Merge branch 'water-skip-conditions' into 'master'

Fun times at the pool

See merge request KartKrew/Kart!710
This commit is contained in:
James R 2022-09-29 17:18:15 +00:00
commit ff05234783
13 changed files with 458 additions and 184 deletions

View file

@ -446,7 +446,6 @@ typedef struct player_s
INT32 underwatertilt;
fixed_t offroad; // In Super Mario Kart, going offroad has lee-way of about 1 second before you start losing speed
UINT8 waterskip; // Water skipping counter
UINT16 tiregrease; // Reduced friction timer after hitting a spring
UINT16 springstars; // Spawn stars around a player when they hit a spring

View file

@ -3231,7 +3231,7 @@ tripwirepass_t K_TripwirePassConditions(player_t *player)
if (
player->flamedash ||
player->speed > 2 * K_GetKartSpeed(player, false, true)
player->speed > 2 * K_GetKartSpeed(player, false, false)
)
return TRIPWIRE_BOOST;
@ -3249,17 +3249,241 @@ boolean K_TripwirePass(player_t *player)
return (player->tripwirePass != TRIPWIRE_NONE);
}
boolean K_WaterRun(player_t *player)
boolean K_MovingHorizontally(mobj_t *mobj)
{
if (
player->invincibilitytimer ||
player->sneakertimer ||
player->tiregrease ||
player->flamedash ||
player->speed > 2 * K_GetKartSpeed(player, false, true)
)
return true;
return false;
return (P_AproxDistance(mobj->momx, mobj->momy) / 5 > abs(mobj->momz));
}
boolean K_WaterRun(mobj_t *mobj)
{
switch (mobj->type)
{
case MT_JAWZ:
{
if (mobj->tracer != NULL && P_MobjWasRemoved(mobj->tracer) == false)
{
fixed_t jawzFeet = P_GetMobjFeet(mobj);
fixed_t chaseFeet = P_GetMobjFeet(mobj->tracer);
fixed_t footDiff = (chaseFeet - jawzFeet) * P_MobjFlip(mobj);
// Water run if the player we're chasing is above/equal to us.
// Start water skipping if they're underneath the water.
return (footDiff > -mobj->tracer->height);
}
return false;
}
case MT_PLAYER:
{
if (mobj->player == NULL)
{
return false;
}
if (mobj->player->invincibilitytimer
|| mobj->player->sneakertimer
|| mobj->player->tiregrease
|| mobj->player->flamedash
|| mobj->player->speed > 2 * K_GetKartSpeed(mobj->player, false, false))
{
return true;
}
return false;
}
default:
{
return false;
}
}
}
boolean K_WaterSkip(mobj_t *mobj)
{
if (mobj->waterskip >= 2)
{
// Already finished waterskipping.
return false;
}
switch (mobj->type)
{
case MT_PLAYER:
case MT_ORBINAUT:
case MT_JAWZ:
case MT_BALLHOG:
{
// Allow
break;
}
default:
{
// Don't allow
return false;
}
}
if (mobj->waterskip > 0)
{
// Already waterskipping.
// Simply make sure you haven't slowed down drastically.
return (P_AproxDistance(mobj->momx, mobj->momy) > 20 * mapobjectscale);
}
else
{
// Need to be moving horizontally and not vertically
// to be able to start a water skip.
return K_MovingHorizontally(mobj);
}
}
void K_SpawnWaterRunParticles(mobj_t *mobj)
{
fixed_t runSpeed = 14 * mobj->scale;
fixed_t curSpeed = INT32_MAX;
fixed_t topSpeed = INT32_MAX;
fixed_t trailScale = FRACUNIT;
if (mobj->momz != 0)
{
// Only while touching ground.
return;
}
if (mobj->watertop == INT32_MAX || mobj->waterbottom == INT32_MIN)
{
// Invalid water plane.
return;
}
if (mobj->player != NULL)
{
if (mobj->player->spectator)
{
// Not as spectator.
return;
}
if (mobj->player->carry == CR_SLIDING)
{
// Not in water slides.
return;
}
topSpeed = K_GetKartSpeed(mobj->player, false, false);
runSpeed = FixedMul(runSpeed, mobj->movefactor);
}
else
{
topSpeed = FixedMul(mobj->scale, K_GetKartSpeedFromStat(5));
}
curSpeed = P_AproxDistance(mobj->momx, mobj->momy);
if (curSpeed <= runSpeed)
{
// Not fast enough.
return;
}
// Near the water plane.
if ((!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + mobj->height >= mobj->watertop && mobj->z <= mobj->watertop)
|| (mobj->eflags & MFE_VERTICALFLIP && mobj->z + mobj->height >= mobj->waterbottom && mobj->z <= mobj->waterbottom))
{
if (topSpeed > runSpeed)
{
trailScale = FixedMul(FixedDiv(curSpeed - runSpeed, topSpeed - runSpeed), mapobjectscale);
}
else
{
