RingRacers/src/k_respawn.c

946 lines
24 KiB
C

// DR. ROBOTNIK'S RING RACERS
//-----------------------------------------------------------------------------
// Copyright (C) 2025 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 k_respawn.c
/// \brief Respawning logic
#include "k_respawn.h"
#include "doomdef.h"
#include "d_player.h"
#include "k_kart.h"
#include "k_battle.h"
#include "k_objects.h" // Obj_FindCheckpoint, etc
#include "g_game.h"
#include "p_local.h"
#include "p_tick.h"
#include "p_setup.h"
#include "r_main.h"
#include "s_sound.h"
#include "p_slopes.h"
#include "r_defs.h"
/*--------------------------------------------------
fixed_t K_RespawnOffset(player_t *player, boolean flip)
See header file for description.
--------------------------------------------------*/
fixed_t K_RespawnOffset(player_t *player, boolean flip)
{
fixed_t z = 0;
if (flip == true)
{
z -= ((128 * mapobjectscale) + (player->mo->height));
}
else
{
z += (128 * mapobjectscale);
}
return z;
}
/*--------------------------------------------------
static void K_FudgeRespawn(player_t *player, const waypoint_t *const waypoint)
Fudges respawn coordinates to slightly before the waypoint if it would
be exactly on a line. See K_GetWaypointIsOnLine.
--------------------------------------------------*/
static void K_FudgeRespawn(player_t *player, const waypoint_t *const waypoint)
{
const angle_t from = R_PointToAngle2(waypoint->mobj->x, waypoint->mobj->y,
player->mo->x, player->mo->y) >> ANGLETOFINESHIFT;
player->respawn.pointx += FixedMul(16, FINECOSINE(from));
player->respawn.pointy += FixedMul(16, FINESINE(from));
}
/*--------------------------------------------------
void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
See header file for description.
--------------------------------------------------*/
void K_RespawnAtWaypoint(player_t *player, waypoint_t *waypoint)
{
if (player == NULL || player->mo == NULL || P_MobjWasRemoved(player->mo))
{
return;
}
if (waypoint == NULL || waypoint->mobj == NULL || P_MobjWasRemoved(waypoint->mobj))
{
return;
}
player->respawn.pointx = waypoint->mobj->x;
player->respawn.pointy = waypoint->mobj->y;
player->respawn.pointz = waypoint->mobj->z;
player->respawn.flip = (waypoint->mobj->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
player->respawn.pointz += K_RespawnOffset(player, player->respawn.flip);
if (waypoint->onaline)
{
K_FudgeRespawn(player, waypoint);
}
}
/*--------------------------------------------------
void K_DoFault(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_DoFault(player_t *player)
{
player->nocontrol = (starttime - leveltime) + TICRATE/2;
if (!(player->pflags & PF_FAULT))
{
S_StartSound(player->mo, sfx_s3k83);
player->karthud[khud_fault] = 1;
player->pflags |= PF_FAULT;
if (P_IsDisplayPlayer(player))
{
S_StartSound(player->mo, sfx_s3kb2);
}
player->mo->renderflags |= RF_DONTDRAW;
player->mo->flags |= MF_NOCLIPTHING;
if (player->roundconditions.faulted == false)
{
player->roundconditions.faulted = true;
player->roundconditions.checkthisframe = true;
}
}
}
/*--------------------------------------------------
void K_DoIngameRespawn(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_DoIngameRespawn(player_t *player)
{
boolean faultstartfaulting = false;
if (!player->mo || P_MobjWasRemoved(player->mo))
{
return;
}
if (player->finalfailsafe < FAILSAFETIME)
{
if (player->respawn.state != RESPAWNST_NONE &&
( player->pflags & PF_FAULT ) == 0)
{
return;
}
}
if (leveltime <= introtime)
{
return;
}
// FAULT
if ((gametyperules & GTR_CIRCUIT) && leveltime < starttime)
{
const waypoint_t *finish = K_GetFinishLineWaypoint();
if (numfaultstarts > 0 && faultstart)
{
subsector_t *subs;
if ((subs = R_PointInSubsectorOrNull(faultstart->x << FRACBITS, faultstart->y << FRACBITS)) != NULL)
{
faultstartfaulting = true;
player->respawn.wp = NULL;
player->respawn.flip = false;
player->respawn.pointx = faultstart->x << FRACBITS;
player->respawn.pointy = faultstart->y << FRACBITS;
player->respawn.pointz =
