Sally Coolatta
17de1d5ff3
Don't modify the states table for kartdebugwaypoints or kartdebugbotpredict
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Also makes debugwaypoints fullbright so it's a little easier to see in dark levels.
2021-02-26 21:55:20 -05:00
James R
82718216cc
Respawn slightly before a waypoint, in the direction you came from, if the waypoint is exactly on a line
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See notably the finish line. Basically respawning exactly on a line can let you
cross it twice, if you crossed it before respawning, or NOT cross it, depending
on which direction you drive after landing. So this just respawns very slightly
before the line so you can cross (or not cross) it normally.
2021-02-15 23:01:13 -08:00
James R
b672ffa8ba
Check previously considered best waypoint when pathfinding to solve overlapping waypoints
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Previously could skip the waypoint that was actually closer and assume the
further is the best.
2021-02-14 22:55:03 -08:00
Sally Coolatta
68ce8939b9
Draw black connection if either waypoint is disabled, instead of only the destination
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I think this makes a bit more sense
2021-02-03 17:20:32 -05:00
Sally Coolatta
9d4afb9aec
Players/bots ignore disabled waypoints
2021-02-01 19:58:15 -05:00
Sally Coolatta
1bf8fb595a
Waypoint debug shows disabled waypoints as grey with black connections
2021-02-01 19:12:32 -05:00
Sally Coolatta
56fba410ee
Waypoints use trace for blocking lines, instead of a sight check
2021-01-06 16:21:57 -05:00
Sally Coolatta
9efdc98de6
Makes it through all kart files
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All that's left is SDL, OGL, maybe also Lua
2020-08-15 04:42:56 -04:00
Sally Coolatta
5a6263c36b
Make it past p_mobj
2020-08-14 20:48:06 -04:00
Sryder
6620fa96f2
const pointer to waypoint
2020-06-03 20:30:01 +01:00
Sryder
648fa66d82
Add function comment
2020-06-03 20:29:13 +01:00
Sryder
0f9872fc27
Draw radius for waypoint debug on "best" waypoint.
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Fix scale of waypoint connections on mapmobjscale maps
2020-06-03 20:26:52 +01:00
Sally Coolatta
0282615c38
Merge branch 'master' into pet-robo
2020-05-18 15:18:37 -04:00
James R
aa80132976
Let Waypoint Anchors apply to multiple waypoints with the same ID
2020-05-04 17:33:43 -07:00
Sally Cochenour
174a76f7e8
Merge branch 'master' into pet-robo
2020-04-28 21:10:16 -04:00
James R
fd51bf10b0
Thing type 2003, MT_WAYPOINT_ANCHOR - Adjust waypoint's radius
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The distance from the waypoint to the anchor will be the new radius.
2020-04-21 00:36:45 -07:00
James R
02f30814eb
Do some cleanup
2020-04-21 00:35:06 -07:00
James R
62143d32b3
Rise waypoint to highest FOF below riser, or lowest above
2020-04-15 19:31:23 -07:00
James R
77e01f61e6
Waypoint Riser: Require Object Special for discrimination by tag
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So the default is to affect all waypoints in the sector.
2020-04-04 01:28:53 -07:00
James R
89a2f8ec8d
Thing type 2002, MT_WAYPOINT_RISER - Raise tagged waypoints in sector to FOF sorted by height
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Thing height refers to the index of FOF. FOF are sorted by top height, lowest
to highest. Set Object Flip to sort highest to lowest.
If the waypoint thing set Object Flip, it will be placed on the bottom of the
FOF. The sorting remains the same though.
Set Ambush to raise the waypoint to the same z position.
2020-04-04 01:20:38 -07:00
James R
e8ca96ceb4
Merge remote-tracking branch 'origin/master' into HEAD
2020-04-01 19:41:44 -07:00
Sryder
902bbb447f
Missed a function header comment in k_waypoint.c
2020-03-31 16:31:01 +01:00
Sryder
956222ad86
Fix joining netgames not loading up waypoints correctly.
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Mobjs get deleted and loaded from net save. The mobjs in the waypoints need to load into the correct waypoints again.
This doesn't save/load the entire waypoints, so they still cannot be edited/added/removed mid-game.
2020-03-30 20:43:01 +01:00
Sally Cochenour
2e4b1c6ecb
Help reduce waypoint flickering by using closest waypoint to finish line
2020-03-29 17:58:17 -04:00
Sryder
5cd1296505
Include license/copyright headers on new files.