trailScale = mapobjectscale; // Scaling is based off difference between runspeed and top speed
}
if (trailScale > 0)
{
const angle_t forwardangle = K_MomentumAngle(mobj);
const fixed_t playerVisualRadius = mobj->radius + (8 * mobj->scale);
const size_t numFrames = S_WATERTRAIL8 - S_WATERTRAIL1;
const statenum_t curOverlayFrame = S_WATERTRAIL1 + (leveltime % numFrames);
const statenum_t curUnderlayFrame = S_WATERTRAILUNDERLAY1 + (leveltime % numFrames);
fixed_t x1, x2, y1, y2;
mobj_t *water;
x1 = mobj->x + mobj->momx + P_ReturnThrustX(mobj, forwardangle + ANGLE_90, playerVisualRadius);
y1 = mobj->y + mobj->momy + P_ReturnThrustY(mobj, forwardangle + ANGLE_90, playerVisualRadius);
x1 = x1 + P_ReturnThrustX(mobj, forwardangle, playerVisualRadius);
y1 = y1 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
x2 = mobj->x + mobj->momx + P_ReturnThrustX(mobj, forwardangle - ANGLE_90, playerVisualRadius);
y2 = mobj->y + mobj->momy + P_ReturnThrustY(mobj, forwardangle - ANGLE_90, playerVisualRadius);
x2 = x2 + P_ReturnThrustX(mobj, forwardangle, playerVisualRadius);
y2 = y2 + P_ReturnThrustY(mobj, forwardangle, playerVisualRadius);
// Left
// underlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// overlay
water = P_SpawnMobj(x1, y1,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
// Right
// Underlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, mobj->scale) : mobj->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// Overlay
water = P_SpawnMobj(x2, y2,
((mobj->eflags & MFE_VERTICALFLIP) ? mobj->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, mobj->scale) : mobj->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = mobj->momx;
water->momy = mobj->momy;
water->momz = mobj->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
if (!S_SoundPlaying(mobj, sfx_s3kdbs))
{
const INT32 volume = (min(trailScale, FRACUNIT) * 255) / FRACUNIT;
S_StartSoundAtVolume(mobj, sfx_s3kdbs, volume);
}
}
// Little water sound while touching water - just a nicety.
if ((mobj->eflags & MFE_TOUCHWATER) && !(mobj->eflags & MFE_UNDERWATER))
{
if (P_RandomChance(PR_BUBBLE, FRACUNIT/2) && leveltime % TICRATE == 0)
{
S_StartSound(mobj, sfx_floush);
}
}
}
}
static fixed_t K_FlameShieldDashVar(INT32 val)
@ -7956,9 +8180,6 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
}
}
if (P_IsObjectOnGround(player->mo))
player->waterskip = 0;
if (player->instashield)
player->instashield--;
@ -8752,6 +8973,16 @@ INT16 K_UpdateSteeringValue(INT16 inputSteering, INT16 destSteering)
return outputSteering;
}
static fixed_t K_GetUnderwaterStrafeMul(player_t *player)
{
const fixed_t minSpeed = 11 * player->mo->scale;
fixed_t baseline = INT32_MAX;
baseline = 2 * K_GetKartSpeed(player, false, true) / 3;
return max(0, FixedDiv(player->speed - minSpeed, baseline - minSpeed));
}
INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
{
fixed_t turnfixed = turnvalue * FRACUNIT;
@ -8829,10 +9060,10 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
turnfixed = FixedMul(turnfixed, FRACUNIT + player->handleboost);
}
if ((player->mo->eflags & MFE_UNDERWATER) &&
player->speed > 11 * player->mo->scale)
if (player->mo->eflags & MFE_UNDERWATER)
{
turnfixed /= 2;
fixed_t div = min(FRACUNIT + K_GetUnderwaterStrafeMul(player), 2*FRACUNIT);
turnfixed = FixedDiv(turnfixed, div);
}
// Weight has a small effect on turning
@ -8843,8 +9074,7 @@ INT16 K_GetKartTurnValue(player_t *player, INT16 turnvalue)
INT32 K_GetUnderwaterTurnAdjust(player_t *player)
{
if ((player->mo->eflags & MFE_UNDERWATER) &&
player->speed > 11 * player->mo->scale)
if (player->mo->eflags & MFE_UNDERWATER)
{
INT32 steer = (K_GetKartTurnValue(player,
player->steering) << TICCMD_REDUCE);
@ -8852,8 +9082,7 @@ INT32 K_GetUnderwaterTurnAdjust(player_t *player)
if (!player->drift)
steer = 9 * steer / 5;
return FixedMul(steer, 8 * FixedDiv(player->speed,
2 * K_GetKartSpeed(player, false, true) / 3));
return FixedMul(steer, 8 * K_GetUnderwaterStrafeMul(player));
}
else
return 0;