P_GetSectorFloorZAt(subs->sector, faultstart->x << FRACBITS, faultstart->y << FRACBITS)
+ (faultstart->z << FRACBITS)
+ K_RespawnOffset(player, player->respawn.flip);
player->respawn.pointangle = FixedAngle(faultstart->angle << FRACBITS);
}
}
else if (!(mapheaderinfo[gamemap-1]->levelflags & LF_SECTIONRACE) && finish != NULL)
player->respawn.wp = finish->prevwaypoints[0];
K_DoFault(player);
}
player->ringboost = 0;
player->driftboost = player->strongdriftboost = 0;
player->gateBoost = 0;
player->trickcharge = 0;
player->infinitether = 0;
player->wavedash = player -> wavedashleft = player->wavedashright = player->wavedashboost = player->wavedashdelay = 0;
K_TumbleInterrupt(player);
P_ResetPlayer(player);
mobj_t *checkpoint;
vector3_t pos;
// Set up respawn position if invalid
if (player->respawn.manual == true)
{
player->respawn.distanceleft = 0;
player->respawn.pointz += K_RespawnOffset(player, player->respawn.flip);
player->respawn.manual = false; // one respawn only!
}
else if (player->respawn.wp != NULL)
{
if (player->respawn.fromRingShooter == true)
{
waypoint_t *prevWP = player->respawn.wp;
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 if (faultstartfaulting)
{
; // Do nothing, position was already set
}
else if ((gametyperules & GTR_CHECKPOINTS)
&& player->checkpointId
&& (checkpoint = Obj_FindCheckpoint(player->checkpointId))
&& Obj_GetCheckpointRespawnPosition(checkpoint, &pos))
{
player->respawn.wp = NULL;
player->respawn.flip = (checkpoint->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
player->respawn.pointx = pos.x;
player->respawn.pointy = pos.y;
player->respawn.pointz = pos.z + K_RespawnOffset(player, player->respawn.flip);
player->respawn.pointangle = Obj_GetCheckpointRespawnAngle(checkpoint);
player->respawn.distanceleft = 0;
}
else
{
UINT32 bestdist = UINT32_MAX;
mapthing_t *beststart = NULL;
UINT8 numstarts = 0;
mapthing_t **starts;
if (gametyperules & GTR_BATTLESTARTS)
{
numstarts = numdmstarts;
starts = deathmatchstarts;
}
else
{
numstarts = numcoopstarts;
starts = playerstarts;
}
if (numstarts > 0)
{
UINT8 i = 0;
for (i = 0; i < numstarts; i++)
{
UINT32 dist = UINT32_MAX;
mapthing_t *checkstart = NULL;
checkstart = starts[i];
dist = (UINT32)P_AproxDistance((player->mo->x >> FRACBITS) - checkstart->x,
(player->mo->y >> FRACBITS) - checkstart->y);
if (dist < bestdist)
{
beststart = checkstart;
bestdist = dist;
}
}
}
if (beststart == NULL)
{
CONS_Alert(CONS_WARNING, "No respawn points!\n");
player->respawn.pointx = 0;
player->respawn.pointy = 0;
player->respawn.pointz = 0;
player->respawn.pointangle = 0;
player->respawn.flip = false;
}
else
{
sector_t *s;
fixed_t z = beststart->z * FRACUNIT;
player->respawn.pointx = beststart->x << FRACBITS;
player->respawn.pointy = beststart->y << FRACBITS;
player->respawn.pointangle = ( beststart->angle * ANG1 );
s = R_PointInSubsector(beststart->x << FRACBITS, beststart->y << FRACBITS)->sector;
player->respawn.flip = (beststart->options & MTF_OBJECTFLIP) != 0;
if (player->respawn.flip == true)
{
player->respawn.pointz = (
#ifdef ESLOPE
s->c_slope ? P_GetZAt(s->c_slope, player->respawn.pointx, player->respawn.pointy) :
#endif
s->ceilingheight);
if (z != 0)
{
player->respawn.pointz -= z;
}
}
else
{
player->respawn.pointz = (
#ifdef ESLOPE
s->f_slope ? P_GetZAt(s->f_slope, player->respawn.pointx, player->respawn.pointy) :
#endif
s->floorheight);
if (z)
{
player->respawn.pointz += z;
}
}
}
player->respawn.pointz += K_RespawnOffset(player, player->respawn.flip);
player->respawn.distanceleft = 0;
}
player->respawn.timer = RESPAWN_TIME;
player->respawn.state = RESPAWNST_MOVE;
player->respawn.init = true;
player->respawn.fast = true;
player->respawn.returnspeed = 0;
player->respawn.airtimer = player->airtime;
player->respawn.truedeath = !!(player->pflags & PF_FAULT);
player->botvars.respawnconfirm = 0;
player->mo->flags |= MF_NOCLIPTHING;
}
/*--------------------------------------------------
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
See header file for description.
