anymore (x2) - { - CONS_Printf(M_GetText("Nice try.\n")); - return; - } - - WRITEINT32(cp, consoleplayer); - SendNetXCmd(XD_RESPAWN, &buf, 4); -} - -static void Got_Respawn(UINT8 **cp, INT32 playernum) -{ - INT32 respawnplayer = READINT32(*cp); - - // You can't respawn someone else. Nice try, there. - if (respawnplayer != playernum || P_PlayerInPain(&players[respawnplayer]) || spbplace == players[respawnplayer].position) // srb2kart: "|| (!(gametyperules & GTR_CIRCUIT))" - { - CONS_Alert(CONS_WARNING, M_GetText("Illegal respawn command received from %s\n"), player_names[playernum]); - if (server) - SendKick(playernum, KICK_MSG_CON_FAIL); - return; - } - - if (players[respawnplayer].mo) - { - // incase the above checks were modified to allow sending a respawn on these occasions: - if (!P_IsObjectOnGround(players[respawnplayer].mo)) - return; - - if (K_PlayerEBrake(&players[respawnplayer])) - K_SpawnRingShooter(&players[respawnplayer]); - else - P_DamageMobj(players[respawnplayer].mo, NULL, NULL, 1, DMG_DEATHPIT); - demo_extradata[playernum] |= DXD_RESPAWN; - } -} - /** Deals with an ::XD_RANDOMSEED message in a netgame. * These messages set the position of the random number LUT and are crucial to * correct synchronization. diff --git a/src/d_netcmd.h b/src/d_netcmd.h index 31f430ed2..0eee560d5 100644 --- a/src/d_netcmd.h +++ b/src/d_netcmd.h @@ -158,28 +158,27 @@ typedef enum XD_RUNSOC, // 15 XD_REQADDFILE, // 16 XD_SETMOTD, // 17 - XD_RESPAWN, // 18 - XD_DEMOTED, // 19 - XD_LUACMD, // 20 - XD_LUAVAR, // 21 - XD_LUAFILE, // 22 + XD_DEMOTED, // 18 + XD_LUACMD, // 19 + XD_LUAVAR, // 20 + XD_LUAFILE, // 21 // SRB2Kart - XD_SETUPVOTE, // 23 - XD_MODIFYVOTE, // 24 - XD_PICKVOTE, // 25 - XD_REMOVEPLAYER,// 26 - XD_PARTYINVITE, // 27 - XD_ACCEPTPARTYINVITE, // 28 - XD_LEAVEPARTY, // 29 - XD_CANCELPARTYINVITE, // 30 - XD_CHEAT, // 31 - XD_ADDBOT, // 32 - XD_DISCORD, // 33 - XD_PLAYSOUND, // 34 - XD_SCHEDULETASK, // 35 - XD_SCHEDULECLEAR, // 36 - XD_AUTOMATE, // 37 + XD_SETUPVOTE, // 22 + XD_MODIFYVOTE, // 23 + XD_PICKVOTE, // 24 + XD_REMOVEPLAYER,// 25 + XD_PARTYINVITE, // 26 + XD_ACCEPTPARTYINVITE, // 27 + XD_LEAVEPARTY, // 28 + XD_CANCELPARTYINVITE, // 29 + XD_CHEAT, // 30 + XD_ADDBOT, // 31 + XD_DISCORD, // 32 + XD_PLAYSOUND, // 33 + XD_SCHEDULETASK, // 34 + XD_SCHEDULECLEAR, // 35 + XD_AUTOMATE, // 36 MAXNETXCMD } netxcmd_t; diff --git a/src/d_ticcmd.h b/src/d_ticcmd.h index a3cdf4d9b..4f36a0425 100644 --- a/src/d_ticcmd.h +++ b/src/d_ticcmd.h @@ -35,13 +35,15 @@ typedef enum BT_BRAKE = 1<<3, // Brake BT_ATTACK = 1<<4, // Use Item BT_LOOKBACK = 1<<5, // Look Backward + BT_RESPAWN = 1<<6, // Respawn + BT_VOTE = 1<<7, // Vote BT_EBRAKEMASK = (BT_ACCELERATE|BT_BRAKE), BT_SPINDASHMASK = (BT_ACCELERATE|BT_BRAKE|BT_DRIFT), - // free: 1<<6 to 1<<12 + // free: 1<<8 to 1<<12 - // Lua garbage + // Lua garbage, replace with freeslottable buttons some day BT_LUAA = 1<<13, BT_LUAB = 1<<14, BT_LUAC = 1<<15, diff --git a/src/g_demo.c b/src/g_demo.c index da617188a..0d9ffa409 100644 --- a/src/g_demo.c +++ b/src/g_demo.c @@ -353,14 +353,6 @@ void G_ReadDemoExtraData(void) } } } - if (extradata & DXD_RESPAWN) - { - if (players[p].mo) - { - // Is this how this should work..? - P_DamageMobj(players[p].mo, NULL, NULL, 1, DMG_DEATHPIT); - } - } if (extradata & DXD_WEAPONPREF) { WeaponPref_Parse(&demobuf.p, p); diff --git a/src/g_demo.h b/src/g_demo.h index 4b4195e2d..661dacada 100644 --- a/src/g_demo.h +++ b/src/g_demo.h @@ -127,7 +127,7 @@ extern UINT8 demo_writerng; #define DXD_NAME 0x08 // name changed #define DXD_COLOR 0x10 // color changed #define DXD_FOLLOWER 0x20 // follower was changed -#define DXD_RESPAWN 0x40 // "respawn" command in console + #define DXD_WEAPONPREF 0x80 // netsynced playsim settings were changed #define DXD_PST_PLAYING 0x01 diff --git a/src/g_game.c b/src/g_game.c index 7a767bdf7..9f198c33b 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1340,6 +1340,18 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) cmd->buttons |= BT_LOOKBACK; } + // respawn + if (G_PlayerInputDown(forplayer, gc_respawn, 0)) + { + cmd->buttons |= BT_RESPAWN; + } + + // mp general function button + if (G_PlayerInputDown(forplayer, gc_vote, 0)) + { + cmd->buttons |= BT_VOTE; + } + // lua buttons a thru c if (G_PlayerInputDown(forplayer, gc_luaa, 0)) { cmd->buttons |= BT_LUAA; } if (G_PlayerInputDown(forplayer, gc_luab, 0)) { cmd->buttons |= BT_LUAB; } diff --git a/src/g_input.h b/src/g_input.h index 9441a7ef1..d90092971 100644 --- a/src/g_input.h +++ b/src/g_input.h @@ -91,13 +91,13 @@ typedef enum // alias gameplay controls gc_accel = gc_a, - gc_brake = gc_x, - gc_drift = gc_r, - - gc_item = gc_l, - gc_spindash = gc_c, - gc_lookback = gc_b, + gc_spindash = gc_c, + gc_brake = gc_x, + gc_respawn = gc_y, + gc_vote = gc_z, + gc_item = gc_l, + gc_drift = gc_r, } gamecontrols_e; // mouse values are used once diff --git a/src/k_kart.c b/src/k_kart.c index d4eb041a4..6d3769d8b 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -11387,6 +11387,15 @@ void K_MoveKartPlayer(player_t *player, boolean onground) { player->pflags &= ~PF_AIRFAILSAFE; } + + if (K_AllowRingShooter(player) == true) + { + if ((cmd->buttons & BT_RESPAWN) + && !(player->oldcmd.buttons & BT_RESPAWN)) + { + K_SpawnRingShooter(player); + } + } } void K_CheckSpectateStatus(void) @@ -11775,6 +11784,31 @@ boolean K_Cooperative(void) //} +boolean K_AllowRingShooter(player_t *player) +{ + const fixed_t minSpeed = 6 * player->mo->scale; + + if (player->respawn.state != RESPAWNST_NONE + && player->respawn.init == true) + { + return false; + } + + if (player->drift == 0 + && player->justbumped == 0 + && player->spindashboost == 0 + && player->nocontrol == 0 + && player->fastfall == 0 + && player->speed < minSpeed + && P_PlayerInPain(player) == false + && P_IsObjectOnGround(player->mo) == true) + { + return true; + } + + return false; +} + // I've tried to reduce redundancy as much as I can, // but check P_UpdateRingShooterParts if you edit this void K_SpawnRingShooter(player_t *player) @@ -11792,7 +11826,7 @@ void K_SpawnRingShooter(player_t *player) K_FlipFromObject(base, mo); P_SetTarget(&base->target, mo); P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); - P_InitAngle(base, mo->angle); + base->angle = mo->angle; base->scalespeed = FRACUNIT/2; base->extravalue1 = FRACUNIT; // horizontal scale base->extravalue2 = 0; // vertical scale @@ -11818,7 +11852,7 @@ void K_SpawnRingShooter(player_t *player) part = part->hprev; P_SetTarget(&part->target, base); - P_InitAngle(part, base->angle - i * ANGLE_45); + part->angle = base->angle - i * ANGLE_45; P_SetMobjState(part, S_RINGSHOOTER_NIPPLES); part->frame += frameNum; part->flags |= MF_NOTHINK; @@ -11849,7 +11883,7 @@ void K_SpawnRingShooter(player_t *player) frameNum++; frameNum ^= FF_HORIZONTALFLIP; angle -= ANGLE_90; - P_InitAngle(part, angle); + part->angle = angle; part->frame += frameNum; part->extravalue1 = part->x - refNipple->x; part->extravalue2 = part->y - refNipple->y; @@ -11861,7 +11895,7 @@ void K_SpawnRingShooter(player_t *player) part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN); P_SetTarget(&base->tracer, part); P_SetTarget(&part->target, base); - P_InitAngle(part, base->angle - ANGLE_45); + part->angle = base->angle - ANGLE_45; part->extravalue1 = part->x - refNipple->x; part->extravalue2 = part->y - refNipple->y; part->flags |= MF_NOTHINK; @@ -11873,7 +11907,7 @@ void K_SpawnRingShooter(player_t *player) P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY)); P_SetTarget(&part->tracer->target, part); part = part->tracer; - P_InitAngle(part, part->target->angle); + part->angle = part->target->angle; P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); part->renderflags |= RF_DONTDRAW; } diff --git a/src/k_kart.h b/src/k_kart.h index 0c91fe601..bde76ffe6 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -189,6 +189,7 @@ boolean K_IsSPBInGame(void); void K_KartEbrakeVisuals(player_t *p); void K_HandleDirectionalInfluence(player_t *player); fixed_t K_DefaultPlayerRadius(player_t *player); +boolean K_AllowRingShooter(player_t *player); void K_SpawnRingShooter(player_t *player); // sound stuff for lua diff --git a/src/menus/options-profiles-edit-controls.c b/src/menus/options-profiles-edit-controls.c index 9fded87e0..b97b7f5b7 100644 --- a/src/menus/options-profiles-edit-controls.c +++ b/src/menus/options-profiles-edit-controls.c @@ -22,11 +22,10 @@ menuitem_t OPTIONS_ProfileControls[] = { {IT_CONTROL, "X", "Brake / Back", "PR_BTX", {.routine = M_ProfileSetControl}, gc_x, 0}, - // @TODO What does this do??? - {IT_CONTROL, "Y", "N/A ?", + {IT_CONTROL, "Y", "Respawn", "PR_BTY", {.routine = M_ProfileSetControl}, gc_y, 0}, - {IT_CONTROL, "Z", "N/A ?", + {IT_CONTROL, "Z", "Multiplayer quick-chat / quick-vote", "PR_BTZ", {.routine = M_ProfileSetControl}, gc_z, 0}, {IT_CONTROL, "L", "Use item", @@ -62,13 +61,13 @@ menuitem_t OPTIONS_ProfileControls[] = { {IT_CONTROL, "RECORD LOSSLESS", "Record a pixel perfect GIF.", NULL, {.routine = M_ProfileSetControl}, gc_startlossless, 0}, - {IT_CONTROL, "OPEN CHAT", "Opens chatbox in online games.", + {IT_CONTROL, "OPEN CHAT", "Opens full keyboard chatting for online games.", NULL, {.routine = M_ProfileSetControl}, gc_talk, 0}, - {IT_CONTROL, "OPEN TEAM CHAT", "Do we even have team gamemodes?", + {IT_CONTROL, "OPEN TEAM CHAT", "Opens team-only full chat for online games.", NULL, {.routine = M_ProfileSetControl}, gc_teamtalk, 0}, - {IT_CONTROL, "SHOW RANKINGS", "Show mid-game rankings.", + {IT_CONTROL, "SHOW RANKINGS", "Display the current rankings mid-game.", NULL, {.routine = M_ProfileSetControl}, gc_rankings, 0}, {IT_CONTROL, "OPEN CONSOLE", "Opens the developer options console.", From 319cee4afa7eaa2e33c6c7d3627ad66f42451d32 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Mon, 10 Apr 2023 22:33:46 -0400 Subject: [PATCH 05/18] Move ring shooter to its own file --- src/d_player.h | 2 +- src/k_kart.c | 138 +-------------- src/k_kart.h | 2 - src/k_objects.h | 4 + src/objects/CMakeLists.txt | 1 + src/objects/ring-shooter.c | 349 +++++++++++++++++++++++++++++++++++++ src/p_mobj.c | 160 +---------------- 7 files changed, 357 insertions(+), 299 deletions(-) create mode 100644 src/objects/ring-shooter.c diff --git a/src/d_player.h b/src/d_player.h index f1638024d..6e165c75f 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -506,7 +506,7 @@ struct player_t waypoint_t *currentwaypoint; waypoint_t *nextwaypoint; respawnvars_t respawn; // Respawn info - tic_t airtime; // Keep track of how long you've been in the air + tic_t airtime; // Used to track just air time, but has evolved over time into a general "karted" timer. Rename this variable? UINT8 startboost; // (0 to 125) - Boost you get from start of race or respawn drop dash UINT16 flashing; diff --git a/src/k_kart.c b/src/k_kart.c index 6d3769d8b..3d7311e98 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -11388,14 +11388,7 @@ void K_MoveKartPlayer(player_t *player, boolean onground) player->pflags &= ~PF_AIRFAILSAFE; } - if (K_AllowRingShooter(player) == true) - { - if ((cmd->buttons & BT_RESPAWN) - && !