View file

@ -142,7 +142,10 @@ boolean K_ApplyOffroad(player_t *player);
boolean K_SlopeResistance(player_t *player);
tripwirepass_t K_TripwirePassConditions(player_t *player);
boolean K_TripwirePass(player_t *player);
boolean K_WaterRun(player_t *player);
boolean K_MovingHorizontally(mobj_t *mobj);
boolean K_WaterRun(mobj_t *mobj);
boolean K_WaterSkip(mobj_t *mobj);
void K_SpawnWaterRunParticles(mobj_t *mobj);
void K_ApplyTripWire(player_t *player, tripwirestate_t state);
INT16 K_GetSpindashChargeTime(player_t *player);
fixed_t K_GetSpindashChargeSpeed(player_t *player);

View file

@ -954,12 +954,15 @@ static int lib_pCheckDeathPitCollide(lua_State *L)
static int lib_pCheckSolidLava(lua_State *L)
{
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
ffloor_t *rover = *((ffloor_t **)luaL_checkudata(L, 2, META_FFLOOR));
//HUDSAFE
INLEVEL
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
if (!rover)
return LUA_ErrInvalid(L, "ffloor_t");
lua_pushboolean(L, P_CheckSolidLava(rover));
lua_pushboolean(L, P_CheckSolidLava(mo, rover));
return 1;
}

View file

@ -100,6 +100,7 @@ enum mobj_e {
mobj_spryoff,
mobj_sprzoff,
mobj_hitlag,
mobj_waterskip,
mobj_dispoffset
};
@ -181,6 +182,7 @@ static const char *const mobj_opt[] = {
"spryoff",
"sprzoff",
"hitlag",
"waterskip",
"dispoffset",
NULL};
@ -460,6 +462,9 @@ static int mobj_get(lua_State *L)
case mobj_hitlag:
lua_pushinteger(L, mo->hitlag);
break;
case mobj_waterskip:
lua_pushinteger(L, mo->waterskip);
break;
case mobj_dispoffset:
lua_pushinteger(L, mo->dispoffset);
break;
@ -835,6 +840,9 @@ static int mobj_set(lua_State *L)
case mobj_hitlag:
mo->hitlag = luaL_checkinteger(L, 3);
break;
case mobj_waterskip:
mo->waterskip = (UINT8)luaL_checkinteger(L, 3);
break;
case mobj_dispoffset:
mo->dispoffset = luaL_checkinteger(L, 3);
break;