--------------------------------------------------*/
size_t K_NextRespawnWaypointIndex(waypoint_t *waypoint)
{
size_t i = 0U;
size_t newwaypoint = SIZE_MAX;
// Set to the first valid nextwaypoint, for simplicity's sake.
// If we reach the last waypoint and it's still not valid, just use it anyway. Someone needs to fix their map!
for (i = 0U; i < waypoint->numnextwaypoints; i++)
{
newwaypoint = i;
if ((i == waypoint->numnextwaypoints - 1U)
|| ((K_GetWaypointIsEnabled(waypoint->nextwaypoints[newwaypoint]) == true)
&& (K_GetWaypointIsSpawnpoint(waypoint->nextwaypoints[newwaypoint]) == true)))
{
break;
}
}
return newwaypoint;
}
/*--------------------------------------------------
static void K_MovePlayerToRespawnPoint(player_t *player)
Handles the movement state of the respawn animation.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_MovePlayerToRespawnPoint(player_t *player)
{
const int airCompensation = 128;
fixed_t realstepamt = (64 * mapobjectscale);
UINT32 returntime = TICRATE;
fixed_t stepamt;
vector3_t dest, step, laser;
angle_t stepha, stepva;
fixed_t dist, fulldist;
UINT8 lasersteps = 4;
UINT32 laserdist;
waypoint_t *laserwp;
boolean laserflip;
/* speed up if in the air for a long time */
realstepamt += FixedMul(realstepamt,
(player->respawn.airtimer * FRACUNIT)
/ airCompensation);
stepamt = realstepamt;
player->mo->momx = player->mo->momy = player->mo->momz = 0;
// 3 because this timer counts down afterward, in
// P_PlayerThink. flashing must be > 1 after it has
// counted down in order to flicker the player sprite.
player->flashing = 3;
//player->nocontrol = max(2, player->nocontrol);
if (leveltime % 8 == 0 && !mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
dest.x = player->respawn.pointx;
dest.y = player->respawn.pointy;
dest.z = player->respawn.pointz;
dist = P_AproxDistance(P_AproxDistance(
player->mo->x - dest.x,
player->mo->y - dest.y),
player->mo->z - dest.z
);
// Traveling from death location to first waypoint? Set speed to get there in a fixed time.
if (player->respawn.fast)
{
if (player->respawn.returnspeed == 0)
player->respawn.returnspeed = dist / returntime;
stepamt = max(stepamt, player->respawn.returnspeed);
}
if (dist <= stepamt)
{
// Reduce by the amount we needed to get to this waypoint
stepamt -= dist;
fixed_t oldx = player->mo->x;
fixed_t oldy = player->mo->y = dest.y;
// We've reached the destination point,
P_UnsetThingPosition(player->mo);
player->mo->x = dest.x;
player->mo->y = dest.y;
player->mo->z = dest.z;
P_SetThingPosition(player->mo);
// Did we cross a checkpoint during our last step?
