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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-27 04:41:23 +00:00
Slopey physics for some things that aren't players
This is incredibly messy and probably needs redone differently at some point, but... fuck it.
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parent
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commit
8c54ee44e7
1 changed files with 87 additions and 34 deletions
121
src/p_mobj.c
121
src/p_mobj.c
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@ -2387,6 +2387,12 @@ void P_XYMovement(mobj_t *mo)
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if (player && player->homing) // no friction for homing
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return;
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#ifdef ESLOPE
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if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
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&& (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes
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return;
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#endif
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if (((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
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&& !(player && player->pflags & PF_SLIDING))
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return; // no friction when airborne
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@ -2822,6 +2828,21 @@ static boolean P_ZMovement(mobj_t *mo)
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|| (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP))
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&& !(mo->flags & MF_NOCLIPHEIGHT))
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{
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v3fixed_t mom;
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mom.x = mo->momx;
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mom.y = mo->momy;
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mom.z = mo->momz;
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#ifdef ESLOPE
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P_TryMove(mo, mo->x, mo->y, true); // Sets mo->standingslope correctly
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if (mo->standingslope) {
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// Reverse quantizing might could use its own function later
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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P_QuantizeMomentumToSlope(&mom, mo->standingslope);
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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}
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#endif
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if (mo->eflags & MFE_VERTICALFLIP)
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mo->z = mo->ceilingz - mo->height;
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else
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@ -2829,7 +2850,7 @@ static boolean P_ZMovement(mobj_t *mo)
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// hit the floor
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if (mo->type == MT_FIREBALL) // special case for the fireball
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mo->momz = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale);
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mom.z = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale);
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else if (mo->type == MT_SPINFIRE) // elemental shield fire is another exception here
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;
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else if (mo->flags & MF_MISSILE)
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@ -2844,12 +2865,12 @@ static boolean P_ZMovement(mobj_t *mo)
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if (mo->flags & MF_GRENADEBOUNCE)
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{
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// Going down? (Or up in reverse gravity?)
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if (P_MobjFlip(mo)*mo->momz < 0)
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if (P_MobjFlip(mo)*mom.z < 0)
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{
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// If going slower than a fracunit, just stop.
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if (abs(mo->momz) < FixedMul(FRACUNIT, mo->scale))
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if (abs(mom.z) < FixedMul(FRACUNIT, mo->scale))
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{
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mo->momx = mo->momy = mo->momz = 0;
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mom.x = mom.y = mom.z = 0;
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// Napalm hack
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if (mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE && mo->fuse)
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@ -2857,7 +2878,7 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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// Otherwise bounce up at half speed.
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else
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mo->momz = -mo->momz/2;
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mom.z = -mom.z/2;
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S_StartSound(mo, mo->info->activesound);
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}
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}
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@ -2880,14 +2901,14 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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}
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if (P_MobjFlip(mo)*mo->momz < 0) // falling
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if (P_MobjFlip(mo)*mom.z < 0) // falling
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{
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if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
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|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)
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mo->eflags |= MFE_JUSTHITFLOOR;
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if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
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mo->momz = -mo->momz;
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mom.z = -mom.z;
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else
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// Flingrings bounce
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if (mo->type == MT_FLINGRING
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@ -2900,35 +2921,42 @@ static boolean P_ZMovement(mobj_t *mo)
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|| mo->type == MT_FALLINGROCK)
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{
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if (maptol & TOL_NIGHTS)
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mo->momz = -FixedDiv(mo->momz, 10*FRACUNIT);
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mom.z = -FixedDiv(mom.z, 10*FRACUNIT);
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else
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mo->momz = -FixedMul(mo->momz, FixedDiv(17*FRACUNIT,20*FRACUNIT));
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mom.z = -FixedMul(mom.z, FixedDiv(17*FRACUNIT,20*FRACUNIT));
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if (mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
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{
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if (abs(mo->momx) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mo->momy) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
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if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
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{
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if (!(mo->flags & MF_AMBUSH))
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{
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mo->momx = mo->momy = mo->momz = 0;
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P_SetMobjState(mo, mo->info->spawnstate);
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}
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else
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if (mo->flags & MF_AMBUSH)
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{
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// If deafed, give the tumbleweed another random kick if it runs out of steam.
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mo->momz += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
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mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
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if (P_Random() & 1)
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mo->momx += FixedMul(6*FRACUNIT, mo->scale);
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mom.x += FixedMul(6*FRACUNIT, mo->scale);
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else
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mo->momx -= FixedMul(6*FRACUNIT, mo->scale);
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mom.x -= FixedMul(6*FRACUNIT, mo->scale);
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if (P_Random() & 1)
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mo->momy += FixedMul(6*FRACUNIT, mo->scale);
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mom.y += FixedMul(6*FRACUNIT, mo->scale);
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else
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mo->momy -= FixedMul(6*FRACUNIT, mo->scale);
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mom.y -= FixedMul(6*FRACUNIT, mo->scale);
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}
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#ifdef ESLOPE
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else if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)
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{
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// Pop the object up a bit to encourage bounciness
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//mom.z = P_MobjFlip(mo)*mo->scale;
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}
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#endif
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else
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{
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mom.x = mom.y = mom.z = 0;
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P_SetMobjState(mo, mo->info->spawnstate);
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}
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}
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@ -2938,14 +2966,14 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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else if (mo->type == MT_FALLINGROCK)
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{
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if (P_MobjFlip(mo)*mo->momz > FixedMul(2*FRACUNIT, mo->scale))
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if (P_MobjFlip(mo)*mom.z > FixedMul(2*FRACUNIT, mo->scale))
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S_StartSound(mo, mo->info->activesound + P_RandomKey(mo->info->mass));
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mo->momz /= 2; // Rocks not so bouncy
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mom.z /= 2; // Rocks not so bouncy
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if (abs(mo->momx) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mo->momy) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
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if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
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&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
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{
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P_RemoveMobj(mo);
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return false;
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@ -2953,20 +2981,30 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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else if (mo->type == MT_CANNONBALLDECOR)
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{
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mo->momz /= 2;
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if (abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
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mo->momz = 0;
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mom.z /= 2;
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if (abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
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mom.z = 0;
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}
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}
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else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
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|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
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mo->momz = tmfloorthing->momz;
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mom.z = tmfloorthing->momz;
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else if (!tmfloorthing)
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mo->momz = 0;
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mom.z = 0;
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}
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else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
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|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
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mo->momz = tmfloorthing->momz;
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mom.z = tmfloorthing->momz;
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#ifdef ESLOPE
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if (mo->standingslope) {
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P_QuantizeMomentumToSlope(&mom, mo->standingslope);
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}
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#endif
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mo->momx = mom.x;
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mo->momy = mom.y;
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mo->momz = mom.z;
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if (mo->type == MT_STEAM)
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return true;
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@ -7798,6 +7836,21 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
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mobj->eflags &= ~MFE_JUSTHITFLOOR;
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}
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#ifdef ESLOPE // Sliding physics for slidey mobjs!
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if (mobj->type == MT_FLINGRING
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|| mobj->type == MT_FLINGCOIN
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|| P_WeaponOrPanel(mobj->type)
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|| mobj->type == MT_FLINGEMERALD
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|| mobj->type == MT_BIGTUMBLEWEED
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|| mobj->type == MT_LITTLETUMBLEWEED
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|| mobj->type == MT_CANNONBALLDECOR
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|| mobj->type == MT_FALLINGROCK) {
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P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
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//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
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P_ButteredSlope(mobj);
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}
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#endif
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if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health
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&& P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz
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{
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