Add smooth landing vfx

This commit is contained in:
Sally Coolatta 2022-09-20 10:33:24 -04:00
parent acf2484def
commit f987d1b601
9 changed files with 202 additions and 16 deletions

View file

@ -590,6 +590,8 @@ typedef struct player_s
UINT8 shrinkLaserDelay;
mobj_t *stumbleIndicator;
#ifdef HWRENDER
fixed_t fovadd; // adjust FOV for hw rendering
#endif

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@ -3832,6 +3832,8 @@ const char *const STATE_LIST[] = { // array length left dynamic for sanity testi
"S_TRIPWIREBOOST_BLAST_TOP",
"S_TRIPWIREBOOST_BLAST_BOTTOM",
"S_SMOOTHLANDING",
// DEZ respawn laser
"S_DEZLASER",
"S_DEZLASER_TRAIL1",
@ -5376,6 +5378,8 @@ const char *const MOBJTYPE_LIST[] = { // array length left dynamic for sanity t
"MT_TRIPWIREBOOST",
"MT_SMOOTHLANDING",
"MT_DEZLASER",
"MT_WAYPOINT",

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@ -587,6 +587,7 @@ char sprnames[NUMSPRITES + 1][5] =
"BEXB", // Battle Bumper Explosion: Blast
"TWBS", // Tripwire Boost
"TWBT", // Tripwire BLASTER
"SMLD", // Smooth landing
"DEZL", // DEZ Laser respawn
// Additional Kart Objects
@ -4392,6 +4393,8 @@ state_t states[NUMSTATES] =
{SPR_TWBT, FF_FULLBRIGHT|FF_ADD|FF_ANIMATE, -1, {NULL}, 6, 2, S_NULL}, // S_TRIPWIREBOOST_BLAST_TOP
{SPR_TWBT, FF_FULLBRIGHT|FF_ADD|FF_ANIMATE|FF_VERTICALFLIP|FF_HORIZONTALFLIP, -1, {NULL}, 6, 2, S_NULL}, // S_TRIPWIREBOOST_BLAST_BOTTOM
{SPR_SMLD, FF_FULLBRIGHT|FF_ADD|FF_ANIMATE, -1, {NULL}, 7, 2, S_NULL}, // S_SMOOTHLANDING
{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
@ -24411,6 +24414,33 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
S_NULL // raisestate
},
{ // MT_SMOOTHLANDING
-1, // doomednum
S_SMOOTHLANDING, // spawnstate
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate
S_NULL, // deathstate
S_NULL, // xdeathstate
sfx_None, // deathsound
0, // speed
8*FRACUNIT, // radius
16*FRACUNIT, // height
-1, // display offset
100, // mass
0, // damage
sfx_None, // activesound
MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIPHEIGHT|MF_NOCLIPTHING|MF_DONTENCOREMAP, // flags
S_NULL // raisestate
},
{ // MT_DEZLASER
-1, // doomednum
S_DEZLASER, // spawnstate

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@ -1133,6 +1133,7 @@ typedef enum sprite
SPR_BEXB, // Battle Bumper Explosion: Blast
SPR_TWBS, // Tripwire Boost
SPR_TWBT, // Tripwire BLASTER
SPR_SMLD, // Smooth landing
SPR_DEZL, // DEZ Laser respawn
// Additional Kart Objects
@ -4826,6 +4827,8 @@ typedef enum state
S_TRIPWIREBOOST_BLAST_TOP,
S_TRIPWIREBOOST_BLAST_BOTTOM,
S_SMOOTHLANDING,
// DEZ Laser respawn
S_DEZLASER,
S_DEZLASER_TRAIL1,
@ -6407,6 +6410,8 @@ typedef enum mobj_type
MT_TRIPWIREBOOST,
MT_SMOOTHLANDING,
MT_DEZLASER,
MT_WAYPOINT,

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@ -987,7 +987,7 @@ static angle_t K_BotSmoothLanding(player_t *player, angle_t destangle)
{
testDeltas[i] = AngleDelta(testAngles[i], destangle);
}
'
if (testDeltas[1] < testDeltas[0])
{
return testAngles[1];