Obj_CrossCheckpoints(player, oldx, oldy);
// We are no longer traveling from death location to 1st waypoint, so use standard timings
if (player->respawn.fast)
player->respawn.fast = false;
// At the first valid waypoint, permit extra player control options.
player->respawn.init = false;
// Find the next waypoint to head towards
if (player->respawn.wp != NULL)
{
size_t nwp = K_NextRespawnWaypointIndex(player->respawn.wp);
if (nwp == SIZE_MAX || player->respawn.wp->nextwaypoints[nwp]->mobj->movefactor) // movefactor: Block Lightsnake
{
player->respawn.state = RESPAWNST_DROP;
return;
}
// Set angle, regardless of if we're done or not
P_SetPlayerAngle(player, R_PointToAngle2(
player->respawn.wp->mobj->x,
player->respawn.wp->mobj->y,
player->respawn.wp->nextwaypoints[nwp]->mobj->x,
player->respawn.wp->nextwaypoints[nwp]->mobj->y
));
player->drawangle = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
if ((player->respawn.distanceleft == 0 && K_GetWaypointIsSpawnpoint(player->respawn.wp) == true)
|| (player->respawn.wp == K_GetFinishLineWaypoint()
|| player->respawn.wp->nextwaypoints[nwp] == K_GetFinishLineWaypoint())) // Try not to allow you to pass the finish line while respawning, because it's janky
{
// Alright buddy, that's the end of the ride.
player->respawn.state = RESPAWNST_DROP;
return;
}
if (player->respawn.distanceleft > player->respawn.wp->nextwaypointdistances[nwp])
{
player->respawn.distanceleft -= player->respawn.wp->nextwaypointdistances[nwp];
}
else
{
player->respawn.distanceleft = 0;
}
// Almost all legitimate driving, no matter how clumsy, should be faster than death in TA.
// Advance only as far as we need to prevent respawn loops!
if (modeattacking)
{
player->respawn.distanceleft = 0;
}
player->respawn.wp = player->respawn.wp->nextwaypoints[nwp];
K_RespawnAtWaypoint(player, player->respawn.wp);
player->mo->eflags &= ~(MFE_VERTICALFLIP);
if (player->respawn.flip)
{
player->mo->eflags |= MFE_VERTICALFLIP;
}
dest.x = player->respawn.pointx;
dest.y = player->respawn.pointy;
dest.z = player->respawn.pointz;
}
else
{
// We can now drop!
if (gametyperules & GTR_CHECKPOINTS)
{
// Of course, in gametypes where there's a clear and intended progression, set our direction.
P_SetPlayerAngle(player, (player->drawangle = player->respawn.pointangle));
}
player->respawn.state = RESPAWNST_DROP;
return;
}
}
stepha = R_PointToAngle2(
player->mo->x, player->mo->y,
dest.x, dest.y
);
stepva = R_PointToAngle2(
0, player->mo->z,
P_AproxDistance(player->mo->x - dest.x, player->mo->y - dest.y), dest.z
);
// Move toward the respawn point
player->drawangle = stepha;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
if (stepamt > 0)
{
player->mo->momx = step.x;
player->mo->momy = step.y;
player->mo->momz = step.z;
}
if (player->respawn.init == false
&& player->respawn.fromRingShooter == false
&& K_PressingEBrake(player) == true)
{
// Manual drop!
player->respawn.state = RESPAWNST_DROP;
return;
}
// NOW THEN, time for loads of dumb duplication!
// "Emulate" the rest of the path, that way we can spawn a particle a certain distance ahead of you.