View file

@ -264,8 +264,6 @@ static int player_get(lua_State *L)
lua_pushinteger(L, plr->aizdriftturn);
else if (fastcmp(field,"offroad"))
lua_pushinteger(L, plr->offroad);
else if (fastcmp(field,"waterskip"))
lua_pushinteger(L, plr->waterskip);
else if (fastcmp(field,"tiregrease"))
lua_pushinteger(L, plr->tiregrease);
else if (fastcmp(field,"springstars"))
@ -634,8 +632,6 @@ static int player_set(lua_State *L)
plr->aizdriftturn = luaL_checkinteger(L, 3);
else if (fastcmp(field,"offroad"))
plr->offroad = luaL_checkinteger(L, 3);
else if (fastcmp(field,"waterskip"))
plr->waterskip = luaL_checkinteger(L, 3);
else if (fastcmp(field,"tiregrease"))
plr->tiregrease = luaL_checkinteger(L, 3);
else if (fastcmp(field,"springstars"))

View file

@ -315,7 +315,7 @@ fixed_t P_CameraCeilingZ(camera_t *mobj, sector_t *sector, sector_t *boundsec, f
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);
boolean P_CheckSolidLava(ffloor_t *rover);
boolean P_CheckSolidLava(mobj_t *mobj, ffloor_t *rover);
void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype);
mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zofs, mobjtype_t type);
@ -337,8 +337,8 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
void P_Attract(mobj_t *source, mobj_t *enemy, boolean nightsgrab);
mobj_t *P_GetClosestAxis(mobj_t *source);
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover);
boolean P_CheckSolidFFloorSurface(player_t *player, ffloor_t *rover);
boolean P_CanRunOnWater(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckSolidFFloorSurface(mobj_t *mobj, ffloor_t *rover);
void P_MaceRotate(mobj_t *center, INT32 baserot, INT32 baseprevrot);

View file

@ -1940,7 +1940,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
continue;
}
if (thing->player && P_CheckSolidFFloorSurface(thing->player, rover))
if (P_CheckSolidFFloorSurface(thing, rover))
;
else if (thing->type == MT_SKIM && (rover->flags & FF_SWIMMABLE))
;
@ -2524,9 +2524,7 @@ static boolean P_WaterRunning(mobj_t *thing)
static boolean P_WaterStepUp(mobj_t *thing)
{
player_t *player = thing->player;
return (player && player->waterskip) ||
P_WaterRunning(thing);
return (thing->waterskip > 0 || P_WaterRunning(thing));
}
fixed_t P_BaseStepUp(void)

View file

@ -777,7 +777,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && P_CheckSolidFFloorSurface(mobj->player, rover))
if (P_CheckSolidFFloorSurface(mobj, rover))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))
@ -821,7 +821,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
if (!(rover->flags & FF_EXISTS))
continue;
if (mobj->player && P_CheckSolidFFloorSurface(mobj->player, rover))
if (P_CheckSolidFFloorSurface(mobj, rover))
;
else if (!((rover->flags & FF_BLOCKPLAYER && mobj->player)
|| (rover->flags & FF_BLOCKOTHERS && !mobj->player)))

