Merge branch 'exit-move-lj' into 'master'

Post-exit movement

See merge request STJr/SRB2Internal!486
This commit is contained in:
MascaraSnake 2019-11-18 15:10:15 -05:00
commit 233ff8bd27
13 changed files with 106 additions and 9 deletions

View File

@ -87,6 +87,7 @@ static void JoinTimeout_OnChange(void);
static void CoopStarposts_OnChange(void);
static void CoopLives_OnChange(void);
static void ExitMove_OnChange(void);
static void Ringslinger_OnChange(void);
static void Gravity_OnChange(void);
@ -361,9 +362,12 @@ consvar_t cv_cooplives = {"cooplives", "Avoid Game Over", CV_NETVAR|CV_CALL|CV_C
static CV_PossibleValue_t advancemap_cons_t[] = {{0, "Off"}, {1, "Next"}, {2, "Random"}, {0, NULL}};
consvar_t cv_advancemap = {"advancemap", "Next", CV_NETVAR, advancemap_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
static CV_PossibleValue_t playersforexit_cons_t[] = {{0, "One"}, {1, "1/4"}, {2, "Half"}, {3, "3/4"}, {4, "All"}, {0, NULL}};
consvar_t cv_playersforexit = {"playersforexit", "All", CV_NETVAR, playersforexit_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_exitmove = {"exitmove", "Off", CV_NETVAR|CV_CALL, CV_OnOff, ExitMove_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_runscripts = {"runscripts", "Yes", 0, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_pause = {"pausepermission", "Server", CV_NETVAR, pause_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
@ -522,6 +526,7 @@ void D_RegisterServerCommands(void)
CV_RegisterVar(&cv_inttime);
CV_RegisterVar(&cv_advancemap);
CV_RegisterVar(&cv_playersforexit);
CV_RegisterVar(&cv_exitmove);
CV_RegisterVar(&cv_timelimit);
CV_RegisterVar(&cv_playbackspeed);
CV_RegisterVar(&cv_forceskin);
@ -3788,6 +3793,17 @@ static void CoopLives_OnChange(void)
}
}
static void ExitMove_OnChange(void)
{
if (!(netgame || multiplayer) || gametype != GT_COOP)
return;
if (cv_exitmove.value)
CONS_Printf(M_GetText("Players can now move after completing the level.\n"));
else
CONS_Printf(M_GetText("Players can no longer move after completing the level.\n"));
}
UINT32 timelimitintics = 0;
/** Deals with a timelimit change by printing the change to the console.

View File

@ -94,7 +94,7 @@ extern consvar_t cv_recycler;
extern consvar_t cv_itemfinder;
extern consvar_t cv_inttime, cv_coopstarposts, cv_cooplives, cv_advancemap, cv_playersforexit;
extern consvar_t cv_inttime, cv_coopstarposts, cv_cooplives, cv_advancemap, cv_playersforexit, cv_exitmove;
extern consvar_t cv_overtime;
extern consvar_t cv_startinglives;

View File

@ -151,6 +151,7 @@ typedef enum
/*** misc ***/
PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
PF_CANCARRY = 1<<29, // Can carry another player?
PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
// up to 1<<31 is free
} pflags_t;

View File

@ -8572,6 +8572,7 @@ static const char *const PLAYERFLAG_LIST[] = {
/*** misc ***/
"FORCESTRAFE", // Translate turn inputs into strafe inputs
"CANCARRY", // Can carry?
"FINISHED",
NULL // stop loop here.
};

View File

@ -2833,6 +2833,31 @@ void G_AddPlayer(INT32 playernum)
P_DoPlayerExit(p);
}
boolean G_EnoughPlayersFinished(void)
{
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
INT32 total = 0;
INT32 exiting = 0;
INT32 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator || players[i].bot)
continue;
if (players[i].lives <= 0)
continue;
total++;
if (players[i].pflags & PF_FINISHED)
exiting++;
}
if (exiting)
return exiting * 4 / total >= numneeded;
else
return false;
}
void G_ExitLevel(void)
{
if (gamestate == GS_LEVEL)

View File

@ -208,6 +208,7 @@ boolean G_GametypeHasSpectators(void);
boolean G_RingSlingerGametype(void);
boolean G_PlatformGametype(void);
boolean G_TagGametype(void);
boolean G_EnoughPlayersFinished(void);
void G_ExitLevel(void);
void G_NextLevel(void);
void G_Continue(void);

View File

@ -2444,7 +2444,7 @@ void HU_DrawTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scorelines, I
V_DrawSmallScaledPatch(x-32, y-4, 0, tagico);
}
if (players[tab[i].num].exiting)
if (players[tab[i].num].exiting || (players[tab[i].num].pflags & PF_FINISHED))
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
if (gametype == GT_RACE)
@ -2748,7 +2748,7 @@ void HU_DrawDualTabRankings(INT32 x, INT32 y, playersort_t *tab, INT32 scoreline
else if (G_TagGametype() && players[tab[i].num].pflags & PF_TAGIT)
V_DrawSmallScaledPatch(x-28, y-4, 0, tagico);
if (players[tab[i].num].exiting)
if (players[tab[i].num].exiting || (players[tab[i].num].pflags & PF_FINISHED))
V_DrawSmallScaledPatch(x - SHORT(exiticon->width)/2 - 1, y-3, 0, exiticon);
// Draw emeralds

