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Improvements related to slope collision, and quantize momentum properly for landing
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parent
371e23d55d
commit
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4 changed files with 46 additions and 6 deletions
25
src/p_map.c
25
src/p_map.c
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@ -1912,6 +1912,9 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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fixed_t tryy = thing->y;
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fixed_t radius = thing->radius;
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fixed_t thingtop = thing->z + thing->height;
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#ifdef ESLOPE
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fixed_t startingonground = P_IsObjectOnGround(thing);
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#endif
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floatok = false;
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if (radius < MAXRADIUS/2)
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@ -2003,7 +2006,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else if (thingtop == thing->ceilingz && tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
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else if (tmceilingz < thingtop && thingtop - tmceilingz <= maxstep)
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{
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thing->z = (thing->ceilingz = thingtop = tmceilingz) - thing->height;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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@ -2014,7 +2017,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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thing->z = thing->floorz = tmfloorz;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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}
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else if (thing->z == thing->floorz && tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
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else if (tmfloorz > thing->z && tmfloorz - thing->z <= maxstep)
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{
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thing->z = thing->floorz = tmfloorz;
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thing->eflags |= MFE_JUSTSTEPPEDDOWN;
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@ -2090,10 +2093,20 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
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#ifdef ESLOPE
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// Assign thing's standingslope if needed
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if (thing->z <= tmfloorz && thing->momz <= 0 && !(thing->eflags & MFE_VERTICALFLIP))
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thing->standingslope = tmfloorslope;
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else if (thing->z+thing->height >= tmceilingz && thing->momz >= 0 && (thing->eflags & MFE_VERTICALFLIP))
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thing->standingslope = tmceilingslope;
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if (thing->z <= tmfloorz && !(thing->eflags & MFE_VERTICALFLIP)) {
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if (!startingonground && tmfloorslope)
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P_HandleSlopeLanding(thing, tmfloorslope);
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if (thing->momz <= 0)
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thing->standingslope = tmfloorslope;
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}
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else if (thing->z+thing->height >= tmceilingz /*&& thing->momz >= 0*/ && (thing->eflags & MFE_VERTICALFLIP)) {
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if (!startingonground && tmceilingslope)
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P_HandleSlopeLanding(thing, tmceilingslope);
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if (thing->momz >= 0)
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thing->standingslope = tmceilingslope;
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}
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#endif
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thing->x = x;
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@ -2344,6 +2344,12 @@ static void P_PlayerZMovement(mobj_t *mo)
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if (mo->state == &states[mo->info->painstate] || mo->state == &states[S_PLAY_SUPERHIT])
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P_SetPlayerMobjState(mo, S_PLAY_STND);
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#ifdef ESLOPE
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if (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope)
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// Handle landing on slope during Z movement
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P_HandleSlopeLanding(mo, (mo->eflags & MFE_VERTICALFLIP ? tmceilingslope : tmfloorslope));
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#endif
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if (P_MobjFlip(mo)*mo->momz < 0) // falling
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{
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// Squat down. Decrease viewheight for a moment after hitting the ground (hard),
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@ -805,6 +805,26 @@ void P_SlopeLaunch(mobj_t *mo)
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mo->standingslope = NULL;
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}
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// Function to help handle landing on slopes
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
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{
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v3fixed_t mom;
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mom.x = thing->momx;
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mom.y = thing->momy;
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mom.z = thing->momz*2;
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// Reverse quantizing might could use its own function later
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slope->zangle = ANGLE_MAX-slope->zangle;
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P_QuantizeMomentumToSlope(&mom, slope);
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slope->zangle = ANGLE_MAX-slope->zangle;
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if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
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thing->momx = mom.x;
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thing->momy = mom.y;
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thing->momz = -P_MobjFlip(thing);
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}
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}
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// https://yourlogicalfallacyis.com/slippery-slope
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// Handles sliding down slopes, like if they were made of butter :)
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void P_ButteredSlope(mobj_t *mo)
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@ -79,6 +79,7 @@ float P_DistFromPlanef(const v3float_t *point, const v3float_t *pori,
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// Lots of physics-based bullshit
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void P_QuantizeMomentumToSlope(v3fixed_t *momentum, pslope_t *slope);
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void P_SlopeLaunch(mobj_t *mo);
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void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
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void P_ButteredSlope(mobj_t *mo);
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#endif
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