View file

@ -1105,6 +1105,11 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
}
}
if (mo->waterskip > 0)
{
gravityadd = (4*gravityadd)/3;
}
if (mo->player)
{
if (mo->flags2 & MF2_OBJECTFLIP)
@ -1118,11 +1123,6 @@ fixed_t P_GetMobjGravity(mobj_t *mo)
P_PlayerFlip(mo);
}
if (mo->player->waterskip)
{
gravityadd = (4*gravityadd)/3;
}
if (mo->player->trickpanel >= 2)
{
gravityadd = (5*gravityadd)/2;
@ -1938,7 +1938,7 @@ void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motype)
topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL);
bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL);
if (mo->player && P_CheckSolidFFloorSurface(mo->player, rover)) // only the player should stand on lava or run on water
if (P_CheckSolidFFloorSurface(mo, rover)) // only the player should stand on lava or run on water
;
else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
continue;
@ -2097,11 +2097,18 @@ boolean P_CheckDeathPitCollide(mobj_t *mo)
return false;
}
boolean P_CheckSolidLava(ffloor_t *rover)
boolean P_CheckSolidLava(mobj_t *mobj, ffloor_t *rover)
{
if (mobj->player == NULL)
{
return false;
}
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKPLAYERS))
return true;
{
return true;
}
return false;
}
@ -3079,31 +3086,115 @@ boolean P_SceneryZMovement(mobj_t *mo)
return true;
}
//
// P_CanRunOnWater
//
// Returns true if player can waterrun on the 3D floor
// Returns true if player can water run on a 3D floor
//
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
boolean P_CanRunOnWater(mobj_t *mobj, ffloor_t *rover)
{
boolean flip = player->mo->eflags & MFE_VERTICALFLIP;
fixed_t surfaceheight = flip ? player->mo->waterbottom : player->mo->watertop;
fixed_t playerbottom = flip ? (player->mo->z + player->mo->height) : player->mo->z;
fixed_t clip = flip ? (surfaceheight - playerbottom) : (playerbottom - surfaceheight);
fixed_t span = player->mo->watertop - player->mo->waterbottom;
const boolean flip = (mobj->eflags & MFE_VERTICALFLIP);
player_t *player = mobj->player;
return
clip > -(player->mo->height / 2) &&
span > player->mo->height &&
player->speed / 5 > abs(player->mo->momz) &&
player->speed > K_GetKartSpeed(player, false, false) &&
K_WaterRun(player) &&
(rover->flags & FF_SWIMMABLE);
fixed_t surfaceheight = INT32_MAX;
fixed_t surfDiff = INT32_MAX;
fixed_t floorheight = INT32_MAX;
fixed_t floorDiff = INT32_MAX;
fixed_t mobjbottom = INT32_MAX;
fixed_t maxStep = INT32_MAX;
boolean doifit = false;
pslope_t *waterSlope = NULL;
angle_t ourZAng = 0;
angle_t waterZAng = 0;
if (rover == NULL)
{
// No rover.
return false;
}
if (!(rover->flags & FF_SWIMMABLE))
{
// It's not even a water FOF.
return false;
}
if (player != NULL
&& player->carry != CR_NONE) // Special carry state.
{
// No good player state.
return false;
}
if (P_IsObjectOnGround(mobj) == false)
{
// Don't allow jumping onto water to start a water run.
// (Already water running still counts as being on the ground.)
return false;
}
if (K_WaterRun(mobj) == false)
{
// Basic conditions for enabling water run.
return false;
}
if (mobj->standingslope != NULL)
{
ourZAng = mobj->standingslope->zangle;
}
waterSlope = (flip ? *rover->b_slope : *rover->t_slope);
if (waterSlope != NULL)
{
waterZAng = waterSlope->zangle;
}
if (ourZAng != waterZAng)
{
// The surface slopes are different.
return false;
}
surfaceheight = flip ? P_GetFFloorBottomZAt(rover, mobj->x, mobj->y) : P_GetFFloorTopZAt(rover, mobj->x, mobj->y);
mobjbottom = flip ? (mobj->z + mobj->height) : mobj->z;
doifit = flip ? (surfaceheight - mobj->floorz >= mobj->height) : (mobj->ceilingz - surfaceheight >= mobj->height);
if (!doifit)
{
// Object can't fit in this space.
return false;
}
maxStep = P_GetThingStepUp(mobj);
surfDiff = flip ? (surfaceheight - mobjbottom) : (mobjbottom - surfaceheight);
if (surfDiff <= maxStep && surfDiff >= 0)
{
// We start water run IF we can step-down!
floorheight = flip ? P_GetSectorCeilingZAt(mobj->subsector->sector, mobj->x, mobj->y) : P_GetSectorFloorZAt(mobj->subsector->sector, mobj->x, mobj->y);
floorDiff = flip ? (floorheight - mobjbottom) : (mobjbottom - floorheight);
if (floorDiff <= maxStep && floorDiff >= 0)
{
// ... but NOT if real floor is in range.
// FIXME: Count solid FOFs in this check
return false;
}
return true;
}