View File

@ -1165,6 +1165,17 @@ static int lib_pElementalFire(lua_State *L)
return 0;
}
static int lib_pDoPlayerFinish(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
NOHUD
INLEVEL
if (!player)
return LUA_ErrInvalid(L, "player_t");
P_DoPlayerFinish(player);
return 0;
}
static int lib_pDoPlayerExit(lua_State *L)
{
player_t *player = *((player_t **)luaL_checkudata(L, 1, META_PLAYER));
@ -2674,6 +2685,13 @@ static int lib_gSetCustomExitVars(lua_State *L)
return 0;
}
static int lib_gEnoughPlayersFinished(lua_State *L)
{
INLEVEL
lua_pushboolean(L, G_EnoughPlayersFinished());
return 1;
}
static int lib_gExitLevel(lua_State *L)
{
int n = lua_gettop(L); // Num arguments
@ -2869,6 +2887,7 @@ static luaL_Reg lib[] = {
{"P_DoBubbleBounce",lib_pDoBubbleBounce},
{"P_BlackOw",lib_pBlackOw},
{"P_ElementalFire",lib_pElementalFire},
{"P_DoPlayerFinish",lib_pDoPlayerFinish},
{"P_DoPlayerExit",lib_pDoPlayerExit},
{"P_InstaThrust",lib_pInstaThrust},
{"P_ReturnThrustX",lib_pReturnThrustX},
@ -2981,6 +3000,7 @@ static luaL_Reg lib[] = {
{"G_BuildMapName",lib_gBuildMapName},
{"G_DoReborn",lib_gDoReborn},
{"G_SetCustomExitVars",lib_gSetCustomExitVars},
{"G_EnoughPlayersFinished",lib_gEnoughPlayersFinished},
{"G_ExitLevel",lib_gExitLevel},
{"G_IsSpecialStage",lib_gIsSpecialStage},
{"G_GametypeUsesLives",lib_gGametypeUsesLives},

View File

@ -172,6 +172,7 @@ void P_ElementalFire(player_t *player, boolean cropcircle);
void P_DoPityCheck(player_t *player);
void P_PlayerThink(player_t *player);
void P_PlayerAfterThink(player_t *player);
void P_DoPlayerFinish(player_t *player);
void P_DoPlayerExit(player_t *player);
void P_NightserizePlayer(player_t *player, INT32 ptime);

View File

@ -592,6 +592,9 @@ static void P_DoTailsCarry(player_t *sonic, player_t *tails)
if (!(tails->pflags & PF_CANCARRY))
return;
if (sonic->pflags & PF_FINISHED)
return;
if (tails->bot == 1)
return;

View File

@ -4675,7 +4675,7 @@ DoneSection2:
{
INT32 lineindex;
P_DoPlayerExit(player);
P_DoPlayerFinish(player);
P_SetupSignExit(player);
// important: use sector->tag on next line instead of player->mo->subsector->tag

View File

@ -2131,6 +2131,30 @@ void P_SpawnSpinMobj(player_t *player, mobjtype_t type)
P_SetTarget(&mobj->target, player->mo); // the one thing P_SpawnGhostMobj doesn't do
}
/** Called when \p player finishes the level.
*
* Only use for cases where the player should be able to move
* while waiting for others to finish. Otherwise, use P_DoPlayerExit().
*
* In single player or if ::cv_exitmove is disabled, this will also cause
* P_PlayerThink() to call P_DoPlayerExit(), so you do not need to
* make a special cases for those.
*
* \param player The player who finished the level.
* \sa P_DoPlayerExit
*
*/
void P_DoPlayerFinish(player_t *player)
{
if (player->pflags & PF_FINISHED)
return;
player->pflags |= PF_FINISHED;
if (netgame)
CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]);
}
//
// P_DoPlayerExit
//
@ -2168,9 +2192,6 @@ void P_DoPlayerExit(player_t *player)
player->powers[pw_underwater] = 0;
player->powers[pw_spacetime] = 0;
P_RestoreMusic(player);
if (playeringame[player-players] && netgame && !circuitmap)
CONS_Printf(M_GetText("%s has completed the level.\n"), player_names[player-players]);
}
#define SPACESPECIAL 12
@ -11417,6 +11438,14 @@ void P_PlayerThink(player_t *player)
}
}
if (player->pflags & PF_FINISHED)
{
if (cv_exitmove.value && !G_EnoughPlayersFinished())
player->exiting = 0;
else
P_DoPlayerExit(player);
}
// check water content, set stuff in mobj
P_MobjCheckWater(player->mo);

View File

@ -2106,7 +2106,7 @@ static void ST_drawTextHUD(void)
textHUDdraw(M_GetText("\x82""FIRE:""\x80 Enter game"))
}
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && stplyr->exiting)
if (gametype == GT_COOP && (!stplyr->spectator || (!(maptol & TOL_NIGHTS) && G_IsSpecialStage(gamemap))) && (stplyr->exiting || (stplyr->pflags & PF_FINISHED)))
{
UINT8 numneeded = (G_IsSpecialStage(gamemap) ? 4 : cv_playersforexit.value);
if (numneeded)
@ -2121,7 +2121,7 @@ static void ST_drawTextHUD(void)
continue;
total++;
if (players[i].exiting)
if (players[i].exiting || (players[i].pflags & PF_FINISHED))
exiting++;
}