Merge branch 'nights-fastercapsule' into 'master'

NiGHTS: Faster Egg Capsule destruct sequence

See merge request STJr/SRB2Internal!164
This commit is contained in:
Digiku 2018-11-21 16:30:01 -05:00
commit f3e4cf1f9d
3 changed files with 106 additions and 52 deletions

View file

@ -799,15 +799,10 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (toucher->tracer) // Move the ideya over to the drone!
{
mobj_t *hnext = special->hnext;
P_SetTarget(&special->hnext, toucher->tracer);
if (!special->hnext->hnext)
P_SetTarget(&special->hnext->hnext, hnext); // Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
else
P_SetTarget(&special->hnext->hnext->target, special);
P_SetTarget(&special->hnext->hnext, hnext); // Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
P_SetTarget(&special->hnext->target, special);
P_SetTarget(&toucher->tracer, NULL);
if (hnext)
{
special->hnext->extravalue1 = (angle_t)(hnext->extravalue1 - 72*ANG1);
@ -966,8 +961,8 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (player->powers[pw_carry] == CR_NIGHTSMODE && !toucher->target)
return;
if (toucher->tracer && toucher->tracer->health > 0)
return; // Don't have multiple ideya, unless it's the first one given (health = 0)
if (toucher->tracer)
return; // Don't have multiple ideya
if (player->mare != special->threshold) // wrong mare
return;

View file

@ -8855,8 +8855,10 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
nummaprings = -1; // no perfect bonus, rings are free
break;
case MT_EGGCAPSULE:
mobj->extravalue1 = -1; // sphere timer for how long a player has been at the capsule
mobj->extravalue2 = -1; // tic timer for how long a player has been at the capsule
mobj->reactiontime = 0;
mobj->extravalue1 = mobj->cvmem =\
mobj->cusval = mobj->movecount =\
mobj->lastlook = mobj->extravalue2 = -1;
break;
case MT_REDTEAMRING:
mobj->color = skincolor_redteam;
@ -9554,7 +9556,6 @@ void P_SpawnPlayer(INT32 playernum)
if (p == players) // this is totally the wrong place to do this aaargh.
{
mobj_t *idya = P_SpawnMobjFromMobj(mobj, 0, 0, mobj->height, MT_GOTEMERALD);
idya->health = 0; // for identification
P_SetTarget(&idya->target, mobj);
P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate);
P_SetTarget(&mobj->tracer, idya);