return false;
}
boolean P_CheckSolidFFloorSurface(player_t *player, ffloor_t *rover)
boolean P_CheckSolidFFloorSurface(mobj_t *mobj, ffloor_t *rover)
{
return P_CheckSolidLava(rover) ||
P_CanRunOnWater(player, rover);
return P_CheckSolidLava(mobj, rover) ||
P_CanRunOnWater(mobj, rover);
}
//
@ -3125,6 +3216,8 @@ void P_MobjCheckWater(mobj_t *mobj)
boolean wasgroundpounding = false;
fixed_t top2 = P_GetSectorCeilingZAt(sector, mobj->x, mobj->y);
fixed_t bot2 = P_GetSectorFloorZAt(sector, mobj->x, mobj->y);
pslope_t *topslope = NULL;
pslope_t *bottomslope = NULL;
// Default if no water exists.
mobj->watertop = mobj->waterbottom = mobj->z - 1000*FRACUNIT;
@ -3167,6 +3260,9 @@ void P_MobjCheckWater(mobj_t *mobj)
mobj->watertop = topheight;
mobj->waterbottom = bottomheight;
topslope = *rover->t_slope;
bottomslope = *rover->b_slope;
// Just touching the water?
if (((mobj->eflags & MFE_VERTICALFLIP) && thingtop - height < bottomheight)
|| (!(mobj->eflags & MFE_VERTICALFLIP) && mobj->z + height > topheight))
@ -3204,13 +3300,28 @@ void P_MobjCheckWater(mobj_t *mobj)
mobj->watertop = mobj->z;
mobj->waterbottom = mobj->z - height;
}
topslope = bottomslope = NULL;
}
}
// Spectators and dead players don't get to do any of the things after this.
if (p && (p->spectator || p->playerstate != PST_LIVE))
if (P_IsObjectOnGround(mobj) == true)
{
return;
mobj->waterskip = 0;
}
if (p != NULL)
{
// Spectators and dead players don't get to do any of the things after this.
if (p->spectator || p->playerstate != PST_LIVE)
{
return;
}
}
if (mobj->flags & MF_APPLYTERRAIN)
{
K_SpawnWaterRunParticles(mobj);
}
// The rest of this code only executes on a water state change.
@ -3219,20 +3330,21 @@ void P_MobjCheckWater(mobj_t *mobj)
return;
}
if (p && !p->waterskip &&
p->curshield != KSHIELD_BUBBLE && wasinwater)
if (p != NULL
&& p->curshield != KSHIELD_BUBBLE
&& mobj->waterskip == 0
&& wasinwater)
{
// Play the gasp sound
S_StartSound(mobj, sfx_s3k38);
}
if ((p) // Players
|| (mobj->flags & MF_PUSHABLE) // Pushables
|| ((mobj->info->flags & MF_PUSHABLE) && mobj->fuse) // Previously pushable, might be moving still
)
if (mobj->flags & MF_APPLYTERRAIN)
{
fixed_t waterZ = INT32_MAX;
fixed_t solidZ = INT32_MAX;
fixed_t diff = INT32_MAX;
INT32 waterDelta = 0;
fixed_t thingZ = INT32_MAX;
boolean splashValid = false;
@ -3241,11 +3353,19 @@ void P_MobjCheckWater(mobj_t *mobj)
{
waterZ = mobj->waterbottom;
solidZ = mobj->ceilingz;
if (bottomslope)
{
waterDelta = bottomslope->zdelta;
}
}
else
{
waterZ = mobj->watertop;
solidZ = mobj->floorz;
if (topslope)
{
waterDelta = topslope->zdelta;
}
}
diff = waterZ - solidZ;
@ -3314,25 +3434,22 @@ void P_MobjCheckWater(mobj_t *mobj)
splish->destscale = mobj->scale;
P_SetScale(splish, mobj->scale);
// skipping stone!
if (K_WaterSkip(mobj) == true
&& abs(waterDelta) < FRACUNIT/21) // Only on flat water
{
const fixed_t hop = 5 * mapobjectscale;
mobj->momx = (4*mobj->momx)/5;
mobj->momy = (4*mobj->momy)/5;
mobj->momz = hop * P_MobjFlip(mobj);
mobj->waterskip++;
}
}
// skipping stone!
if (p && p->waterskip < 2
&& ((p->speed/3 > abs(mobj->momz)) // Going more forward than horizontal, so you can skip across the water.
|| (p->speed > 20*mapobjectscale && p->waterskip)) // Already skipped once, so you can skip once more!
&& (splashValid == true))
{
const fixed_t hop = 5 * mobj->scale;
mobj->momx = (4*mobj->momx)/5;
mobj->momy = (4*mobj->momy)/5;
mobj->momz = hop * P_MobjFlip(mobj);
p->waterskip++;
}
}
else if (P_MobjFlip(mobj) * mobj->momz > 0)
else
{
if (splashValid == true && !(mobj->eflags & MFE_UNDERWATER)) // underwater check to prevent splashes on opposite side
{
@ -6717,11 +6834,13 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
case MT_ORBINAUT:
{
Obj_OrbinautThink(mobj);
P_MobjCheckWater(mobj);
break;
}
case MT_JAWZ:
{
Obj_JawzThink(mobj);
P_MobjCheckWater(mobj);
break;
}
case MT_EGGMANITEM:
@ -6785,6 +6904,8 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
if (mobj->threshold > 0)
mobj->threshold--;
P_MobjCheckWater(mobj);
}
break;
case MT_SINK:
@ -9872,6 +9993,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->colorized = false;
mobj->hitlag = 0;
mobj->waterskip = 0;
// Set shadowscale here, before spawn hook so that Lua can change it
P_DefaultMobjShadowScale(mobj);