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@ -3797,10 +3797,10 @@ void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source)
P_StartQuake(64<<FRACBITS, 10);
}
angle_t K_StumbleSlope(mobj_t *mobj, angle_t pitch, angle_t roll)
angle_t K_StumbleSlope(angle_t angle, angle_t pitch, angle_t roll)
{
fixed_t pitchMul = -FINESINE(mobj->angle >> ANGLETOFINESHIFT);
fixed_t rollMul = FINECOSINE(mobj->angle >> ANGLETOFINESHIFT);
fixed_t pitchMul = -FINESINE(angle >> ANGLETOFINESHIFT);
fixed_t rollMul = FINECOSINE(angle >> ANGLETOFINESHIFT);
angle_t slope = FixedMul(pitch, pitchMul) + FixedMul(roll, rollMul);
@ -3844,7 +3844,7 @@ boolean K_CheckStumble(player_t *player, angle_t oldPitch, angle_t oldRoll, bool
steepVal = STUMBLE_STEEP_VAL;
}
oldSlope = K_StumbleSlope(player->mo, oldPitch, oldRoll);
oldSlope = K_StumbleSlope(player->mo->angle, oldPitch, oldRoll);
if (oldSlope <= steepVal)
{
@ -3853,7 +3853,7 @@ boolean K_CheckStumble(player_t *player, angle_t oldPitch, angle_t oldRoll, bool
return false;
}
newSlope = K_StumbleSlope(player->mo, player->mo->pitch, player->mo->roll);
newSlope = K_StumbleSlope(player->mo->angle, player->mo->pitch, player->mo->roll);
slopeDelta = AngleDelta(oldSlope, newSlope);
if (slopeDelta <= steepVal)
@ -3896,6 +3896,134 @@ boolean K_CheckStumble(player_t *player, angle_t oldPitch, angle_t oldRoll, bool
return true;
}
void K_InitStumbleIndicator(player_t *player)
{
mobj_t *new = NULL;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (player->stumbleIndicator != NULL && P_MobjWasRemoved(player->stumbleIndicator) == false)
{
P_RemoveMobj(player->stumbleIndicator);
}
new = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, MT_SMOOTHLANDING);
P_SetTarget(&player->stumbleIndicator, new);
P_SetTarget(&new->target, player->mo);
}
void K_UpdateStumbleIndicator(player_t *player)
{
mobj_t *mobj = NULL;
boolean air = false;
angle_t steepVal = STUMBLE_STEEP_VAL;
angle_t slopeSteep = 0;
angle_t steepRange = ANGLE_90;
INT32 delta = 0;
INT32 trans = 0;
if (player == NULL)
{
return;
}
if (player->mo == NULL || P_MobjWasRemoved(player->mo) == true)
{
return;
}
if (player->stumbleIndicator == NULL || P_MobjWasRemoved(player->stumbleIndicator) == true)
{
K_InitStumbleIndicator(player);
return;
}
mobj = player->stumbleIndicator;
P_MoveOrigin(mobj, player->mo->x, player->mo->y, player->mo->z + (player->mo->height / 2));
air = !P_IsObjectOnGround(player->mo);
steepVal = air ? STUMBLE_STEEP_VAL_AIR : STUMBLE_STEEP_VAL;
slopeSteep = max(AngleDelta(player->mo->pitch, 0), AngleDelta(player->mo->roll, 0));
delta = 0;
if (slopeSteep > steepVal)
{
angle_t testAngles[2];
INT32 testDeltas[2];
UINT8 i;
testAngles[0] = R_PointToAngle2(0, 0, player->mo->pitch, player->mo->roll);
testAngles[1] = R_PointToAngle2(0, 0, -player->mo->pitch, -player->mo->roll);
for (i = 0; i < 2; i++)
{
testDeltas[i] = AngleDeltaSigned(player->mo->angle, testAngles[i]);
}
if (abs(testDeltas[1]) < abs(testDeltas[0]))
{
delta = testDeltas[1];
}
else
{
delta = testDeltas[0];
}
}
if (delta < 0)
{
mobj->renderflags |= RF_HORIZONTALFLIP;
}
else
{
mobj->renderflags &= ~RF_HORIZONTALFLIP;
}
steepRange = ANGLE_90 - steepVal;
delta = max(0, abs(delta) - ((signed)steepVal));
trans = ((FixedDiv(AngleFixed(delta), AngleFixed(steepRange)) * (NUMTRANSMAPS+1)) + (FRACUNIT/2)) / FRACUNIT;
if (trans < 0)
{
trans = 0;
}
if (trans > NUMTRANSMAPS)
{
trans = NUMTRANSMAPS;
}
// invert
trans = NUMTRANSMAPS - trans;
if (trans >= NUMTRANSMAPS)
{
mobj->renderflags |= RF_DONTDRAW;
}
else
{
mobj->renderflags &= ~(RF_TRANSMASK|RF_DONTDRAW);
if (trans != 0)
{
mobj->renderflags |= (trans << RF_TRANSSHIFT);
}
}
}
static boolean K_LastTumbleBounceCondition(player_t *player)
{
return (player->tumbleBounces > TUMBLEBOUNCES && player->tumbleHeight < 60);
@ -7999,6 +8127,8 @@ void K_KartPlayerAfterThink(player_t *player)
{
K_KartResetPlayerColor(player);
K_UpdateStumbleIndicator(player);
// Move held objects (Bananas, Orbinaut, etc)
K_MoveHeldObjects(player);