View file

@ -5960,11 +5960,10 @@ static void P_NightsTransferPoints(player_t *player, fixed_t xspeed, fixed_t rad
//
static void P_DoNiGHTSCapsule(player_t *player)
{
INT32 i;
INT32 i, spherecount, totalduration, popduration, deductinterval, deductquantity, sphereresult, firstpoptic, startingspheres;
INT32 tictimer = ++player->capsule->extravalue2;
player->capsule->extravalue2++; // tic counter
if (abs(player->mo->x-player->capsule->x) <= 2*FRACUNIT)
if (abs(player->mo->x-player->capsule->x) <= 3*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->x = player->capsule->x;
@ -5972,7 +5971,7 @@ static void P_DoNiGHTSCapsule(player_t *player)
player->mo->momx = 0;
}
if (abs(player->mo->y-player->capsule->y) <= 2*FRACUNIT)
if (abs(player->mo->y-player->capsule->y) <= 3*FRACUNIT)
{
P_UnsetThingPosition(player->mo);
player->mo->y = player->capsule->y;
@ -5980,26 +5979,26 @@ static void P_DoNiGHTSCapsule(player_t *player)
player->mo->momy = 0;
}
if (abs(player->mo->z - (player->capsule->z+(player->capsule->height/3))) <= 2*FRACUNIT)
if (abs(player->mo->z - (player->capsule->z+(player->capsule->height/3))) <= 3*FRACUNIT)
{
player->mo->z = player->capsule->z+(player->capsule->height/3);
player->mo->momz = 0;
}
if (player->mo->x > player->capsule->x)
player->mo->momx = -2*FRACUNIT;
player->mo->momx = -3*FRACUNIT;
else if (player->mo->x < player->capsule->x)
player->mo->momx = 2*FRACUNIT;
player->mo->momx = 3*FRACUNIT;
if (player->mo->y > player->capsule->y)
player->mo->momy = -2*FRACUNIT;
player->mo->momy = -3*FRACUNIT;
else if (player->mo->y < player->capsule->y)
player->mo->momy = 2*FRACUNIT;
player->mo->momy = 3*FRACUNIT;
if (player->mo->z > player->capsule->z+(player->capsule->height/3))
player->mo->momz = -2*FRACUNIT;
player->mo->momz = -3*FRACUNIT;
else if (player->mo->z < player->capsule->z+(player->capsule->height/3))
player->mo->momz = 2*FRACUNIT;
player->mo->momz = 3*FRACUNIT;
if (player->powers[pw_carry] == CR_NIGHTSMODE)
{
@ -6014,6 +6013,13 @@ static void P_DoNiGHTSCapsule(player_t *player)
P_SetPlayerMobjState(player->mo, S_PLAY_NIGHTS_ATTACK);
}
}
else
{
if (!(player->pflags & PF_JUMPED) && !(player->pflags & PF_SPINNING))
player->pflags |= PF_JUMPED;
if (player->panim != PA_ROLL)
P_SetPlayerMobjState(player->mo, S_PLAY_ROLL);
}
if (G_IsSpecialStage(gamemap))
{ // In special stages, share rings. Everyone gives up theirs to the capsule player always, because we can't have any individualism here!
@ -6033,25 +6039,82 @@ static void P_DoNiGHTSCapsule(player_t *player)
&& player->mo->y == player->capsule->y
&& player->mo->z == player->capsule->z+(player->capsule->height/3))
{
if (player->spheres > 0)
if (player->capsule->lastlook < 0)
{
player->spheres--;
player->capsule->health--;
player->capsule->extravalue1++;
// Stretch the sphere deduction across the capsule time!
// 1. Force the remaining capsule time to `popduration`
// 2. Given `popduration` and `spherecount`, at what tic interval do we deduct spheres? `deductinterval`
// 3. And on each deduction, how many spheres do we deduct? `deductquantity`
// 4. Store the expected capsule health upon completion: `sphereresult`
spherecount = min(player->spheres, player->capsule->health);
totalduration = min(40 + spherecount, 60);
// Spawn a 'pop' for every 5 rings you deposit
if (!(player->capsule->extravalue1 % 5))
popduration = player->capsule->extravalue1 = max(totalduration - tictimer, 1);
deductinterval = player->capsule->cvmem = max(FixedFloor(FixedDiv(popduration, spherecount))/FRACUNIT, 1);
deductquantity = player->capsule->cusval = max(FixedRound(FixedDiv(spherecount, popduration))/FRACUNIT, 1);
sphereresult = player->capsule->movecount = player->capsule->health - spherecount;
firstpoptic = player->capsule->lastlook = tictimer;
}
else
{
popduration = player->capsule->extravalue1;
deductinterval = player->capsule->cvmem;
deductquantity = player->capsule->cusval;
sphereresult = player->capsule->movecount;
firstpoptic = player->capsule->lastlook;
}
if (tictimer - firstpoptic < popduration)
{
if (!((tictimer - firstpoptic) % deductinterval))
{
// Did you somehow get more spheres during destruct?