(player->oldcmd.buttons & BT_RESPAWN)) - { - K_SpawnRingShooter(player); - } - } + Obj_RingShooterInput(player); } void K_CheckSpectateStatus(void) @@ -11783,132 +11776,3 @@ boolean K_Cooperative(void) } //} - -boolean K_AllowRingShooter(player_t *player) -{ - const fixed_t minSpeed = 6 * player->mo->scale; - - if (player->respawn.state != RESPAWNST_NONE - && player->respawn.init == true) - { - return false; - } - - if (player->drift == 0 - && player->justbumped == 0 - && player->spindashboost == 0 - && player->nocontrol == 0 - && player->fastfall == 0 - && player->speed < minSpeed - && P_PlayerInPain(player) == false - && P_IsObjectOnGround(player->mo) == true) - { - return true; - } - - return false; -} - -// I've tried to reduce redundancy as much as I can, -// but check P_UpdateRingShooterParts if you edit this -void K_SpawnRingShooter(player_t *player) -{ - const fixed_t scale = 2*FRACUNIT; - mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART]; - mobj_t *mo = player->mo; - mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER); - mobj_t *part, *refNipple; - UINT32 frameNum; - angle_t angle; - vector2_t offset; - SINT8 i; - - K_FlipFromObject(base, mo); - P_SetTarget(&base->target, mo); - P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); - base->angle = mo->angle; - base->scalespeed = FRACUNIT/2; - base->extravalue1 = FRACUNIT; // horizontal scale - base->extravalue2 = 0; // vertical scale - - // the ring shooter object itself is invisible and acts as the thinker - // each ring shooter uses three linked lists to keep track of its parts - // the hprev chain stores the two NIPPLE BARS - // the hnext chain stores the four sides of the box - // the tracer chain stores the screen and the screen layers - - // spawn the RING NIPPLES - part = base; - frameNum = 0; - FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT); - FV2_Divide(&offset, scale); - for (i = -1; i < 2; i += 2) - { - P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base, - P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), - P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y), - 0, MT_RINGSHOOTER_PART)); - P_SetTarget(&part->hprev->hnext, part); - part = part->hprev; - P_SetTarget(&part->target, base); - - part->angle = base->angle - i * ANGLE_45; - P_SetMobjState(part, S_RINGSHOOTER_NIPPLES); - part->frame += frameNum; - part->flags |= MF_NOTHINK; - part->old_spriteyscale = part->spriteyscale = 0; - frameNum++; - } - refNipple = part; // keep the second ring nipple; its position will be referenced by the box - - // spawn the box - part = base; - frameNum = 0; - angle = base->angle + ANGLE_90; - FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box - FV2_Load(&offset, - P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), - P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base - for (i = 0; i < 4; i++) - { - P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base, - offset.x + P_ReturnThrustX(NULL, angle, info->radius), - offset.y + P_ReturnThrustY(NULL, angle, info->radius), - 0, MT_RINGSHOOTER_PART)); - P_SetTarget(&part->hnext->hprev, part); - part = part->hnext; - P_SetTarget(&part->target, base); - - if (i == 2) - frameNum++; - frameNum ^= FF_HORIZONTALFLIP; - angle -= ANGLE_90; - part->angle = angle; - part->frame += frameNum; - part->extravalue1 = part->x - refNipple->x; - part->extravalue2 = part->y - refNipple->y; - part->flags |= MF_NOTHINK; - part->old_spriteyscale = part->spriteyscale = 0; - } - - // spawn the screen - part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN); - P_SetTarget(&base->tracer, part); - P_SetTarget(&part->target, base); - part->angle = base->angle - ANGLE_45; - part->extravalue1 = part->x - refNipple->x; - part->extravalue2 = part->y - refNipple->y; - part->flags |= MF_NOTHINK; - part->old_spriteyscale = part->spriteyscale = 0; - - // spawn the screen numbers - for (i = 0; i < 2; i++) - { - P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY)); - P_SetTarget(&part->tracer->target, part); - part = part->tracer; - part->angle = part->target->angle; - P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); - part->renderflags |= RF_DONTDRAW; - } -} diff --git a/src/k_kart.h b/src/k_kart.h index bde76ffe6..782740ce8 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -189,8 +189,6 @@ boolean K_IsSPBInGame(void); void K_KartEbrakeVisuals(player_t *p); void K_HandleDirectionalInfluence(player_t *player); fixed_t K_DefaultPlayerRadius(player_t *player); -boolean K_AllowRingShooter(player_t *player); -void K_SpawnRingShooter(player_t *player); // sound stuff for lua void K_PlayAttackTaunt(mobj_t *source); diff --git a/src/k_objects.h b/src/k_objects.h index a46c3513f..7e7c3871b 100644 --- a/src/k_objects.h +++ b/src/k_objects.h @@ -106,6 +106,10 @@ void Obj_LoopEndpointCollide(mobj_t *special, mobj_t *toucher); void Obj_BeginDropTargetMorph(mobj_t *target, skincolornum_t color); boolean Obj_DropTargetMorphThink(mobj_t *morph); +/* Ring Shooter */ +void Obj_RingShooterThinker(mobj_t *mo); +void Obj_RingShooterInput(player_t *player); + #ifdef __cplusplus } // extern "C" #endif diff --git a/src/objects/CMakeLists.txt b/src/objects/CMakeLists.txt index ef74b299f..609f18de4 100644 --- a/src/objects/CMakeLists.txt +++ b/src/objects/CMakeLists.txt @@ -14,4 +14,5 @@ target_sources(SRB2SDL2 PRIVATE item-spot.c loops.c drop-target.c + ring-shooter.c ) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c new file mode 100644 index 000000000..ac5eb9d52 --- /dev/null +++ b/src/objects/ring-shooter.c @@ -0,0 +1,349 @@ +// DR. ROBOTNIK'S RING RACERS +//----------------------------------------------------------------------------- +// Copyright (C) by Sally "TehRealSalt" Cochenour +// Copyright (C) by "Lach" +// Copyright (C) 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 ring-shooter.c +/// \brief DEZ "Ring Shooter" respawner object + +#include "../doomdef.h" +#include "../doomstat.h" +#include "../info.h" +#include "../k_kart.h" +#include "../k_objects.h" +#include "../m_random.h" +#include "../p_local.h" +#include "../r_main.h" +#include "../s_sound.h" +#include "../g_game.h" +#include "../z_zone.h" +#include "../k_waypoint.h" +#include "../r_skins.h" +#include "../k_respawn.h" + +#define RS_FUSE_TIME (4*TICRATE) + +static void ActivateRingShooter(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->renderflags &= ~RF_DONTDRAW; + part->frame += 4; + } +} + +#define scaleSpeed mo->scalespeed +#define scaleState mo->threshold +#define xScale mo->extravalue1 +#define yScale mo->extravalue2 +#define xOffset part->extravalue1 +#define yOffset part->extravalue2 +#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale; +#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z); + +// I've tried to reduce redundancy as much as I can, +// but check K_SpawnRingShooter if you edit this +static void UpdateRingShooterParts(mobj_t *mo) +{ + mobj_t *part, *refNipple; + + part = mo; + while (!P_MobjWasRemoved(part->hprev)) + { + part = part->hprev; + SCALEPART + } + refNipple = part; + + part = mo; + while (!P_MobjWasRemoved(part->hnext)) + { + part = part->hnext; + MOVEPART + SCALEPART + } + + part = mo->tracer; + part->z = mo->z + FixedMul(refNipple->height, yScale); + MOVEPART + SCALEPART +} + +static boolean RingShooterInit(mobj_t *mo) +{ + if (scaleState == -1) + { + return false; + } + + switch (scaleState) + { + case 0: + { + yScale += scaleSpeed; + if (yScale >= FRACUNIT) + { + //xScale -= scaleSpeed; + scaleState++; + } + break; + } + case 1: + { + scaleSpeed -= FRACUNIT/5; + yScale += scaleSpeed; + xScale -= scaleSpeed; + if (yScale < 3*FRACUNIT/4) + { + scaleState ++; + scaleSpeed = FRACUNIT >> 2; + } + break; + } + case 2: + { + yScale += scaleSpeed; + xScale -= scaleSpeed; + if (yScale >= FRACUNIT) + { + scaleState = -1; + xScale = yScale = FRACUNIT; + ActivateRingShooter(mo); + } + } + } + + UpdateRingShooterParts(mo); + return scaleState != -1; +} +#undef scaleSpeed +#undef scaleState +#undef xScale +#undef yScale +#undef xOffset +#undef yOffset +#undef MOVEPART +#undef SCALEPART + +static void RingShooterCountdown(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + if (mo->reactiontime == -1) + { + return; + } + + if (--mo->reactiontime > 0) + { + return; + } + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->frame--; + } + + switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK)) + { + case -1: + { + mo->reactiontime = -1; + part->skin = mo->skin; + P_SetMobjState(part, S_RINGSHOOTER_FACE); + break; + } + case 