View file

@ -409,6 +409,7 @@ typedef struct mobj_s
struct mobj_s *terrainOverlay; // Overlay sprite object for terrain
INT32 hitlag; // Sal-style hit lag, straight from Captain Fetch's jowls
UINT8 waterskip; // Water skipping counter
INT32 dispoffset;

View file

@ -280,7 +280,6 @@ static void P_NetArchivePlayers(void)
WRITEINT32(save_p, players[i].underwatertilt);
WRITEFIXED(save_p, players[i].offroad);
WRITEUINT8(save_p, players[i].waterskip);
WRITEUINT16(save_p, players[i].tiregrease);
WRITEUINT16(save_p, players[i].springstars);
@ -577,7 +576,6 @@ static void P_NetUnArchivePlayers(void)
players[i].underwatertilt = READINT32(save_p);
players[i].offroad = READFIXED(save_p);
players[i].waterskip = READUINT8(save_p);
players[i].tiregrease = READUINT16(save_p);
players[i].springstars = READUINT16(save_p);
@ -1638,6 +1636,7 @@ typedef enum
MD2_ITNEXT = 1<<27,
MD2_LASTMOMZ = 1<<28,
MD2_TERRAIN = 1<<29,
MD2_WATERSKIP = 1<<30,
} mobj_diff2_t;
typedef enum
@ -1872,6 +1871,8 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
}
if (mobj->hitlag)
diff2 |= MD2_HITLAG;
if (mobj->waterskip)
diff2 |= MD2_WATERSKIP;
if (mobj->dispoffset)
diff2 |= MD2_DISPOFFSET;
if (mobj == waypointcap)
@ -2082,6 +2083,10 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
{
WRITEINT32(save_p, mobj->hitlag);
}
if (diff2 & MD2_WATERSKIP)
{
WRITEUINT8(save_p, mobj->waterskip);
}
if (diff2 & MD2_DISPOFFSET)
{
WRITEINT32(save_p, mobj->dispoffset);
@ -3191,6 +3196,10 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
{
mobj->hitlag = READINT32(save_p);
}
if (diff2 & MD2_WATERSKIP)
{
mobj->waterskip = READUINT8(save_p);
}
if (diff2 & MD2_DISPOFFSET)
{
mobj->dispoffset = READINT32(save_p);