if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
laserdist = player->respawn.distanceleft;
laserwp = player->respawn.wp;
laserflip = player->respawn.flip;
laser.x = player->mo->x + (step.x / 2);
laser.y = player->mo->y + (step.y / 2);
laser.z = player->mo->z + (step.z / 2);
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
while (lasersteps > 0)
{
if (fulldist <= stepamt)
{
break;
}
if (dist <= stepamt)
{
size_t lnwp;
laser.x = dest.x;
laser.y = dest.y;
laser.z = dest.z;
if (laserdist <= 0)
{
break;
}
lnwp = K_NextRespawnWaypointIndex(laserwp);
if (lnwp == SIZE_MAX)
{
break;
}
if (laserdist > laserwp->nextwaypointdistances[lnwp])
{
laserdist -= laserwp->nextwaypointdistances[lnwp];
}
else
{
laserdist = 0;
}
laserwp = laserwp->nextwaypoints[lnwp];
dest.x = laserwp->mobj->x;
dest.y = laserwp->mobj->y;
dest.z = laserwp->mobj->z;
laserflip = (laserwp->mobj->flags2 & MF2_OBJECTFLIP) ? true : false; // K_RespawnOffset wants a boolean!
if (laserflip == true)
{
dest.z -= (128 * mapobjectscale) - (player->mo->height);
}
else
{
dest.z += (128 * mapobjectscale);
}
stepamt -= dist;
stepha = R_PointToAngle2(laser.x, laser.y, dest.x, dest.y);
stepva = R_PointToAngle2(0, laser.z, P_AproxDistance(laser.x - dest.x, laser.y - dest.y), dest.z);
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
else if (stepamt != realstepamt)
{
// Reset back to default
stepamt = realstepamt;
step.x = FixedMul(FixedMul(FINECOSINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.y = FixedMul(FixedMul(FINESINE(stepha >> ANGLETOFINESHIFT), stepamt), FINECOSINE(stepva >> ANGLETOFINESHIFT));
step.z = FixedMul(FINESINE(stepva >> ANGLETOFINESHIFT), 2*stepamt);
}
if (stepamt > 0)
{
laser.x += step.x;
laser.y += step.y;
laser.z += step.z;
}
dist = P_AproxDistance(P_AproxDistance(
laser.x - dest.x,
laser.y - dest.y),
laser.z - dest.z
);
fulldist = dist + (laserdist * FRACUNIT);
lasersteps--;
}
// Respawning after death: everything about the player
// is invisible
if (!player->respawn.truedeath && lasersteps == 0) // Don't spawn them beyond the respawn point.
{
mobj_t *lasermo = P_SpawnMobj(laser.x, laser.y, laser.z + (player->mo->height / 2), MT_DEZLASER);
if (lasermo && !P_MobjWasRemoved(lasermo))
{
P_SetMobjState(lasermo, S_DEZLASER_TRAIL1);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
lasermo->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&lasermo->target, player->mo);
lasermo->angle = stepha + ANGLE_90;
P_SetScale(lasermo, (lasermo->destscale = player->mo->scale));
}
}
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles the visuals for the waiting period,
before you're allowed to Drop Dash.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_DropDashWait(player_t *player)
{
if (player->nocontrol == 0)
player->respawn.timer--;
if (player->pflags & PF_FAULT)
return;
if (leveltime % 8 == 0)
{
const UINT8 ns = 8;
const angle_t sidediff = FixedAngle((360 / ns) * FRACUNIT);
UINT8 i;
if (!mapreset)
{
S_StartSound(player->mo, sfx_s3kcas);
}
for (i = 0; i < ns; i++)
{
const angle_t newangle = sidediff * i;
vector3_t spawn;
mobj_t *laser;
spawn.x = player->mo->x + P_ReturnThrustX(player->mo, newangle, 31 * player->mo->scale);
spawn.y = player->mo->y + P_ReturnThrustY(player->mo, newangle, 31 * player->mo->scale);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
spawn.z = player->mo->z + player->mo->height;
}
else
{
spawn.z = player->mo->z;
}
laser = P_SpawnMobj(spawn.x, spawn.y, spawn.z, MT_DEZLASER);
if (laser && !P_MobjWasRemoved(laser))
{
if (player->mo->eflags & MFE_VERTICALFLIP)
{
laser->eflags |= MFE_VERTICALFLIP;
}
P_SetTarget(&laser->target, player->mo);
laser->angle = newangle + ANGLE_90;
laser->momz = (8 * player->mo->scale) * P_MobjFlip(player->mo);
P_SetScale(laser, (laser->destscale = player->mo->scale));
}
}
}
}
/*--------------------------------------------------
static boolean K_CanDropDash(player_t *player)
Checks if you can use the Drop Dash maneuver.