0: + { + mo->reactiontime = TICRATE; + S_StartSound(mo, mo->info->deathsound); + break; + } + default: + { + mo->reactiontime = TICRATE; + S_StartSound(mo, mo->info->painsound); + break; + } + } +} + +static void RingShooterFlicker(mobj_t *mo) +{ + UINT32 trans; + mobj_t *part = mo->tracer; + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + } + + part->renderflags ^= RF_DONTDRAW; + if (part->renderflags & RF_DONTDRAW) + { + trans = FF_TRANS50; + } + else + { + trans = 0; + } + part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; +} + +void Obj_RingShooterThinker(mobj_t *mo) +{ + if (P_MobjWasRemoved(mo->tracer) || RingShooterInit(mo)) + return; + + RingShooterCountdown(mo); + RingShooterFlicker(mo); +} + +static boolean AllowRingShooter(player_t *player) +{ + const fixed_t minSpeed = 6 * player->mo->scale; + + if (player->respawn.state != RESPAWNST_NONE + && player->respawn.init == true) + { + return false; + } + + if (player->drift == 0 + && player->justbumped == 0 + && player->spindashboost == 0 + && player->nocontrol == 0 + && player->fastfall == 0 + && player->speed < minSpeed + && P_PlayerInPain(player) == false + && P_IsObjectOnGround(player->mo) == true) + { + return true; + } + + return false; +} + +// I've tried to reduce redundancy as much as I can, +// but check P_UpdateRingShooterParts if you edit this +static void SpawnRingShooter(player_t *player) +{ + const fixed_t scale = 2*FRACUNIT; + mobjinfo_t *info = &mobjinfo[MT_RINGSHOOTER_PART]; + mobj_t *mo = player->mo; + mobj_t *base = P_SpawnMobj(mo->x, mo->y, mo->z, MT_RINGSHOOTER); + mobj_t *part, *refNipple; + UINT32 frameNum; + angle_t angle; + vector2_t offset; + SINT8 i; + + K_FlipFromObject(base, mo); + P_SetTarget(&base->target, mo); + P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); + base->angle = mo->angle; + base->scalespeed = FRACUNIT/2; + base->extravalue1 = FRACUNIT; // horizontal scale + base->extravalue2 = 0; // vertical scale + base->fuse = RS_FUSE_TIME; + + // the ring shooter object itself is invisible and acts as the thinker + // each ring shooter uses three linked lists to keep track of its parts + // the hprev chain stores the two NIPPLE BARS + // the hnext chain stores the four sides of the box + // the tracer chain stores the screen and the screen layers + + // spawn the RING NIPPLES + part = base; + frameNum = 0; + FV2_Load(&offset, -96*FRACUNIT, 160*FRACUNIT); + FV2_Divide(&offset, scale); + for (i = -1; i < 2; i += 2) + { + P_SetTarget(&part->hprev, P_SpawnMobjFromMobj(base, + P_ReturnThrustX(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), + P_ReturnThrustY(NULL, base->angle - ANGLE_90, i*offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y), + 0, MT_RINGSHOOTER_PART)); + P_SetTarget(&part->hprev->hnext, part); + part = part->hprev; + P_SetTarget(&part->target, base); + + part->angle = base->angle - i * ANGLE_45; + P_SetMobjState(part, S_RINGSHOOTER_NIPPLES); + part->frame += frameNum; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; + frameNum++; + } + refNipple = part; // keep the second ring nipple; its position will be referenced by the box + + // spawn the box + part = base; + frameNum = 0; + angle = base->angle + ANGLE_90; + FV2_Load(&offset, offset.x - info->radius, offset.y - info->radius); // set the new origin to the centerpoint of the box + FV2_Load(&offset, + P_ReturnThrustX(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustX(NULL, base->angle, offset.y), + P_ReturnThrustY(NULL, base->angle - ANGLE_90, offset.x) + P_ReturnThrustY(NULL, base->angle, offset.y)); // transform it relative to the base + for (i = 0; i < 4; i++) + { + P_SetTarget(&part->hnext, P_SpawnMobjFromMobj(base, + offset.x + P_ReturnThrustX(NULL, angle, info->radius), + offset.y + P_ReturnThrustY(NULL, angle, info->radius), + 0, MT_RINGSHOOTER_PART)); + P_SetTarget(&part->hnext->hprev, part); + part = part->hnext; + P_SetTarget(&part->target, base); + + if (i == 2) + frameNum++; + frameNum ^= FF_HORIZONTALFLIP; + angle -= ANGLE_90; + part->angle = angle; + part->frame += frameNum; + part->extravalue1 = part->x - refNipple->x; + part->extravalue2 = part->y - refNipple->y; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; + } + + // spawn the screen + part = P_SpawnMobjFromMobj(base, offset.x, offset.y, 0, MT_RINGSHOOTER_SCREEN); + P_SetTarget(&base->tracer, part); + P_SetTarget(&part->target, base); + part->angle = base->angle - ANGLE_45; + part->extravalue1 = part->x - refNipple->x; + part->extravalue2 = part->y - refNipple->y; + part->flags |= MF_NOTHINK; + part->old_spriteyscale = part->spriteyscale = 0; + + // spawn the screen numbers + for (i = 0; i < 2; i++) + { + P_SetTarget(&part->tracer, P_SpawnMobjFromMobj(part, 0, 0, 0, MT_OVERLAY)); + P_SetTarget(&part->tracer->target, part); + part = part->tracer; + part->angle = part->target->angle; + P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); + part->renderflags |= RF_DONTDRAW; + } +} + +void Obj_RingShooterInput(player_t *player) +{ + if (AllowRingShooter(player) == true + && (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN + && (player->oldcmd.buttons & BT_RESPAWN) == 0) + { + SpawnRingShooter(player); + } +} diff --git a/src/p_mobj.c b/src/p_mobj.c index fbdf33252..f26eeaea6 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -4550,164 +4550,6 @@ static void P_SpawnItemCapsuleParts(mobj_t *mobj) #undef ANG_CAPSULE #undef ROTATIONSPEED -// ------------ -// RING SHOOTER -// ------------ - -static void P_ActivateRingShooter(mobj_t *mo) -{ - mobj_t *part = mo->tracer; - - while (!P_MobjWasRemoved(part->tracer)) - { - part = part->tracer; - part->renderflags &= ~RF_DONTDRAW; - part->frame += 4; - } -} - -#define scaleSpeed mo->scalespeed -#define scaleState mo->threshold -#define xScale mo->extravalue1 -#define yScale mo->extravalue2 -#define xOffset part->extravalue1 -#define yOffset part->extravalue2 -#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale; -#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z); - -// I've tried to reduce redundancy as much as I can, -// but check K_SpawnRingShooter if you edit this -static void P_UpdateRingShooterParts(mobj_t *mo) -{ - mobj_t *part, *refNipple; - - part = mo; - while (!P_MobjWasRemoved(part->hprev)) - { - part = part->hprev; - SCALEPART - } - refNipple = part; - - part = mo; - while (!P_MobjWasRemoved(part->hnext)) - { - part = part->hnext; - MOVEPART - SCALEPART - } - - part = mo->tracer; - part->z = mo->z + FixedMul(refNipple->height, yScale); - MOVEPART - SCALEPART -} - -static boolean P_RingShooterInit(mobj_t *mo) -{ - if (scaleState == -1) - return false; - - switch (scaleState) { - case 0: - yScale += scaleSpeed; - if (yScale >= FRACUNIT) - { - //xScale -= scaleSpeed; - scaleState++; - } - break; - case 1: - scaleSpeed -= FRACUNIT/5; - yScale += scaleSpeed; - xScale -= scaleSpeed; - if (yScale < 3*FRACUNIT/4) - { - scaleState ++; - scaleSpeed = FRACUNIT >> 2; - } - break; - case 2: - yScale += scaleSpeed; - xScale -= scaleSpeed; - if (yScale >= FRACUNIT) - { - scaleState = -1; - xScale = yScale = FRACUNIT; - P_ActivateRingShooter(mo); - } - } - - P_UpdateRingShooterParts(mo); - return scaleState != -1; -} -#undef scaleSpeed -#undef scaleState -#undef xScale -#undef yScale -#undef xOffset -#undef yOffset -#undef MOVEPART -#undef SCALEPART - -static void P_RingShooterCountdown(mobj_t *mo) -{ - mobj_t *part = mo->tracer; - - if (mo->reactiontime == -1) - return; - - if (--mo->reactiontime > 0) - return; - - while (!P_MobjWasRemoved(part->tracer)) - { - part = part->tracer; - part->frame--; - } - - switch ((part->frame & FF_FRAMEMASK) - (part->state->frame & FF_FRAMEMASK)) { - case -1: - mo->reactiontime = -1; - part->skin = mo->skin; - P_SetMobjState(part, S_RINGSHOOTER_FACE); - break; - case 0: - mo->reactiontime = TICRATE; - S_StartSound(mo, mo->info->deathsound); - break; - default: - mo->reactiontime = TICRATE; - S_StartSound(mo, mo->info->painsound); - break; - } -} - -static void P_RingShooterFlicker(mobj_t *mo) -{ - UINT32 trans; - mobj_t *part = mo->tracer; - - while (!P_MobjWasRemoved(part->tracer)) - part = part->tracer; - - part->renderflags ^= RF_DONTDRAW; - if (part->renderflags & RF_DONTDRAW) - trans = FF_TRANS50; - else - trans = 0; - part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; -} - -static void P_RingShooterThinker(mobj_t *mo) -{ - if (P_MobjWasRemoved(mo->tracer) || P_RingShooterInit(mo)) - return; - - P_RingShooterCountdown(mo); - P_RingShooterFlicker(mo); -} - // // P_BossTargetPlayer // If closest is true, find the closest player. @@ -6800,7 +6642,7 @@ static void P_MobjSceneryThink(mobj_t *mobj) } break; case MT_RINGSHOOTER: - P_RingShooterThinker(mobj); + Obj_RingShooterThinker(mobj); break; case MT_SPINDASHWIND: case MT_DRIFTELECTRICSPARK: From d28601fd52cb0d47ffb2362348cf51c08636c26a Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Wed, 12 Apr 2023 01:48:43 -0400 Subject: [PATCH 06/18] Use less confusing defines for ring shooter --- src/objects/ring-shooter.c | 87 ++++++++++++++++++++------------------ 1 file changed, 47 insertions(+), 40 deletions(-) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index ac5eb9d52..53e1d077b 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -40,14 +40,29 @@ static void ActivateRingShooter(mobj_t *mo) } } -#define scaleSpeed mo->scalespeed -#define scaleState mo->threshold -#define xScale mo->extravalue1 -#define yScale mo->extravalue2 -#define xOffset part->extravalue1 -#define yOffset part->extravalue2 -#define SCALEPART part->spritexscale = xScale; part->spriteyscale = yScale; -#define MOVEPART P_MoveOrigin(part, refNipple->x + FixedMul(xOffset, xScale), refNipple->y + FixedMul(yOffset, xScale), part->z); +#define rs_base_scalespeed(o) ((o)->scalespeed) +#define rs_base_scalestate(o) ((o)->threshold) +#define