View file

@ -2292,100 +2292,6 @@ void P_MovePlayer(player_t *player)
//GAMEPLAY STUFF//
//////////////////
if (((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height >= player->mo->watertop && player->mo->z <= player->mo->watertop)
|| (player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height >= player->mo->waterbottom && player->mo->z <= player->mo->waterbottom))
&& (player->speed > runspd)
&& player->mo->momz == 0 && player->carry != CR_SLIDING && !player->spectator)
{
fixed_t playerTopSpeed = K_GetKartSpeed(player, false, false);
fixed_t trailScale = FixedMul(FixedDiv(player->speed - runspd, playerTopSpeed - runspd), mapobjectscale);
if (playerTopSpeed > runspd)
trailScale = FixedMul(FixedDiv(player->speed - runspd, playerTopSpeed - runspd), mapobjectscale);
else
trailScale = mapobjectscale; // Scaling is based off difference between runspeed and top speed
if (trailScale > 0)
{
const angle_t forwardangle = K_MomentumAngle(player->mo);
const fixed_t playerVisualRadius = player->mo->radius + (8 * player->mo->scale);
const size_t numFrames = S_WATERTRAIL8 - S_WATERTRAIL1;
const statenum_t curOverlayFrame = S_WATERTRAIL1 + (leveltime % numFrames);
const statenum_t curUnderlayFrame = S_WATERTRAILUNDERLAY1 + (leveltime % numFrames);
fixed_t x1, x2, y1, y2;
mobj_t *water;
x1 = player->mo->x + player->mo->momx + P_ReturnThrustX(player->mo, forwardangle + ANGLE_90, playerVisualRadius);
y1 = player->mo->y + player->mo->momy + P_ReturnThrustY(player->mo, forwardangle + ANGLE_90, playerVisualRadius);
x1 = x1 + P_ReturnThrustX(player->mo, forwardangle, playerVisualRadius);
y1 = y1 + P_ReturnThrustY(player->mo, forwardangle, playerVisualRadius);
x2 = player->mo->x + player->mo->momx + P_ReturnThrustX(player->mo, forwardangle - ANGLE_90, playerVisualRadius);
y2 = player->mo->y + player->mo->momy + P_ReturnThrustY(player->mo, forwardangle - ANGLE_90, playerVisualRadius);
x2 = x2 + P_ReturnThrustX(player->mo, forwardangle, playerVisualRadius);
y2 = y2 + P_ReturnThrustY(player->mo, forwardangle, playerVisualRadius);
// Left
// underlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// overlay
water = P_SpawnMobj(x1, y1,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 - ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
// Right
// Underlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAILUNDERLAY].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAILUNDERLAY);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curUnderlayFrame);
// Overlay
water = P_SpawnMobj(x2, y2,
((player->mo->eflags & MFE_VERTICALFLIP) ? player->mo->waterbottom - FixedMul(mobjinfo[MT_WATERTRAIL].height, player->mo->scale) : player->mo->watertop), MT_WATERTRAIL);
P_InitAngle(water, forwardangle - ANGLE_180 + ANGLE_22h);
water->destscale = trailScale;
water->momx = player->mo->momx;
water->momy = player->mo->momy;
water->momz = player->mo->momz;
P_SetScale(water, trailScale);
P_SetMobjState(water, curOverlayFrame);
if (!S_SoundPlaying(player->mo, sfx_s3kdbs))
{
const INT32 volume = (min(trailScale, FRACUNIT) * 255) / FRACUNIT;
S_StartSoundAtVolume(player->mo, sfx_s3kdbs, volume);
}
}
}
// Little water sound while touching water - just a nicety.
if ((player->mo->eflags & MFE_TOUCHWATER) && !(player->mo->eflags & MFE_UNDERWATER) && !player->spectator)
{
if (P_RandomChance(PR_BUBBLE, FRACUNIT/2) && leveltime % TICRATE == 0)
S_StartSound(player->mo, sfx_floush);
}
////////////////////////////
//SPINNING AND SPINDASHING//
////////////////////////////