Input Arguments:-
player - Player to check.
Return:-
Whether a Drop Dash should be allowed.
--------------------------------------------------*/
static boolean K_CanDropDash(player_t *player)
{
const UINT16 buttons = K_GetKartButtons(player);
if (!(buttons & BT_ACCELERATE))
{
return false;
}
// Since we're letting players spin out on respawn, don't let them charge a dropdash in this state. (It wouldn't work anyway)
if (player->spinouttimer)
{
return false;
}
// Garden Top is overpowered enough
if (player->curshield == KSHIELD_TOP)
{
return false;
}
return true;
}
/*--------------------------------------------------
static void K_HandleDropDash(player_t *player)
Handles input for the Drop Dash maneuver.
Input Arguments:-
player - Player to preform for.
Return:-
None
--------------------------------------------------*/
static void K_HandleDropDash(player_t *player)
{
const UINT16 buttons = K_GetKartButtons(player);
if (player->growshrinktimer < 0)
{
player->mo->scalespeed = mapobjectscale/TICRATE;
player->mo->destscale = FixedMul(mapobjectscale, SHRINK_SCALE);
if (K_PlayerShrinkCheat(player) == true)
{
player->mo->destscale = FixedMul(player->mo->destscale, SHRINK_SCALE);
}
}
if (!P_IsObjectOnGround(player->mo))
{
if (mapreset)
{
return;
}
player->flashing = K_GetKartFlashing(player);
// The old behavior was stupid and prone to accidental usage.
// Let's rip off Mania instead, and turn this into a Drop Dash!
if (K_CanDropDash(player))
{
player->respawn.dropdash++;
}
else
{
player->respawn.dropdash = 0;
}
if (player->respawn.dropdash == TICRATE/4)
{
S_StartSound(player->mo, sfx_ddash);
}
if ((player->respawn.dropdash >= TICRATE/4) && (player->respawn.dropdash & 1))
{
player->mo->colorized = true;
}
else
{
player->mo->colorized = false;
}
// if player got trapped inside a bubble but lost its bubble object in a unintended way, remove no gravity flag
if (((P_MobjWasRemoved(player->mo->tracer) || player->mo->tracer == NULL || (!P_MobjWasRemoved(player->mo->tracer) && player->mo->tracer && player->mo->tracer->type != MT_BUBBLESHIELDTRAP)) && player->carry == CR_TRAPBUBBLE) && (player->mo->flags & MF_NOGRAVITY))
{
player->mo->flags &= ~MF_NOGRAVITY;
player->carry = CR_NONE;
}
}
else
{
if ((buttons & BT_ACCELERATE) && (player->respawn.dropdash >= TICRATE/4))
{
S_StartSound(player->mo, sfx_s23c);
player->dropdashboost = 50;
K_SpawnDashDustRelease(player);
}
player->mo->colorized = false;
player->respawn.dropdash = 0;
//P_PlayRinglossSound(player->mo);
P_PlayerRingBurst(player, 3);
player->respawn.state = RESPAWNST_NONE;
player->mo->flags &= ~(MF_NOCLIPTHING);
// Don't touch another Ring Shooter (still lets you summon a Ring Shooter yourself)
player->freeRingShooterCooldown = 2*TICRATE;
}
}
/*--------------------------------------------------
void K_RespawnChecker(player_t *player)
See header file for description.
--------------------------------------------------*/
void K_RespawnChecker(player_t *player)
{
if (player->respawn.state == RESPAWNST_NONE)
{
return;
}
if (player->spectator)
{
player->respawn.state = RESPAWNST_NONE;
return;
}
switch (player->respawn.state)
{
case RESPAWNST_MOVE:
player->mo->momx = player->mo->momy = player->mo->momz = 0;
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)
{
player->mo->momz = 0;
K_DropDashWait(player);
}
else
{
K_HandleDropDash(player);
}
return;
default:
player->respawn.state = RESPAWNST_NONE;
return;
}
}