rs_base_xscale(o) ((o)->extravalue1) +#define rs_base_yscale(o) ((o)->extravalue2) + +#define rs_part_xoffset(o) ((o)->extravalue1) +#define rs_part_yoffset(o) ((o)->extravalue2) + +static void ScalePart(mobj_t *part, mobj_t *base) +{ + part->spritexscale = rs_base_xscale(base); + part->spriteyscale = rs_base_yscale(base); +} + +static void MovePart(mobj_t *part, mobj_t *base, mobj_t *refNipple) +{ + P_MoveOrigin( + part, + refNipple->x + FixedMul(rs_part_xoffset(part), rs_base_xscale(base)), + refNipple->y + FixedMul(rs_part_yoffset(part), rs_base_xscale(base)), + part->z + ); +} // I've tried to reduce redundancy as much as I can, // but check K_SpawnRingShooter if you edit this @@ -59,7 +74,7 @@ static void UpdateRingShooterParts(mobj_t *mo) while (!P_MobjWasRemoved(part->hprev)) { part = part->hprev; - SCALEPART + ScalePart(part, mo); } refNipple = part; @@ -67,71 +82,63 @@ static void UpdateRingShooterParts(mobj_t *mo) while (!P_MobjWasRemoved(part->hnext)) { part = part->hnext; - MOVEPART - SCALEPART + MovePart(part, mo, refNipple); + ScalePart(part, mo); } part = mo->tracer; - part->z = mo->z + FixedMul(refNipple->height, yScale); - MOVEPART - SCALEPART + part->z = mo->z + FixedMul(refNipple->height, rs_base_yscale(mo)); + MovePart(part, mo, refNipple); + ScalePart(part, mo); } static boolean RingShooterInit(mobj_t *mo) { - if (scaleState == -1) + if (rs_base_scalestate(mo) == -1) { return false; } - switch (scaleState) + switch (rs_base_scalestate(mo)) { case 0: { - yScale += scaleSpeed; - if (yScale >= FRACUNIT) + rs_base_yscale(mo) += rs_base_scalespeed(mo); + if (rs_base_yscale(mo) >= FRACUNIT) { - //xScale -= scaleSpeed; - scaleState++; + //rs_base_xscale(mo) -= rs_base_scalespeed(mo); + rs_base_scalestate(mo)++; } break; } case 1: { - scaleSpeed -= FRACUNIT/5; - yScale += scaleSpeed; - xScale -= scaleSpeed; - if (yScale < 3*FRACUNIT/4) + rs_base_scalespeed(mo) -= FRACUNIT/5; + rs_base_yscale(mo) += rs_base_scalespeed(mo); + rs_base_xscale(mo) -= rs_base_scalespeed(mo); + if (rs_base_yscale(mo) < 3*FRACUNIT/4) { - scaleState ++; - scaleSpeed = FRACUNIT >> 2; + rs_base_scalestate(mo)++; + rs_base_scalespeed(mo) = FRACUNIT >> 2; } break; } case 2: { - yScale += scaleSpeed; - xScale -= scaleSpeed; - if (yScale >= FRACUNIT) + rs_base_yscale(mo) += rs_base_scalespeed(mo); + rs_base_xscale(mo) -= rs_base_scalespeed(mo); + if (rs_base_yscale(mo) >= FRACUNIT) { - scaleState = -1; - xScale = yScale = FRACUNIT; + rs_base_scalestate(mo) = -1; + rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT; ActivateRingShooter(mo); } } } UpdateRingShooterParts(mo); - return scaleState != -1; + return (rs_base_scalestate(mo) != -1); } -#undef scaleSpeed -#undef scaleState -#undef xScale -#undef yScale -#undef xOffset -#undef yOffset -#undef MOVEPART -#undef SCALEPART static void RingShooterCountdown(mobj_t *mo) { From 4e7b6f0cc3e2f9ccf3ba7160c9157f3bc78bcdef Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Wed, 12 Apr 2023 21:08:45 -0400 Subject: [PATCH 07/18] Add ring shooter tire grabbers + more player logic --- src/d_clisrv.c | 1 + src/d_player.h | 3 +- src/g_game.c | 1 + src/k_objects.h | 3 +- src/objects/ring-shooter.c | 303 ++++++++++++++++++++++++++++++++++--- src/p_mobj.c | 82 ++++++---- src/p_saveg.c | 33 +++- 7 files changed, 366 insertions(+), 60 deletions(-) diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 37f0db6f2..24e8a5166 100644 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2776,6 +2776,7 @@ void CL_ClearPlayer(INT32 playernum) P_SetTarget(&players[playernum].hoverhyudoro, NULL); P_SetTarget(&players[playernum].stumbleIndicator, NULL); P_SetTarget(&players[playernum].sliptideZipIndicator, NULL); + P_SetTarget(&players[playernum].ringShooter, NULL); } // Handle parties. diff --git a/src/d_player.h b/src/d_player.h index 6e165c75f..4ecfef161 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -505,7 +505,8 @@ struct player_t UINT32 distancetofinish; waypoint_t *currentwaypoint; waypoint_t *nextwaypoint; - respawnvars_t respawn; // Respawn info + respawnvars_t respawn; // Respawn info + mobj_t *ringShooter; // DEZ respawner object tic_t airtime; // Used to track just air time, but has evolved over time into a general "karted" timer. Rename this variable? UINT8 startboost; // (0 to 125) - Boost you get from start of race or respawn drop dash diff --git a/src/g_game.c b/src/g_game.c index 9f198c33b..97cc64c64 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2645,6 +2645,7 @@ void G_PlayerReborn(INT32 player, boolean betweenmaps) P_SetTarget(&players[player].follower, NULL); P_SetTarget(&players[player].awayview.mobj, NULL); P_SetTarget(&players[player].stumbleIndicator, NULL); + P_SetTarget(&players[player].ringShooter, NULL); P_SetTarget(&players[player].followmobj, NULL); hoverhyudoro = players[player].hoverhyudoro; diff --git a/src/k_objects.h b/src/k_objects.h index 7e7c3871b..6b45dbb55 100644 --- a/src/k_objects.h +++ b/src/k_objects.h @@ -107,8 +107,9 @@ void Obj_BeginDropTargetMorph(mobj_t *target, skincolornum_t color); boolean Obj_DropTargetMorphThink(mobj_t *morph); /* Ring Shooter */ -void Obj_RingShooterThinker(mobj_t *mo); +boolean Obj_RingShooterThinker(mobj_t *mo); void Obj_RingShooterInput(player_t *player); +void Obj_RingShooterDelete(mobj_t *mo); #ifdef __cplusplus } // extern "C" diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 53e1d077b..740fa3cd1 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -25,33 +25,76 @@ #include "../k_waypoint.h" #include "../r_skins.h" #include "../k_respawn.h" +#include "../lua_hook.h" #define RS_FUSE_TIME (4*TICRATE) -static void ActivateRingShooter(mobj_t *mo) -{ - mobj_t *part = mo->tracer; +#define RS_GRABBER_START (16 << FRACBITS) +#define RS_GRABBER_SLIDE (RS_GRABBER_START >> 4) +#define RS_GRABBER_EXTRA (18 << FRACBITS) - while (!P_MobjWasRemoved(part->tracer)) - { - part = part->tracer; - part->renderflags &= ~RF_DONTDRAW; - part->frame += 4; - } -} +#define RS_KARTED_INC (3) #define rs_base_scalespeed(o) ((o)->scalespeed) #define rs_base_scalestate(o) ((o)->threshold) #define rs_base_xscale(o) ((o)->extravalue1) #define rs_base_yscale(o) ((o)->extravalue2) +#define rs_base_playerid(o) ((o)->lastlook) +#define rs_base_karted(o) ((o)->movecount) +#define rs_base_grabberdist(o) ((o)->movefactor) +#define rs_base_canceled(o) ((o)->cvmem) + #define rs_part_xoffset(o) ((o)->extravalue1) #define rs_part_yoffset(o) ((o)->extravalue2) +static void RemoveRingShooterPointer(mobj_t *base) +{ + player_t *player = NULL; + + if (rs_base_playerid(base) < 0 || rs_base_playerid(base) >= MAXPLAYERS) + { + // No pointer set + return; + } + + // NULL the player's pointer. + player = &players[ rs_base_playerid(base) ]; + P_SetTarget(&player->ringShooter, NULL); + + // Remove our player ID + rs_base_playerid(base) = -1; +} + + +static void ChangeRingShooterPointer(mobj_t *base, player_t *player) +{ + // Remove existing pointer first. + RemoveRingShooterPointer(base); + + if (player == NULL) + { + // Just remove it. + return; + } + + // Set new player pointer. + P_SetTarget(&player->ringShooter, base); + + // Set new player ID. + rs_base_playerid(base) = (player - players); +} + static void ScalePart(mobj_t *part, mobj_t *base) { part->spritexscale = rs_base_xscale(base); part->spriteyscale = rs_base_yscale(base); + + if (part->type == MT_TIREGRABBER) + { + part->spritexscale /= 2; + part->spriteyscale /= 2; + } } static void MovePart(mobj_t *part, mobj_t *base, mobj_t *refNipple) @@ -64,12 +107,43 @@ static void MovePart(mobj_t *part, mobj_t *base, mobj_t *refNipple) ); } +static void ShowHidePart(mobj_t *part, mobj_t *base) +{ + part->renderflags = (part->renderflags & ~RF_DONTDRAW) | (base->renderflags & RF_DONTDRAW); +} + +static fixed_t GetTireDist(mobj_t *base) +{ + return -(RS_GRABBER_EXTRA + rs_base_grabberdist(base)); +} + +static void MoveTire(mobj_t *part, mobj_t *base) +{ + const fixed_t dis = FixedMul(GetTireDist(base), base->scale); + const fixed_t c = FINECOSINE(part->angle >> ANGLETOFINESHIFT); + const fixed_t s = FINESINE(part->angle >> ANGLETOFINESHIFT); + P_MoveOrigin( + part, + base->x + FixedMul(dis, c), + base->y + FixedMul(dis, s), + part->z + ); +} + // I've tried to reduce redundancy as much as I can, // but check K_SpawnRingShooter if you edit this static void UpdateRingShooterParts(mobj_t *mo) { mobj_t *part, *refNipple; + part = mo; + while (!P_MobjWasRemoved(part->target)) + { + part = part->target; + ScalePart(part, mo); + MoveTire(part, mo); + } + part = mo; while (!P_MobjWasRemoved(part->hprev)) { @@ -92,6 +166,47 @@ static void UpdateRingShooterParts(mobj_t *mo) ScalePart(part, mo); } +static void UpdateRingShooterPartsVisibility(mobj_t *mo) +{ + mobj_t *part; + + part = mo; + while (!P_MobjWasRemoved(part->target)) + { + part = part->target; + ShowHidePart(part, mo); + } + + part = mo; + while (!P_MobjWasRemoved(part->hprev)) + { + part = part->hprev; + ShowHidePart(part, mo); + } + + part = mo; + while (!P_MobjWasRemoved(part->hnext)) + { + part = part->hnext; + ShowHidePart(part, mo); + } + + part = mo->tracer; + ShowHidePart(part, mo); +} + +static void ActivateRingShooter(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->renderflags &= ~RF_DONTDRAW; + part->frame += 4; + } +} + static boolean RingShooterInit(mobj_t *mo) { if (rs_base_scalestate(mo) == -1) @@ -129,10 +244,26 @@ static boolean RingShooterInit(mobj_t *mo) rs_base_xscale(mo) -= rs_base_scalespeed(mo); if (rs_base_yscale(mo) >= FRACUNIT) { - rs_base_scalestate(mo) = -1; + rs_base_scalestate(mo)++; rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT; + } + break; + } + case 3: + { + rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE; + if (rs_base_grabberdist(mo) <= 0) + { + rs_base_scalestate(mo) = -1; + rs_base_grabberdist(mo) = 0; ActivateRingShooter(mo); } + break; + } + default: + { + rs_base_scalestate(mo) = 0; // fix invalid states + break; } } @@ -206,13 +337,87 @@ static void RingShooterFlicker(mobj_t *mo) part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; } -void Obj_RingShooterThinker(mobj_t *mo) +boolean Obj_RingShooterThinker(mobj_t *mo) { - if (P_MobjWasRemoved(mo->tracer) || RingShooterInit(mo)) - return; + if (RingShooterInit(mo) == true) + { + return true; + } - RingShooterCountdown(mo); - RingShooterFlicker(mo); + if (mo->fuse > 0) + { + mo->fuse--; + + if (mo->fuse == 0) + { + P_RemoveMobj(mo); + return false; + } + } + + if (rs_base_canceled(mo) != 0) + { + rs_base_karted(mo) += RS_KARTED_INC; + + if (P_MobjWasRemoved(mo->tracer) == false) + { + RingShooterCountdown(mo); + RingShooterFlicker(mo); + } + } + + if (mo->fuse < TICRATE) + { + if (leveltime & 1) + { + mo->renderflags |= RF_DONTDRAW; + } + else + { + mo->renderflags &= ~RF_DONTDRAW; + } + + UpdateRingShooterPartsVisibility(mo); + } + + return true; +} + +void Obj_RingShooterDelete(mobj_t *mo) +{ + mobj_t *part; + + RemoveRingShooterPointer(mo); + + part = mo->target; + while (P_MobjWasRemoved(part) == false) + { + mobj_t *delete = part; + part = part->target; + P_RemoveMobj(delete); + } + + part = mo->hprev; + while (P_MobjWasRemoved(part) == false) + { + mobj_t *delete = part; + part = part->hprev; + P_RemoveMobj(delete); + } + + part = mo->hnext; + while (P_MobjWasRemoved(part) == false) + { + mobj_t *delete = part; + part = part->hnext; + P_RemoveMobj(delete); + } + + part = mo->tracer; + if (P_MobjWasRemoved(part) == false) + { + P_RemoveMobj(part); + } } static boolean AllowRingShooter(player_t *player) @@ -254,8 +459,11 @@ static void SpawnRingShooter(player_t *player) vector2_t offset; SINT8 i; + rs_base_playerid(base) = -1; + rs_base_karted(base) = -(RS_KARTED_INC * TICRATE); // wait for "3" + rs_base_grabberdist(base) = RS_GRABBER_START; + K_FlipFromObject(base, mo); - P_SetTarget(&base->target, mo); P_SetScale(base, base->destscale = FixedMul(base->destscale, scale)); base->angle = mo->angle; base->scalespeed = FRACUNIT/2; @@ -264,10 +472,11 @@ static void SpawnRingShooter(player_t *player) base->fuse = RS_FUSE_TIME; // the ring shooter object itself is invisible and acts as the thinker - // each ring shooter uses three linked lists to keep track of its parts + // each ring shooter uses four linked lists to keep track of its parts // the hprev chain stores the two NIPPLE BARS // the hnext chain stores the four sides of the box // the tracer chain stores the screen and the screen layers + // the target chain stores the tire grabbers // spawn the RING NIPPLES part = base; @@ -343,14 +552,66 @@ static void SpawnRingShooter(player_t *player) P_SetMobjState(part, S_RINGSHOOTER_NUMBERBACK + i); part->renderflags |= RF_DONTDRAW; } + + // spawn the grabbers + part = base; + angle = base->angle + ANGLE_45; + for (i = 0; i < 4; i++) + { + const fixed_t dis = GetTireDist(base); + P_SetTarget( + &part->target, + P_SpawnMobjFromMobj( + base, + P_ReturnThrustX(NULL, angle, dis), + P_ReturnThrustY(NULL, angle, dis), + 0, + MT_TIREGRABBER + ) + ); + part = part->target; + P_SetTarget(&part->tracer, base); + + angle -= ANGLE_90; + part->angle = angle; + part->extravalue1 = part->extravalue2 = 0; + part->old_spriteyscale = part->spriteyscale = 0; + } + + ChangeRingShooterPointer(base, player); } void Obj_RingShooterInput(player_t *player) { + mobj_t *const base = player->ringShooter; + if (AllowRingShooter(player) == true - && (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN - && (player->oldcmd.buttons & BT_RESPAWN) == 0) + && (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN) { - SpawnRingShooter(player); + if (P_MobjWasRemoved(base) == true) + { + SpawnRingShooter(player); + return; + } + + if (rs_base_canceled(base) != 0) + { + if (base->fuse < TICRATE) + { + base->renderflags &= ~RF_DONTDRAW; + UpdateRingShooterPartsVisibility(base); + } + + base->fuse = RS_FUSE_TIME; + } + } + else if (P_MobjWasRemoved(base) == false) + { + if (rs_base_scalestate(base) != -1) + { + // We released during the intro animation. + // Cancel it entirely. + rs_base_canceled(base) = 1; + } } } diff --git a/src/p_mobj.c b/src/p_mobj.c index f26eeaea6..af2394298 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -6642,7 +6642,10 @@ static void P_MobjSceneryThink(mobj_t *mobj) } break; case MT_RINGSHOOTER: - Obj_RingShooterThinker(mobj); + if (Obj_RingShooterThinker(mobj) == false) + { + return; + } break; case MT_SPINDASHWIND: case MT_DRIFTELECTRICSPARK: @@ -11143,26 +11146,10 @@ void P_RemoveMobj(mobj_t *mobj) iquetail = (iquetail+1)&(ITEMQUESIZE-1); } - if (mobj->type == MT_KARMAHITBOX) // Remove linked list objects for certain types - { - mobj_t *cur = mobj->hnext; - - while (cur && !P_MobjWasRemoved(cur)) - { - mobj_t *prev = cur; // Kind of a dumb var, but we need to set cur before we remove the mobj - cur = cur->hnext; - P_RemoveMobj(prev); - } - } - - if (mobj->type == MT_OVERLAY) - P_RemoveOverlay(mobj); - - if (mobj->type == MT_SPB) - spbplace = -1; - if (P_IsTrackerType(mobj->type)) + { P_RemoveTracker(mobj); + } if (mobj->player && mobj->player->followmobj) { @@ -11170,19 +11157,56 @@ void P_RemoveMobj(mobj_t *mobj) P_SetTarget(&mobj->player->followmobj, NULL); } - if (mobj->type == MT_SHRINK_POHBEE) + // Remove linked list objects for certain types + switch (mobj->type) { - Obj_PohbeeRemoved(mobj); - } + case MT_KARMAHITBOX: + { + mobj_t *cur = mobj->hnext; - if (mobj->type == MT_SHRINK_GUN) - { - Obj_ShrinkGunRemoved(mobj); - } + while (cur && !P_MobjWasRemoved(cur)) + { + mobj_t *prev = cur; // Kind of a dumb var, but we need to set cur before we remove the mobj + cur = cur->hnext; + P_RemoveMobj(prev); + } - if (mobj->type == MT_SPECIAL_UFO_PIECE) - { - Obj_UFOPieceRemoved(mobj); + break; + } + case MT_OVERLAY: + { + P_RemoveOverlay(mobj); + break; + } + case MT_SPB: + { + spbplace = -1; + break; + } + case MT_SHRINK_POHBEE: + { + Obj_PohbeeRemoved(mobj); + break; + } + case MT_SHRINK_GUN: + { + Obj_ShrinkGunRemoved(mobj); + break; + } + case MT_SPECIAL_UFO_PIECE: + { + Obj_UFOPieceRemoved(mobj); + break; + } + case MT_RINGSHOOTER: + { + Obj_RingShooterDelete(mobj); + break; + } + default: + { + break; + } } mobj->health = 0; // Just because diff --git a/src/p_saveg.c b/src/p_saveg.c index c31161f40..0e335c210 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -63,14 +63,15 @@ savedata_t savedata; // than an UINT16 typedef enum { - AWAYVIEW = 0x01, - FOLLOWITEM = 0x02, - FOLLOWER = 0x04, - SKYBOXVIEW = 0x08, - SKYBOXCENTER = 0x10, - HOVERHYUDORO = 0x20, - STUMBLE = 0x40, - SLIPTIDEZIP = 0x80 + AWAYVIEW = 0x0001, + FOLLOWITEM = 0x0002, + FOLLOWER = 0x0004, + SKYBOXVIEW = 0x0008, + SKYBOXCENTER = 0x0010, + HOVERHYUDORO = 0x0020, + STUMBLE = 0x0040, + SLIPTIDEZIP = 0x0080, + RINGSHOOTER = 0x0100 } player_saveflags; static inline void P_ArchivePlayer(savebuffer_t *save) @@ -217,6 +218,9 @@ static void P_NetArchivePlayers(savebuffer_t *save) if (players[i].sliptideZipIndicator) flags |= SLIPTIDEZIP; + if (players[i].ringShooter) + flags |= RINGSHOOTER; + WRITEUINT16(save->p, flags); if (flags & SKYBOXVIEW) @@ -240,6 +244,9 @@ static void P_NetArchivePlayers(savebuffer_t *save) if (flags & SLIPTIDEZIP) WRITEUINT32(save->p, players[i].sliptideZipIndicator->mobjnum); + if (flags & RINGSHOOTER) + WRITEUINT32(save->p, players[i].ringShooter->mobjnum); + WRITEUINT32(save->p, (UINT32)players[i].followitem); WRITEUINT32(save->p, players[i].charflags); @@ -613,6 +620,9 @@ static void P_NetUnArchivePlayers(savebuffer_t *save) if (flags & SLIPTIDEZIP) players[i].sliptideZipIndicator = (mobj_t *)(size_t)READUINT32(save->p); + if (flags & RINGSHOOTER) + players[i].ringShooter = (mobj_t *)(size_t)READUINT32(save->p); + players[i].followitem = (mobjtype_t)READUINT32(save->p); //SetPlayerSkinByNum(i, players[i].skin); @@ -4823,6 +4833,13 @@ static void P_RelinkPointers(void) if (!P_SetTarget(&players[i].sliptideZipIndicator, P_FindNewPosition(temp))) CONS_Debug(DBG_GAMELOGIC, "sliptideZipIndicator not found on player %d\n", i); } + if (players[i].ringShooter) + { + temp = (UINT32)(size_t)players[i].ringShooter; + players[i].ringShooter = NULL; + if (!P_SetTarget(&players[i].ringShooter, P_FindNewPosition(temp))) + CONS_Debug(DBG_GAMELOGIC, "ringShooter not found on player %d\n", i); + } } } From 92b8e38f11fdb3d360547f2daec3133ee492e40c Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Thu, 13 Apr 2023 00:46:24 -0400 Subject: [PATCH 08/18] Actual Ring Shooter functionality --- src/info.c | 6 +- src/k_objects.h | 2 + src/objects/ring-shooter.c | 349 +++++++++++++++++++++++++------------ src/p_enemy.c | 36 +--- src/p_inter.c | 4 + 5 files changed, 248 insertions(+), 149 deletions(-) diff --git a/src/info.c b/src/info.c index a082abbc5..cfa23907a 100644 --- a/src/info.c +++ b/src/info.c @@ -24679,13 +24679,13 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] = S_NULL, // xdeathstate sfx_s3kad, // deathsound 0, // speed - 16*FRACUNIT, // radius - 16*FRACUNIT, // height + 24*FRACUNIT, // radius + 8*FRACUNIT, // height 0, // display offset 0, // mass 0, // damage sfx_None, // activesound - MF_NOBLOCKMAP|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags + MF_NOGRAVITY|MF_SCENERY|MF_DONTENCOREMAP, // flags S_NULL // raisestate }, diff --git a/src/k_objects.h b/src/k_objects.h index 6b45dbb55..9bb8d70d2 100644 --- a/src/k_objects.h +++ b/src/k_objects.h @@ -109,7 +109,9 @@ boolean Obj_DropTargetMorphThink(mobj_t *morph); /* Ring Shooter */ boolean Obj_RingShooterThinker(mobj_t *mo); void Obj_RingShooterInput(player_t *player); +void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player); void Obj_RingShooterDelete(mobj_t *mo); +void Obj_UpdateRingShooterFace(mobj_t *part); #ifdef __cplusplus } // extern "C" diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 740fa3cd1..c1c60c49d 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -28,6 +28,7 @@ #include "../lua_hook.h" #define RS_FUSE_TIME (4*TICRATE) +#define RS_FUSE_BLINK (TICRATE >> 1) #define RS_GRABBER_START (16 << FRACBITS) #define RS_GRABBER_SLIDE (RS_GRABBER_START >> 4) @@ -36,7 +37,7 @@ #define RS_KARTED_INC (3) #define rs_base_scalespeed(o) ((o)->scalespeed) -#define rs_base_scalestate(o) ((o)->threshold) +#define rs_base_initstate(o) ((o)->threshold) #define rs_base_xscale(o) ((o)->extravalue1) #define rs_base_yscale(o) ((o)->extravalue2) @@ -44,6 +45,7 @@ #define rs_base_karted(o) ((o)->movecount) #define rs_base_grabberdist(o) ((o)->movefactor) #define rs_base_canceled(o) ((o)->cvmem) +#define rs_base_playerface(o) ((o)->cusval) #define rs_part_xoffset(o) ((o)->extravalue1) #define rs_part_yoffset(o) ((o)->extravalue2) @@ -195,87 +197,11 @@ static void UpdateRingShooterPartsVisibility(mobj_t *mo) ShowHidePart(part, mo); } -static void ActivateRingShooter(mobj_t *mo) -{ - mobj_t *part = mo->tracer; - - while (!P_MobjWasRemoved(part->tracer)) - { - part = part->tracer; - part->renderflags &= ~RF_DONTDRAW; - part->frame += 4; - } -} - -static boolean RingShooterInit(mobj_t *mo) -{ - if (rs_base_scalestate(mo) == -1) - { - return false; - } - - switch (rs_base_scalestate(mo)) - { - case 0: - { - rs_base_yscale(mo) += rs_base_scalespeed(mo); - if (rs_base_yscale(mo) >= FRACUNIT) - { - //rs_base_xscale(mo) -= rs_base_scalespeed(mo); - rs_base_scalestate(mo)++; - } - break; - } - case 1: - { - rs_base_scalespeed(mo) -= FRACUNIT/5; - rs_base_yscale(mo) += rs_base_scalespeed(mo); - rs_base_xscale(mo) -= rs_base_scalespeed(mo); - if (rs_base_yscale(mo) < 3*FRACUNIT/4) - { - rs_base_scalestate(mo)++; - rs_base_scalespeed(mo) = FRACUNIT >> 2; - } - break; - } - case 2: - { - rs_base_yscale(mo) += rs_base_scalespeed(mo); - rs_base_xscale(mo) -= rs_base_scalespeed(mo); - if (rs_base_yscale(mo) >= FRACUNIT) - { - rs_base_scalestate(mo)++; - rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT; - } - break; - } - case 3: - { - rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE; - if (rs_base_grabberdist(mo) <= 0) - { - rs_base_scalestate(mo) = -1; - rs_base_grabberdist(mo) = 0; - ActivateRingShooter(mo); - } - break; - } - default: - { - rs_base_scalestate(mo) = 0; // fix invalid states - break; - } - } - - UpdateRingShooterParts(mo); - return (rs_base_scalestate(mo) != -1); -} - static void RingShooterCountdown(mobj_t *mo) { mobj_t *part = mo->tracer; - if (mo->reactiontime == -1) + if (mo->reactiontime < 0) { return; } @@ -296,7 +222,16 @@ static void RingShooterCountdown(mobj_t *mo) case -1: { mo->reactiontime = -1; - part->skin = mo->skin; + + if (rs_base_playerface(mo) >= 0 && rs_base_playerface(mo) < MAXPLAYERS) + { + if (playeringame[rs_base_playerface(mo)] == true) + { + player_t *player = &players[ rs_base_playerid(mo) ]; + part->skin = &skins[player->skin]; + } + } + P_SetMobjState(part, S_RINGSHOOTER_FACE); break; } @@ -304,6 +239,15 @@ static void RingShooterCountdown(mobj_t *mo) { mo->reactiontime = TICRATE; S_StartSound(mo, mo->info->deathsound); + + if (rs_base_playerid(mo) >= 0 && rs_base_playerid(mo) < MAXPLAYERS) + { + if (playeringame[rs_base_playerid(mo)] == true) + { + player_t *player = &players[ rs_base_playerid(mo) ]; + Obj_PlayerUsedRingShooter(mo, player); + } + } break; } default: @@ -337,6 +281,92 @@ static void RingShooterFlicker(mobj_t *mo) part->target->frame = (part->target->frame & ~FF_TRANSMASK) | trans; } +static void ActivateRingShooter(mobj_t *mo) +{ + mobj_t *part = mo->tracer; + + while (!P_MobjWasRemoved(part->tracer)) + { + part = part->tracer; + part->renderflags &= ~RF_DONTDRAW; + part->frame += 4; + } + + RingShooterCountdown(mo); +} + +static boolean RingShooterInit(mobj_t *mo) +{ + if (rs_base_initstate(mo) == -1) + { + return false; + } + + switch (rs_base_initstate(mo)) + { + case 0: + { + rs_base_yscale(mo) += rs_base_scalespeed(mo); + if (rs_base_yscale(mo) >= FRACUNIT) + { + //rs_base_xscale(mo) -= rs_base_scalespeed(mo); + rs_base_initstate(mo)++; + } + break; + } + case 1: + { + rs_base_scalespeed(mo) -= FRACUNIT/5; + rs_base_yscale(mo) += rs_base_scalespeed(mo); + rs_base_xscale(mo) -= rs_base_scalespeed(mo); + if (rs_base_yscale(mo) < 3*FRACUNIT/4) + { + rs_base_initstate(mo)++; + rs_base_scalespeed(mo) = FRACUNIT >> 2; + } + break; + } + case 2: + { + rs_base_yscale(mo) += rs_base_scalespeed(mo); + rs_base_xscale(mo) -= rs_base_scalespeed(mo); + if (rs_base_yscale(mo) >= FRACUNIT) + { + rs_base_initstate(mo)++; + rs_base_xscale(mo) = rs_base_yscale(mo) = FRACUNIT; + } + break; + } + case 3: + { + if (rs_base_canceled(mo) != 0) + { + rs_base_initstate(mo) = -1; + ActivateRingShooter(mo); + } + else + { + rs_base_grabberdist(mo) -= RS_GRABBER_SLIDE; + if (rs_base_grabberdist(mo) <= 0) + { + rs_base_initstate(mo) = -1; + rs_base_grabberdist(mo) = 0; + ActivateRingShooter(mo); + } + } + break; + } + default: + { + rs_base_initstate(mo) = 0; // fix invalid states + break; + } + } + + UpdateRingShooterParts(mo); + return (rs_base_initstate(mo) != -1); +} + boolean Obj_RingShooterThinker(mobj_t *mo) { if (RingShooterInit(mo) == true) @@ -355,18 +385,22 @@ boolean Obj_RingShooterThinker(mobj_t *mo) } } - if (rs_base_canceled(mo) != 0) + if (rs_base_canceled(mo) == 0) { rs_base_karted(mo) += RS_KARTED_INC; if (P_MobjWasRemoved(mo->tracer) == false) { RingShooterCountdown(mo); - RingShooterFlicker(mo); } } - if (mo->fuse < TICRATE) + if (P_MobjWasRemoved(mo->tracer) == false) + { + RingShooterFlicker(mo); + } + + if (mo->fuse < RS_FUSE_BLINK) { if (leveltime & 1) { @@ -383,6 +417,29 @@ boolean Obj_RingShooterThinker(mobj_t *mo) return true; } +void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player) +{ + // The original player should no longer have control over it, + // if they are using it via releasing. + RemoveRingShooterPointer(base); + + // Respawn using the respawner's karted value. + if (rs_base_karted(base) > 0) + { + player->airtime += rs_base_karted(base); + } + K_DoIngameRespawn(player); + + // Now other players can run into it! + base->flags |= MF_SPECIAL; + + if (base->fuse < RS_FUSE_TIME) + { + // Reset the fuse so everyone can conga line :B + base->fuse = RS_FUSE_TIME; + } +} + void Obj_RingShooterDelete(mobj_t *mo) { mobj_t *part; @@ -420,31 +477,6 @@ void Obj_RingShooterDelete(mobj_t *mo) } } -static boolean AllowRingShooter(player_t *player) -{ - const fixed_t minSpeed = 6 * player->mo->scale; - - if (player->respawn.state != RESPAWNST_NONE - && player->respawn.init == true) - { - return false; - } - - if (player->drift == 0 - && player->justbumped == 0 - && player->spindashboost == 0 - && player->nocontrol == 0 - && player->fastfall == 0 - && player->speed < minSpeed - && P_PlayerInPain(player) == false - && P_IsObjectOnGround(player->mo) == true) - { - return true; - } - - return false; -} - // I've tried to reduce redundancy as much as I can, // but check P_UpdateRingShooterParts if you edit this static void SpawnRingShooter(player_t *player) @@ -553,6 +585,8 @@ static void SpawnRingShooter(player_t *player) part->renderflags |= RF_DONTDRAW; } + P_SetTarget(&part->hprev, base); + // spawn the grabbers part = base; angle = base->angle + ANGLE_45; @@ -579,6 +613,36 @@ static void SpawnRingShooter(player_t *player) } ChangeRingShooterPointer(base, player); + rs_base_playerface(base) = (player - players); +} + +static boolean AllowRingShooter(player_t *player) +{ + const fixed_t minSpeed = 6 * player->mo->scale; + + if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime) + { + return false; + } + + if (player->respawn.state != RESPAWNST_NONE) + { + return false; + } + + if (player->drift == 0 + && player->justbumped == 0 + && player->spindashboost == 0 + && player->nocontrol == 0 + && player->fastfall == 0 + && player->speed < minSpeed + && P_PlayerInPain(player) == false + && P_IsObjectOnGround(player->mo) == true) + { + return true; + } + + return false; } void Obj_RingShooterInput(player_t *player) @@ -596,22 +660,85 @@ void Obj_RingShooterInput(player_t *player) if (rs_base_canceled(base) != 0) { - if (base->fuse < TICRATE) + if (base->fuse < RS_FUSE_BLINK) { base->renderflags &= ~RF_DONTDRAW; UpdateRingShooterPartsVisibility(base); } - base->fuse = RS_FUSE_TIME; + if (base->fuse < RS_FUSE_TIME) + { + base->fuse = RS_FUSE_TIME; + } } } else if (P_MobjWasRemoved(base) == false) { - if (rs_base_scalestate(base) != -1) + if (rs_base_initstate(base) != -1) { // We released during the intro animation. - // Cancel it entirely. + // Cancel it entirely, prevent another one being created for a bit. rs_base_canceled(base) = 1; + + if (base->fuse > RS_FUSE_BLINK) + { + base->fuse = RS_FUSE_BLINK; + } + } + else if (rs_base_canceled(base) == 0) + { + // We released during the countdown. + // We activate with the current karted timer on the ring shooter. + Obj_PlayerUsedRingShooter(base, player); } } } + +void Obj_UpdateRingShooterFace(mobj_t *part) +{ + mobj_t *const base = part->hprev; + player_t *player = NULL; + + if (P_MobjWasRemoved(base) == true) + { + return; + } + + if (rs_base_playerface(base) < 0 || rs_base_playerface(base) >= MAXPLAYERS) + { + return; + } + + if (playeringame[ rs_base_playerface(base) ] == false) + { + return; + } + + player = &players[ rs_base_playerface(base) ]; + + // it's a good idea to set the actor's skin *before* it uses this action, + // but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite + if (part->skin != &skins[player->skin]) + { + part->skin = &skins[player->skin]; + P_SetMobjState(part, (statenum_t)(part->state - states)); + return; + } + + // okay, now steal the player's color nyehehehe + part->color = player->skincolor; + + // set the frame to the WANTED pic + part->frame = (part->frame & ~FF_FRAMEMASK) | FACE_WANTED; + + // we're going to assume the character's WANTED icon is 32 x 32 + // let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22 + // (TODO: maybe get the dimensions/offsets from the patches themselves?) + part->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT); + part->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT); + + // a normal WANTED icon should have (0, 0) offsets + // so let's offset it such that it will match the position of the screen's sprite + part->spritexoffset = 16*FRACUNIT; // 32 / 2 + part->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, part->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom) +} diff --git a/src/p_enemy.c b/src/p_enemy.c index 3278e8249..59979ac9a 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -13816,44 +13816,10 @@ A_SpawnItemDebrisCloud (mobj_t *actor) // vars do nothing void A_RingShooterFace(mobj_t *actor) { - player_t *player; - mobj_t *mo = actor; - if (LUA_CallAction(A_RINGSHOOTERFACE, actor)) - return; - - // get the player, if possible - while ((mo->player == NULL) && !P_MobjWasRemoved(mo->target)) - mo = mo->target; - - player = mo->player; - - if (!player) // something changed my target, abort - return; - - // it's a good idea to set the actor's skin *before* it uses this action, - // but just in case, if it doesn't have the player's skin, set its skin then call the state again to get the correct sprite - if (actor->skin != &skins[player->skin]) { - actor->skin = &skins[player->skin]; - P_SetMobjState(actor, (statenum_t)(actor->state-states)); return; } - // okay, now steal the player's color nyehehehe - actor->color = player->skincolor; - - // set the frame to the WANTED pic - actor->frame = (actor->frame & ~FF_FRAMEMASK) | FACE_WANTED; - - // we're going to assume the character's WANTED icon is 32 x 32 - // let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22 - // (TODO: maybe get the dimensions/offsets from the patches themselves?) - actor->spritexscale = FixedDiv(26*FRACUNIT, 32*FRACUNIT); - actor->spriteyscale = FixedDiv(22*FRACUNIT, 32*FRACUNIT); - - // a normal WANTED icon should have (0, 0) offsets - // so let's offset it such that it will match the position of the screen's sprite - actor->spritexoffset = 16*FRACUNIT; // 32 / 2 - actor->spriteyoffset = 28*FRACUNIT + FixedDiv(11*FRACUNIT, actor->spriteyscale); // 32 - 4 (generic monster bottom) + 11 (vertical offset of screen sprite from the bottom) + Obj_UpdateRingShooterFace(actor); } diff --git a/src/p_inter.c b/src/p_inter.c index dbb18b571..ad8542695 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -580,6 +580,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck) Obj_LoopEndpointCollide(special, toucher); return; + case MT_RINGSHOOTER: + Obj_PlayerUsedRingShooter(special, player); + return; + default: // SOC or script pickup P_SetTarget(&special->target, toucher); break; From 14d371f00f358e6d529b493d04567a854fa8a4fb Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Thu, 13 Apr 2023 03:47:24 -0400 Subject: [PATCH 09/18] Basic Ring Shooter freeze implementation It's probably too easy to break, but this should be enough for testing at least. --- src/k_kart.c | 4 +++- src/k_objects.h | 1 + src/objects/ring-shooter.c | 16 +++++++++++++++- 3 files changed, 19 insertions(+), 2 deletions(-) diff --git a/src/k_kart.c b/src/k_kart.c index 3d7311e98..3facc2b54 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -3407,7 +3407,9 @@ SINT8 K_GetForwardMove(player_t *player) { SINT8 forwardmove = player->cmd.forwardmove; - if ((player->pflags & PF_STASIS) || (player->carry == CR_SLIDING)) + if ((player->pflags & PF_STASIS) + || (player->carry == CR_SLIDING) + || Obj_PlayerRingShooterFreeze(player) == true) { return 0; } diff --git a/src/k_objects.h b/src/k_objects.h index 9bb8d70d2..875f177a8 100644 --- a/src/k_objects.h +++ b/src/k_objects.h @@ -108,6 +108,7 @@ boolean Obj_DropTargetMorphThink(mobj_t *morph); /* Ring Shooter */ boolean Obj_RingShooterThinker(mobj_t *mo); +boolean Obj_PlayerRingShooterFreeze(player_t *const player); void Obj_RingShooterInput(player_t *player); void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player); void Obj_RingShooterDelete(mobj_t *mo); diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index c1c60c49d..d9846dd9a 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -645,6 +645,20 @@ static boolean AllowRingShooter(player_t *player) return false; } +boolean Obj_PlayerRingShooterFreeze(player_t *const player) +{ + mobj_t *const base = player->ringShooter; + + if (AllowRingShooter(player) == true + && (player->cmd.buttons & BT_RESPAWN) == BT_RESPAWN + && P_MobjWasRemoved(base) == false) + { + return (rs_base_canceled(base) == 0); + } + + return false; +} + void Obj_RingShooterInput(player_t *player) { mobj_t *const base = player->ringShooter; @@ -658,7 +672,7 @@ void Obj_RingShooterInput(player_t *player) return; } - if (rs_base_canceled(base) != 0) + if (rs_base_canceled(base) == 0) { if (base->fuse < RS_FUSE_BLINK) { From 3ea9b2d82ded1670fe1c06d42dd64a9549c07eb7 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Thu, 13 Apr 2023 03:56:49 -0400 Subject: [PATCH 10/18] Ring Shooter: Force player mom to 0 --- src/objects/ring-shooter.c | 2 ++ 1 file changed, 2 insertions(+) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index d9846dd9a..39a6cf946 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -674,6 +674,8 @@ void Obj_RingShooterInput(player_t *player) if (rs_base_canceled(base) == 0) { + player->mo->momx = player->mo->momy = 0; + if (base->fuse < RS_FUSE_BLINK) { base->renderflags &= ~RF_DONTDRAW; From b123fd98a2674f9981b851aa90ce14bc9fa56793 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Thu, 13 Apr 2023 21:17:43 -0400 Subject: [PATCH 11/18] Ring Shooter: Disallow turning while in it --- src/k_kart.c | 6 ++++++ src/objects/ring-shooter.c | 1 + 2 files changed, 7 insertions(+) diff --git a/src/k_kart.c b/src/k_kart.c index 3facc2b54..a6485a378 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -8943,6 +8943,12 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) return 0; } + if (Obj_PlayerRingShooterFreeze(player) == true) + { + // No turning while using Ring Shooter + return 0; + } + currentSpeed = FixedHypot(player->mo->momx, player->mo->momy); if ((currentSpeed <= 0) // Not moving diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 39a6cf946..c71613716 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -675,6 +675,7 @@ void Obj_RingShooterInput(player_t *player) if (rs_base_canceled(base) == 0) { player->mo->momx = player->mo->momy = 0; + P_SetPlayerAngle(player, base->angle); if (base->fuse < RS_FUSE_BLINK) { From 3b7ac38d9fa6976488d3cfba6b91d9c585855cd4 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Fri, 14 Apr 2023 05:34:44 -0400 Subject: [PATCH 12/18] Ring Shooter: E-Brake + adjust distance - Y is now additionally another macro for HOLD! - Disable HOLD! drop from respawning when done with Ring Shooter. - Immediate release Ring Shooter now goes back a waypoint, and does not have a minimum distance to go forward anymore. --- src/d_player.h | 1 + src/g_game.c | 3 +-- src/k_kart.c | 22 +++++++++++++++++----- src/k_kart.h | 1 + src/k_respawn.c | 27 +++++++++++++++++++++++---- src/objects/ring-shooter.c | 7 +++++++ 6 files changed, 50 insertions(+), 11 deletions(-) diff --git a/src/d_player.h b/src/d_player.h index 4ecfef161..d0313aaed 100644 --- a/src/d_player.h +++ b/src/d_player.h @@ -310,6 +310,7 @@ struct respawnvars_t tic_t dropdash; // Drop Dash charge timer boolean truedeath; // Your soul has left your body boolean manual; // Respawn coords were manually set, please respawn exactly there + boolean fromRingShooter; // Respawn was from Ring Shooter, don't allow E-Brake drop boolean init; }; diff --git a/src/g_game.c b/src/g_game.c index 97cc64c64..527ce39ad 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -1324,7 +1324,6 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) // C if (G_PlayerInputDown(forplayer, gc_spindash, 0)) { - forward = 0; cmd->buttons |= BT_SPINDASHMASK; } @@ -1343,7 +1342,7 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) // respawn if (G_PlayerInputDown(forplayer, gc_respawn, 0)) { - cmd->buttons |= BT_RESPAWN; + cmd->buttons |= (BT_RESPAWN | BT_EBRAKEMASK); } // mp general function button diff --git a/src/k_kart.c b/src/k_kart.c index a6485a378..ed24fef49 100644 --- a/src/k_kart.c +++ b/src/k_kart.c @@ -3420,7 +3420,9 @@ SINT8 K_GetForwardMove(player_t *player) return MAXPLMOVE; } - if (player->spinouttimer || K_PlayerEBrake(player)) + if (player->spinouttimer != 0 + || K_PressingEBrake(player) == true + || K_PlayerEBrake(player) == true) { return 0; } @@ -7549,6 +7551,11 @@ static void K_UpdateTripwire(player_t *player) } } +boolean K_PressingEBrake(player_t *player) +{ + return ((K_GetKartButtons(player) & BT_EBRAKEMASK) == BT_EBRAKEMASK); +} + /** \brief Decreases various kart timers and powers per frame. Called in P_PlayerThink in p_user.c \param player player object passed from P_PlayerThink @@ -8076,7 +8083,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd) K_SpawnGardenTopSpeedLines(player); } // Only allow drifting while NOT trying to do an spindash input. - else if ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK) + else if (K_PressingEBrake(player) == false) { player->pflags |= PF_DRIFTINPUT; } @@ -8952,7 +8959,7 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue) currentSpeed = FixedHypot(player->mo->momx, player->mo->momy); if ((currentSpeed <= 0) // Not moving - && ((K_GetKartButtons(player) & BT_EBRAKEMASK) != BT_EBRAKEMASK) // Not e-braking + && (K_PressingEBrake(player) == false) // Not e-braking && (player->respawn.state == RESPAWNST_NONE) // Not respawning && (player->curshield != KSHIELD_TOP) // Not