Allow rock to disappear if unridden for 12 seconds

This commit is contained in:
lachwright 2019-10-07 22:22:51 +08:00
parent c64997bfe5
commit 77dd5260ab
3 changed files with 30 additions and 16 deletions

View file

@ -12860,10 +12860,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
8, // reactiontime (sets number of frames the rock cycles through)
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
12*TICRATE, // painchance (sets how long an unridden rock should last before disappearing - set to 0 to disable)
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate

View file

@ -13935,7 +13935,7 @@ void A_RolloutSpawn(mobj_t *actor)
|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
{
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP));
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
}
}
@ -13957,41 +13957,45 @@ void A_RolloutRock(mobj_t *actor)
return;
#endif
UINT8 maxframes = actor->info->reactiontime;
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius);
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
actor->friction = FRACUNIT;
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (inwater && !(actor->flags2 & MF2_AMBUSH))
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{
actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += P_MobjFlip(actor) * FixedMul(locvar2, actor->scale);
}
if (speed > topspeed)
if (speed > topspeed) // cap speed
{
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
}
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
speed = P_AproxDistance(actor->momx, actor->momy);
if (speed < actor->scale >> 1)
if (speed < actor->scale >> 1) // stop moving if speed is insignificant
{
actor->momx = 0;
actor->momy = 0;
}
else if (speed > actor->scale)
{
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
actor->movefactor += speed;
if (actor->movefactor > circumference / maxframes)
if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
{
actor->reactiontime++;
actor->reactiontime %= maxframes;
@ -13999,5 +14003,14 @@ void A_RolloutRock(mobj_t *actor)
}
}
actor->frame = actor->reactiontime % maxframes;
actor->frame = actor->reactiontime % maxframes; // set frame
if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
actor->fuse = 0;
else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
actor->fuse = actor->info->painchance;
if (actor->fuse && actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}

View file

@ -978,6 +978,7 @@ static boolean PIT_CheckThing(mobj_t *thing)
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
P_SetTarget(&thing->tracer, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);