Also, the "teleport" devmode command can now gracefully handle coordinates specified outside maps with no/few thok barriers, which previously prevented teleport via the thok barrier bleed's sector floor and ceiling being equal.
Some slope improvements/fixes (plus P_GetMobjGravity)
Dear Red, I did some things.
* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)
Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.
I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.
See merge request !77
The whole thing needs a refactor in general, but it's almost 2am here, I need my sleeb, and this fix would probably break something with 2.1 climbing if I made it any more/less (depending on viewpoint) complicated.
Also, the teetering angle on slopes is now FRACUNIT/2 because there's literally no way to stand still on a slope that steep unless it doesn't have physics.
Two interesting points of note:
* The touchspecial sector flag seems to actually do its job now.
* Detection of sectors with polyobjects in seems to have done this incorrectly, but this doesn't mess with anything about touching the polies themselves so it seems to really only handle edge cases where the polyobject was too close to the border of another sector (which would've likely made rendering glitches anyways).
* There was a whole swathe of teetering code that was basically never run properly because of this mistake. I did a simple fix at first, but you started teetering whenever you were slightly less than your radius away from a sector's edge, which was completely different and undesirable behaviour. Instead, I cut out the code that was never running, and just left the hacky method in instead since it was more accurate to what we want in general.
Issue was caused by attempting to traverse the sector's thing-touching-list across all the things in the sector (which would inevitably have the same sector as the first node in mobj->touching_sectorlist) instead of traversing the thing's sector-touching-list (which has the same thing but different sector references).
I wonder how many times AJ copypasted this code with absolutely no idea why it wasn't working properly. I'll figure that out tomorrow, maybe set up some compiler macros so this mistake is never made again. For now, I must sleeb.
Behaves ALMOST as you'd expect. It gets the z position of the slope at the player coordinates when it comes to the sectorlist check (which is first), though, so there's a few oddities that are amplified with steep slopes:
* If the slope's sloping away from you at a steep angle, you might not be able to step down onto it, but you won't teeter (because it's at a step-down-able height if it extended to directly beneath you)
* If the slope's sloping towards you at a steep angle, you might end up in teetering frames when you're able to step down onto it (because it's NOT at a step-down-able height if it extended to directly beneath you)
HOWEVER, it would be pretty obnoxious to hold back code which is functionally superior in every way otherwise, and it doesn't really seem like there's a good way to get that checked tbph
*The No Physics flag now works (Red, you might want to doublecheck this to see whether I haven't missed any eosteric stuff out). Going downhill is a little bumpy, and I'm not sure whether that's good or not. Someone help me out here?
*The SRB2CB typeshims are now behind #ifdef ESLOPE_TYPESHIM instead of #if 1 for easier disabling.
*Slopes' downhill thrusts are now scaled with regards to object gravity. This is actually untested in gravities other than normal and reverse normal but it's one line which can be easily reverted in that circumstance. I also checked with MI to make sure this is how it's calculated elsewhere, so fingers crossed this doesn't cause any edge cases.
*As a consequence of the above point, there's now a function in p_mobj.c/h that returns an object's internal gravity - seperated out from the logic of P_CheckGravity, which really didn't need to be so monolithic. Multiply by global gravity to get the thrust. This should probably be available to Lua somehow, but I have absolutely no idea where to start with that. Wolfs, maybe?
Non-comprehensive test file available at /toaster/slptst3.wad on the ftp.
NiGHTS hotfix
Fixes the following issues relating to playing as NiGHTS Super Sonic that apparently popped up between 2.1.14 and next (mostly due to the changes to SRB2's trig stuff it seems):
* Super Sonic drifts to the side at some angles around an axis, and is unable to go directly upwards or downwards as a result
* Drilling to the side when on the ground causes the drill sound to constantly restart
* CEZS's start not actually being lined up properly with the first axis means the player is not able to go backwards along the track (because the player is not actually aligned with the track properly, preventing you from touching the attached line transfer)
* trying to hug some walls such as the tall wall before the library section of CEZS allows Super Sonic to go through them
These fixes needs proper testing before this branch can be merged in, in case they accidentally break other things as a result or something.
See merge request !71
Basically I kind of worked around any potential trig inaccuracies by not using the player position directly for setting momx/momy. This way, if player->angle_pos == player->old_angle_pos, momx/momy are zero
Demo replay fixes
Changes made/bugs fixed in this branch:
* Replay camera is now controllable when climbing (https://mb.srb2.org/showthread.php?t=38668), and in waterslides
* localangle (read: the angle between you and the camera, I think) now doesn't change during demo replays in most situations, unless the player is in analog mode. Exceptions include zoomtubes and NiGHTS super
* Replay camera now doesn't act silly if the player is in analog mode (assuming you also recorded it in that mode to begin with, anyway)
See merge request !66
Slope fixes
This branch fixes the following slope-related physics and rendering bugs:
* Rings in multiplayer stages respawning inside slopes (even despite being able to spawn ABOVE them on map load)
* Player starts spawning players inside slopes
* Elemental flame trails not appearing if a player spindashes UP a slope; see issue #21
* Dying players "jumping" off slopes to the side if they were previously standing on one
* Some issues with FOF slope rendering
* Various issues with sprites displaying through walls adjacent to slopes
Other features added:
* Objectplace now supports slopes (this is Inuyasha's doing)
* Automap in DEVMODE now supports slopes (my doing)
Just making this merge request now rather than later, ~~in case I decide not to make any more fixes for the time being~~ (this branch doesn't seem to want to die lol), and so we can get these merged in as soon as the code's all been checked over.
See merge request !50
xorshift* PRNG
This needs testing to ensure I didn't mess anything up switching function names around.
Our PRNG sucks. This is probably obvious. I wish I had known better at the time I implemented it, but oh well.
The replacement is an xorshift* PRNG variant with period 2^32 - 1 (meaning that the PRNG state will loop after four billion calls ... that's not likely to happen), versus the old PRNG's period of about 2^22 (?). The output is also much more random and less predictable; the old PRNG would fall into a predictable loop of output after about 4000 numbers were generated, which isn't much.
The PRNG here also outputs numbers as fixed point from [0,1) (that's 0 to FRACUNIT-1, in other words) instead of single bytes at a time. This makes it much easier to calculate things for, say, P_RandomRange and P_RandomKey. A new macro, P_RandomChance(p), is now in use that returns true _p_ percent of the time, where _p_ is a fixed_t probability from 0 (0%) to FRACUNIT (100%).
This doesn't affect netgames at all; the code for seed saving and restoring is identical (aside from a check to prevent seed being set to 0, which breaks xorshift PRNGs). Demos break, but A: _duh_ and B: they're already broken by all the changes to physics to accommodate slopes.
P_Random is deprecated in Lua, as the function was renamed to P_RandomByte. Aside from that, nothing special.
See merge request !64