Improved "respawn where died" functionality (#2831)

Now uses a "last safe position" system instead. This:
-Prevents players from slipping into places they shouldn't via their dead body and then respawning there
-No longer sends players back to spawn if they fall into kill pits
-Adds a safety feature where the kill command always resets back to spawn should a player ever get stuck somewhere
This commit is contained in:
Boondorl 2024-11-24 09:44:47 -05:00 committed by GitHub
parent 9b62379645
commit 941f9502e9
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
6 changed files with 43 additions and 10 deletions

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@ -1438,6 +1438,7 @@ void FLevelLocals::PlayerReborn (int player)
p->cheats |= chasecam;
p->Bot = Bot; //Added by MC:
p->settings_controller = settings_controller;
p->LastSafePos = p->mo->Pos();
p->oldbuttons = ~0, p->attackdown = true; p->usedown = true; // don't do anything immediately
p->original_oldbuttons = ~0;

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@ -805,6 +805,8 @@ public:
void RemoveForceField();
int Index() const { return sectornum; }
bool IsDangerous(const DVector3& pos, double height) const;
void AdjustFloorClip () const;
void SetColor(PalEntry pe, int desat);
void SetFade(PalEntry pe);

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@ -435,6 +435,8 @@ public:
DAngle ConversationNPCAngle = nullAngle;
bool ConversationFaceTalker = false;
DVector3 LastSafePos = {}; // Mark the last known safe location the player was standing.
double GetDeltaViewHeight() const
{
return (mo->FloatVar(NAME_ViewHeight) + crouchviewdelta - viewheight) / 8;

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@ -5594,16 +5594,13 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
PlayerSpawnPickClass(playernum);
if (( dmflags2 & DF2_SAME_SPAWN_SPOT ) &&
( p->playerstate == PST_REBORN ) &&
( deathmatch == false ) &&
( gameaction != ga_worlddone ) &&
( p->mo != NULL ) &&
( !(p->mo->Sector->Flags & SECF_NORESPAWN) ) &&
( NULL != p->attacker ) && // don't respawn on damaging floors
( p->mo->Sector->damageamount < TELEFRAG_DAMAGE )) // this really should be a bit smarter...
if ((dmflags2 & DF2_SAME_SPAWN_SPOT) && !deathmatch
&& p->mo != nullptr && p->playerstate == PST_REBORN
&& gameaction != ga_worlddone
&& !(p->mo->Sector->Flags & SECF_NORESPAWN)
&& p->LastDamageType != NAME_Suicide)
{
spawn = p->mo->Pos();
spawn = p->LastSafePos;
SpawnAngle = p->mo->Angles.Yaw;
}
else

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@ -129,6 +129,28 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, NextSpecialSector, P_NextSpecialSector)
ACTION_RETURN_POINTER(P_NextSpecialSector(self, type, nogood));
}
bool sector_t::IsDangerous(const DVector3& pos, double height) const
{
if (damageamount > 0)
return true;
auto cl = dyn_cast<DCeiling>(ceilingdata.Get());
if (cl != nullptr && cl->getCrush() > 0)
return true;
for (auto rover : e->XFloor.ffloors)
{
if ((rover->flags & FF_EXISTS) && rover->model->damageamount > 0
&& pos.Z <= rover->top.plane->ZatPoint(pos)
&& pos.Z + height >= rover->bottom.plane->ZatPoint(pos))
{
return true;
}
}
return false;
}
//
// P_FindLowestFloorSurrounding()
// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS

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@ -361,6 +361,7 @@ void player_t::CopyFrom(player_t &p, bool copyPSP)
MUSINFOactor = p.MUSINFOactor;
MUSINFOtics = p.MUSINFOtics;
SoundClass = p.SoundClass;
LastSafePos = p.LastSafePos;
angleOffsetTargets = p.angleOffsetTargets;
if (copyPSP)
{
@ -1291,6 +1292,13 @@ void P_PlayerThink (player_t *player)
player->SubtitleCounter--;
}
if (player->playerstate == PST_LIVE
&& player->mo->Z() <= player->mo->floorz
&& !player->mo->Sector->IsDangerous(player->mo->Pos(), player->mo->Height))
{
player->LastSafePos = player->mo->Pos();
}
// Bots do not think in freeze mode.
if (player->mo->Level->isFrozen() && player->Bot != nullptr)
{
@ -1779,7 +1787,8 @@ void player_t::Serialize(FSerializer &arc)
("onground", onground)
("musinfoactor", MUSINFOactor)
("musinfotics", MUSINFOtics)
("soundclass", SoundClass);
("soundclass", SoundClass)
("lastsafepos", LastSafePos);
if (arc.isWriting ())
{