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@ -78,8 +78,10 @@ void K_RemoveGrowShrink(player_t *player);
void K_SpinPlayer(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 type);
void K_TumblePlayer(player_t *player, mobj_t *inflictor, mobj_t *source);
void K_TumbleInterrupt(player_t *player);
angle_t K_StumbleSlope(mobj_t *mobj, angle_t pitch, angle_t roll);
angle_t K_StumbleSlope(angle_t angle, angle_t pitch, angle_t roll);
boolean K_CheckStumble(player_t *player, angle_t oldPitch, angle_t oldRoll, boolean fromAir);
void K_InitStumbleIndicator(player_t *player);
void K_UpdateStumbleIndicator(player_t *player);
INT32 K_ExplodePlayer(player_t *player, mobj_t *inflictor, mobj_t *source);
void K_DebtStingPlayer(player_t *player, mobj_t *source);
void K_HandleBumperChanges(player_t *player, UINT8 prevBumpers);

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@ -2847,19 +2847,13 @@ void P_PlayerZMovement(mobj_t *mo)
P_CheckGravity(mo, true);
}
// Even out pitch & roll slowly over time when falling.
// Helps give OpenGL models a bit of the tumble tell.
if (P_MobjFlip(mo) * mo->momz <= 0)
{
const angle_t speed = ANG2; //FixedMul(ANG2, abs(mo->momz) / 8);
angle_t dest = ANG60 - ANG10;
INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0);
INT32 rollDelta = AngleDeltaSigned(mo->roll, 0);
// Even out pitch & roll slowly over time when respawning.
if (mo->player->respawn.state != RESPAWNST_NONE)
{
dest = 0;
}
const angle_t speed = ANG2; //FixedMul(ANG2, abs(mo->momz) / 8);
angle_t dest = 0;
INT32 pitchDelta = AngleDeltaSigned(mo->pitch, 0);
INT32 rollDelta = AngleDeltaSigned(mo->roll, 0);
if (abs(pitchDelta) <= speed && dest == 0)
{
@ -11389,6 +11383,8 @@ void P_SpawnPlayer(INT32 playernum)
P_SetScale(mobj, mobj->destscale);
P_FlashPal(p, 0, 0); // Resets
K_InitStumbleIndicator(p);
if (gametyperules & GTR_BUMPERS)
{
mobj_t *overheadarrow = P_SpawnMobj(mobj->x, mobj->y, mobj->z + mobj->height + 16*FRACUNIT, MT_PLAYERARROW);

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@ -64,6 +64,7 @@ typedef enum
SKYBOXVIEW = 0x08,
SKYBOXCENTER = 0x10,
HOVERHYUDORO = 0x20,
STUMBLE = 0x40,
} player_saveflags;
static inline void P_ArchivePlayer(void)
@ -202,6 +203,9 @@ static void P_NetArchivePlayers(void)
if (players[i].hoverhyudoro)
flags |= HOVERHYUDORO;
if (players[i].stumbleIndicator)
flags |= STUMBLE;
WRITEUINT16(save_p, flags);
if (flags & SKYBOXVIEW)
@ -219,6 +223,9 @@ static void P_NetArchivePlayers(void)
if (flags & HOVERHYUDORO)
WRITEUINT32(save_p, players[i].hoverhyudoro->mobjnum);
if (flags & STUMBLE)
WRITEUINT32(save_p, players[i].stumbleIndicator->mobjnum);
WRITEUINT32(save_p, (UINT32)players[i].followitem);
WRITEUINT32(save_p, players[i].charflags);
@ -509,6 +516,9 @@ static void P_NetUnArchivePlayers(void)
if (flags & HOVERHYUDORO)
players[i].hoverhyudoro = (mobj_t *)(size_t)READUINT32(save_p);
if (flags & STUMBLE)
players[i].stumbleIndicator = (mobj_t *)(size_t)READUINT32(save_p);
players[i].followitem = (mobjtype_t)READUINT32(save_p);
//SetPlayerSkinByNum(i, players[i].skin);
@ -4289,6 +4299,13 @@ static void P_RelinkPointers(void)
if (!P_SetTarget(&mobj->player->hoverhyudoro, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "hoverhyudoro not found on %d\n", mobj->type);
}
if (mobj->player->stumbleIndicator)
{
temp = (UINT32)(size_t)mobj->player->stumbleIndicator;
mobj->player->stumbleIndicator = NULL;
if (!P_SetTarget(&mobj->player->stumbleIndicator, P_FindNewPosition(temp)))
CONS_Debug(DBG_GAMELOGIC, "stumbleIndicator not found on %d\n", mobj->type);
}
}
}
}