riding a Top && (P_IsObjectOnGround(player->mo) == true)) // On the ground @@ -9738,7 +9745,12 @@ static INT32 K_FlameShieldMax(player_t *player) boolean K_PlayerEBrake(player_t *player) { if (player->respawn.state != RESPAWNST_NONE - && player->respawn.init == true) + && (player->respawn.init == true || player->respawn.fromRingShooter == true)) + { + return false; + } + + if (Obj_PlayerRingShooterFreeze(player) == true) { return false; } @@ -9748,7 +9760,7 @@ boolean K_PlayerEBrake(player_t *player) return true; } - if ((K_GetKartButtons(player) & BT_EBRAKEMASK) == BT_EBRAKEMASK + if (K_PressingEBrake(player) == true && player->drift == 0 && P_PlayerInPain(player) == false && player->justbumped == 0 diff --git a/src/k_kart.h b/src/k_kart.h index 782740ce8..bf67be518 100644 --- a/src/k_kart.h +++ b/src/k_kart.h @@ -81,6 +81,7 @@ void K_SpawnBumpEffect(mobj_t *mo); void K_KartMoveAnimation(player_t *player); void K_KartPlayerHUDUpdate(player_t *player); void K_KartResetPlayerColor(player_t *player); +boolean K_PressingEBrake(player_t *player); void K_KartPlayerThink(player_t *player, ticcmd_t *cmd); void K_KartPlayerAfterThink(player_t *player); fixed_t K_MomentumThreshold(const mobj_t *mo); diff --git a/src/k_respawn.c b/src/k_respawn.c index 252550f06..5573feea1 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -175,9 +175,25 @@ void K_DoIngameRespawn(player_t *player) } else if (player->respawn.wp != NULL) { - const UINT32 dist = RESPAWN_DIST + (player->airtime * 48); - player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT; - K_RespawnAtWaypoint(player, player->respawn.wp); + if (player->respawn.fromRingShooter == true) + { + waypoint_t *prevWP = player->respawn.wp; + if (prevWP->numprevwaypoints > 0) + { + prevWP = prevWP->prevwaypoints[0]; + } + + const UINT32 dist = (player->airtime * 48); + player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT; + + K_RespawnAtWaypoint(player, prevWP); + } + else + { + const UINT32 dist = RESPAWN_DIST + (player->airtime * 48); + player->respawn.distanceleft = (dist * mapobjectscale) / FRACUNIT; + K_RespawnAtWaypoint(player, player->respawn.wp); + } } else { @@ -465,7 +481,9 @@ static void K_MovePlayerToRespawnPoint(player_t *player) player->mo->momz = step.z; } - if (player->respawn.init == false && K_PlayerEBrake(player) == true) + if (player->respawn.init == false + && player->respawn.fromRingShooter == false + && K_PlayerEBrake(player) == true) { // Manual drop! player->respawn.state = RESPAWNST_DROP; @@ -822,6 +840,7 @@ void K_RespawnChecker(player_t *player) K_MovePlayerToRespawnPoint(player); return; case RESPAWNST_DROP: + player->respawn.fromRingShooter = false; player->mo->momx = player->mo->momy = 0; player->flashing = 3; if (player->respawn.timer > 0) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index c71613716..95d7f92b4 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -428,6 +428,8 @@ void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player) { player->airtime += rs_base_karted(base); } + + player->respawn.fromRingShooter = true; K_DoIngameRespawn(player); // Now other players can run into it! @@ -676,6 +678,11 @@ void Obj_RingShooterInput(player_t *player) { player->mo->momx = player->mo->momy = 0; P_SetPlayerAngle(player, base->angle); + P_MoveOrigin( + player->mo, + base->x, base->y, + base->z // TODO: reverse gravity + ); if (base->fuse < RS_FUSE_BLINK) { From c4a087790a296485deaa9869462068b56cc6e4ce Mon Sep 17 00:00:00 2001 From: toaster Date: Thu, 13 Apr 2023 16:22:28 +0100 Subject: [PATCH 13/18] Obj_UpdateRingShooterFace: Set threshold overlay flags (fixes scaling/alignment of face) --- src/objects/ring-shooter.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 95d7f92b4..9e93c8b00 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -755,6 +755,9 @@ void Obj_UpdateRingShooterFace(mobj_t *part) // set the frame to the WANTED pic part->frame = (part->frame & ~FF_FRAMEMASK) | FACE_WANTED; + // set the threshold overlay flags + part->threshold = (OV_DONTXYSCALE|OV_DONTSCREENOFFSET); + // we're going to assume the character's WANTED icon is 32 x 32 // let's squish the sprite a bit so that it matches the dimensions of the screen's sprite, which is 26 x 22 // (TODO: maybe get the dimensions/offsets from the patches themselves?) From 1c4137648b450e8bbc405a4a7a6e94c392175121 Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Fri, 14 Apr 2023 05:41:44 -0400 Subject: [PATCH 14/18] Ring Shooter: Fix sometimes invisible after use --- src/objects/ring-shooter.c | 20 +++++++++++++------- 1 file changed, 13 insertions(+), 7 deletions(-) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 9e93c8b00..6fd4e5162 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -435,9 +435,15 @@ void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player) // Now other players can run into it! base->flags |= MF_SPECIAL; + // Reset the fuse so everyone can conga line :B if (base->fuse < RS_FUSE_TIME) { - // Reset the fuse so everyone can conga line :B + if (base->fuse < RS_FUSE_BLINK) + { + base->renderflags &= ~RF_DONTDRAW; + UpdateRingShooterPartsVisibility(base); + } + base->fuse = RS_FUSE_TIME; } } @@ -684,14 +690,14 @@ void Obj_RingShooterInput(player_t *player) base->z // TODO: reverse gravity ); - if (base->fuse < RS_FUSE_BLINK) - { - base->renderflags &= ~RF_DONTDRAW; - UpdateRingShooterPartsVisibility(base); - } - if (base->fuse < RS_FUSE_TIME) { + if (base->fuse < RS_FUSE_BLINK) + { + base->renderflags &= ~RF_DONTDRAW; + UpdateRingShooterPartsVisibility(base); + } + base->fuse = RS_FUSE_TIME; } } From 5917861d172568c07ed2818e1d8da36fdf2ff2fe Mon Sep 17 00:00:00 2001 From: Sally Coolatta Date: Fri, 14 Apr 2023 06:02:32 -0400 Subject: [PATCH 15/18] Ring Shooter: Ignore multiple uses from 1 player --- src/objects/ring-shooter.c | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 6fd4e5162..79d6f25a0 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -42,10 +42,12 @@ #define rs_base_yscale(o) ((o)->extravalue2) #define rs_base_playerid(o) ((o)->lastlook) +#define rs_base_playerface(o) ((o)->cusval) +#define rs_base_playerlast(o) ((o)->watertop) + #define rs_base_karted(o) ((o)->movecount) #define rs_base_grabberdist(o) ((o)->movefactor) #define rs_base_canceled(o) ((o)->cvmem) -#define rs_base_playerface(o) ((o)->cusval) #define rs_part_xoffset(o) ((o)->extravalue1) #define rs_part_yoffset(o) ((o)->extravalue2) @@ -419,6 +421,12 @@ boolean Obj_RingShooterThinker(mobj_t *mo) void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player) { + const UINT8 playerID = player - players; + if (playerID == rs_base_playerlast(base)) + { + return; + } + // The original player should no longer have control over it, // if they are using it via releasing. RemoveRingShooterPointer(base); @@ -446,6 +454,9 @@ void Obj_PlayerUsedRingShooter(mobj_t *base, player_t *player) base->fuse = RS_FUSE_TIME; } + + // Record the last person to use the ring shooter. + rs_base_playerlast(base) = playerID; } void Obj_RingShooterDelete(mobj_t *mo) @@ -499,7 +510,7 @@ static void SpawnRingShooter(player_t *player) vector2_t offset; SINT8 i; - rs_base_playerid(base) = -1; + rs_base_playerid(base) = rs_base_playerlast(base) = -1; rs_base_karted(base) = -(RS_KARTED_INC * TICRATE); // wait for "3" rs_base_grabberdist(base) = RS_GRABBER_START; From 5b348ee1957af58e3e8ac6aa7c54fee43a825b9f Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 14 Apr 2023 17:53:21 +0100 Subject: [PATCH 16/18] K_DoIngameRespawn: Ring Shooter-induced lightsnake always starts from the previous SPAWNPOINT waypoint, not the previous waypoint in general --- src/k_respawn.c | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/k_respawn.c b/src/k_respawn.c index 5573feea1..8a7d9cc7f 100644 --- a/src/k_respawn.c +++ b/src/k_respawn.c @@ -178,9 +178,11 @@ void K_DoIngameRespawn(player_t *player) if (player->respawn.fromRingShooter == true) { waypoint_t *prevWP = player->respawn.wp; - if (prevWP->numprevwaypoints > 0) + while (prevWP->numprevwaypoints > 0) { prevWP = prevWP->prevwaypoints[0]; + if (K_GetWaypointIsSpawnpoint(prevWP) == true) + break; } const UINT32 dist = (player->airtime * 48); From e7896a7118809d8b2de090830d934dedb91d1f85 Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 14 Apr 2023 20:19:00 +0100 Subject: [PATCH 17/18] Obj_RingShooterInput: Fix several issues with the to-spot teleport - Fix undesired fastfall bounce - Fix reverse gravity --- src/objects/ring-shooter.c | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 79d6f25a0..76f782f4e 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -695,11 +695,24 @@ void Obj_RingShooterInput(player_t *player) { player->mo->momx = player->mo->momy = 0; P_SetPlayerAngle(player, base->angle); + fixed_t setz; + + if (base->eflags & MFE_VERTICALFLIP) + { + setz = base->z + base->height - player->mo->height; + setz = max(setz, player->mo->z); + } + else + { + setz = min(player->mo->z, base->z); + } + P_MoveOrigin( player->mo, base->x, base->y, - base->z // TODO: reverse gravity + setz ); + player->fastfall = 0; if (base->fuse < RS_FUSE_TIME) { From 03ef0b4e75e9b404a22d0b2b9c79ef9c6b38d1d5 Mon Sep 17 00:00:00 2001 From: toaster Date: Fri, 14 Apr 2023 20:20:00 +0100 Subject: [PATCH 18/18] No Ring Shooters before the start of the level in general, not just in Race/GTR_CIRCUIT --- src/objects/ring-shooter.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/objects/ring-shooter.c b/src/objects/ring-shooter.c index 76f782f4e..3150cf16f 100644 --- a/src/objects/ring-shooter.c +++ b/src/objects/ring-shooter.c @@ -639,7 +639,7 @@ static boolean AllowRingShooter(player_t *player) { const fixed_t minSpeed = 6 * player->mo->scale; - if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime) + if (/*(gametyperules & GTR_CIRCUIT) &&*/ leveltime < starttime) { return false; }