2020-03-22 00:16:32 +00:00
Sryder
e874af3e43
Very minor fix to WRONG WAY
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More opaque waypoint markers for kartdebugwaypoints
Looks like whitespace got murdered in k_kart.c again
2020-03-21 23:24:04 +00:00
Sryder
738d1f1940
Make kartdebugwaypoints far more clear to use for the debugging lines
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Fix memory reallocation issue that I don't think could be seen currently
2020-03-21 21:32:40 +00:00
Sryder
3d3b8b6bc6
Replace many cases of if else if statements with I_Asserts.
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This is done specifically on static functions that aren't used as callbacks.
This is done to keep the code cleaner, and the I_Asserts get compiled out in Release builds.
Logic is left in the "public" functions to avoid crashes as a result of the modules.
2020-03-21 19:00:00 +00:00
Sally Cochenour
263ef8f92c
Use divide/multiply for waypoint closest calculations
2020-03-20 19:33:41 -04:00
Sally Cochenour
721fb369fd
Move changes to K_GetBestWaypointForMobj so that K_GetClosestWaypointToMobj can stay the same
2020-03-03 18:34:17 -05:00
Sally Cochenour
7fff21acd4
Instead of vertical cap, quadruple z axis distance
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Far more natural results!
2020-03-03 16:58:09 -05:00
Sally Cochenour
ac1d40d6c5
Sight check for player waypoints
2020-03-03 16:14:19 -05:00
Sally Cochenour
1cbb4bea6b
Limited vertical range on player waypoints
2020-03-03 15:47:02 -05:00
TehRealSalt
34e0b4b991
Radius was not made more coarse when I did the big-maps fix, so you were considered in every waypoint, meaning it worked exactly before I made this change in the first place
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https://youtu.be/csnS0nszyuA
2019-10-27 17:18:22 -04:00
TehRealSalt
ed007f34cc
change colors, since orange & yellow are pretty indistinguishable
2019-10-24 16:55:13 -04:00
TehRealSalt
fc03012749
Use facing angle while still
...
Also comment some of my additions a little better
2019-10-24 08:21:45 -04:00
TehRealSalt
3137e6e54a
Parathesis for defines
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Also just caught the ;, which could've mess up the define(?)
2019-10-22 17:41:00 -04:00
TehRealSalt
add1fb8794
Reduce precision of distance checks
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Fixes huge maps, such as Dark Race
2019-10-22 17:05:46 -04:00
TehRealSalt
0fdcc22d93
- Only update to waypoints you're in the radius of (applies to players & spb)
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- Player direction value uses momentum angle rather than facing angle (fixes weird nextwaypoint/position flickering while drifting)
- Raise default radius to 384
2019-10-22 16:44:56 -04:00
TehRealSalt
bca4f30ee3
Use defines here instead
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I got a "initializer element is not constant" error when compiling. From a quick Google search, it seems that const-type variables aren't totally considered constants in C. There may be a better way to fix this error.
2019-09-25 07:17:14 -04:00
Sryder
ae344fa2bc
Fix silly issue
2019-07-04 17:55:41 +01:00
Sryder
19a2962413
Just remembered there's supposed to be a flag to determine if a waypoint can be spawned at
2019-06-30 22:14:20 +01:00
Sryder
6eca35aae1
SPB Now follows the track.
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You better watch out, You better watch out, You better watch out!
2019-06-28 22:43:34 +01:00
Sryder
10adecb4a6
Improvements to player finish distances
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Figure out the circuit length on map load
player->distancetofinish is now a total distance on circuit maps
some hacky alterations around circuit finish lines to correctly calculate distancetofinish
2019-06-28 21:11:26 +01:00
Sryder
04966f5613
Add missing function header comments to k_waypoint.c
2019-06-28 09:59:19 +01:00
Sryder
fbd72c149b
Use correct formatting for size_t in Printf
2019-06-16 22:25:58 +01:00
Sryder
49a8b0ac38
Add player's nextwaypoint to the player struct
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Network synchronised(?) nextwaypoint in player struct
Make the waypointheap actually a heap and not allocate memory for every individual waypoint.
No need to store id in the waypoint struct, since it can be gotten from the waypointheap now.
2019-06-16 17:58:28 +01:00
Sryder
e937e35a78
Split pathfinding itself into its own module.
2019-06-12 23:43:55 +01:00
Sryder
4c26589d5c
Add support for Finishline, shortcut, and disabled waypoints.
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Remove warning that should be impossible to trip, and doesn't describe problem anymore.
2019-06-10 00:02:48 +01:00
Sryder
7efe868c99
Loop through all the waypoint mobjs when setting up waypoints always
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This means all the mobjs have waypoints setup and debugvisualise can work better.
2019-06-09 21:49:48 +01:00