if (player->capsule->health <= sphereresult && player->spheres > 0 && player->capsule->health > 0)
sphereresult = max(sphereresult - player->spheres, 0);
if (player->capsule->health > sphereresult && player->spheres > 0)
{
player->spheres -= deductquantity;
player->capsule->health -= deductquantity;
}
if (player->spheres < 0)
player->spheres = 0;
if (player->capsule->health < sphereresult)
player->capsule->health = sphereresult;
}
// Spawn a 'pop' for every 5 tics
if (!((tictimer - firstpoptic) % 5))
S_StartSound(P_SpawnMobj(player->capsule->x + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->y + ((P_SignedRandom()/2)<<FRACBITS),
player->capsule->z + (player->capsule->height/2) + ((P_SignedRandom()/2)<<FRACBITS),
MT_BOSSEXPLODE),sfx_cybdth);
}
else
{
if (player->spheres != 0 && player->capsule->health > 0)
{
if (player->spheres < player->capsule->health)
{
player->capsule->health -= player->spheres;
player->spheres = 0;
}
else
{
startingspheres = player->spheres - player->capsule->health;
player->capsule->health = 0;
player->spheres = startingspheres;
}
}
if (player->capsule->health <= 0)
{
player->capsule->flags &= ~MF_NOGRAVITY;
player->capsule->momz = 5*FRACUNIT;
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = player->capsule->extravalue2 = -1;
tictimer = -1;
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !player->exiting && players[i].mare == player->mare)
@ -6085,7 +6148,6 @@ static void P_DoNiGHTSCapsule(player_t *player)
UINT8 em = P_GetNextEmerald();
// Only give it to ONE person, and THAT player has to get to the goal!
mobj_t *emmo = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
emmo->health = em; // for identification
P_SetTarget(&emmo->target, player->mo);
P_SetMobjState(emmo, mobjinfo[MT_GOTEMERALD].meleestate + em);
P_SetTarget(&player->mo->tracer, emmo);
@ -6112,17 +6174,8 @@ static void P_DoNiGHTSCapsule(player_t *player)
}*/
mobj_t *idya = P_SpawnMobjFromMobj(player->mo, 0, 0, player->mo->height, MT_GOTEMERALD);
idya->extravalue2 = player->mare/5;
idya->health = player->mare + 1; // for identification
P_SetTarget(&idya->target, player->mo);
P_SetMobjState(idya, mobjinfo[MT_GOTEMERALD].missilestate + ((player->mare + 1) % 5));
if (player->mo->tracer)
{
P_SetTarget(&idya->hnext, player->mo->tracer);
idya->extravalue1 = (angle_t)(player->mo->tracer->extravalue1 - 72*ANG1);
if (idya->extravalue1 > player->mo->tracer->extravalue1)
idya->extravalue1 -= (72*ANG1)/idya->extravalue1;
}
P_SetTarget(&player->mo->tracer, idya);
}
for (i = 0; i < MAXPLAYERS; i++)
@ -6132,19 +6185,23 @@ static void P_DoNiGHTSCapsule(player_t *player)
P_SwitchSpheresBonusMode(true);
P_RunNightsCapsuleTouchExecutors(player->mo, false, true); // run capsule exit executors, and we destroyed it
}
}
else
{
S_StartScreamSound(player->mo, sfx_lose);
player->texttimer = 4*TICRATE;
player->textvar = 3; // Get more rings!
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = player->capsule->extravalue2 = -1;
P_RunNightsCapsuleTouchExecutors(player->mo, false, false); // run capsule exit executors, and we lacked rings
else
{
S_StartScreamSound(player->mo, sfx_lose);
player->texttimer = 4*TICRATE;
player->textvar = 3; // Get more rings!
player->capsule->reactiontime = 0;
player->capsule->extravalue1 = player->capsule->cvmem =\
player->capsule->cusval = player->capsule->movecount =\
player->capsule->lastlook = player->capsule->extravalue2 = -1;
P_RunNightsCapsuleTouchExecutors(player->mo, false, false); // run capsule exit executors, and we lacked rings
}
}
}
else
player->capsule->extravalue1 = -1;
else if (player->capsule->lastlook > -1)
// We somehow moved out of the capsule (OBJECTPLACE?)
// So recalculate all the timings
player->capsule->lastlook = player->capsule->extravalue2 = -1;
}
//
@ -8965,7 +9022,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
// sets ideal cam pos
if (twodlevel || (mo->flags2 & MF2_TWOD))
dist = 480<<FRACBITS;
else if (player->powers[pw_carry] == CR_NIGHTSMODE)
else if (player->powers[pw_carry] == CR_NIGHTSMODE
|| ((maptol & TOL_NIGHTS) && player->capsule && player->capsule->reactiontime > 0 && player == &players[player->capsule->reactiontime-1]))
dist = 320<<FRACBITS;
else
{