mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 01:01:33 +00:00
Merge branch 'movement-refactor' into 'next'
Clean up some movement code See merge request STJr/SRB2!912
This commit is contained in:
commit
8d7f4e3265
3 changed files with 615 additions and 568 deletions
77
src/p_map.c
77
src/p_map.c
|
@ -3291,73 +3291,43 @@ static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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return false;
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}
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//
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// PTR_SlideTraverse
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//
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static boolean PTR_SlideTraverse(intercept_t *in)
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static boolean PTR_LineIsBlocking(line_t *li)
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{
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line_t *li;
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I_Assert(in->isaline);
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li = in->d.line;
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// one-sided linedefs are always solid to sliding movement.
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// one-sided linedef
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if (!li->backsector)
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{
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if (P_PointOnLineSide(slidemo->x, slidemo->y, li))
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return true; // don't hit the back side
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goto isblocking;
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}
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return !P_PointOnLineSide(slidemo->x, slidemo->y, li);
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if (!(slidemo->flags & MF_MISSILE))
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{
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if (li->flags & ML_IMPASSIBLE)
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goto isblocking;
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return true;
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if ((slidemo->flags & (MF_ENEMY|MF_BOSS)) && li->flags & ML_BLOCKMONSTERS)
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goto isblocking;
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return true;
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}
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// set openrange, opentop, openbottom
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P_LineOpening(li, slidemo);
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if (openrange < slidemo->height)
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goto isblocking; // doesn't fit
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return true; // doesn't fit
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if (opentop - slidemo->z < slidemo->height)
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goto isblocking; // mobj is too high
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return true; // mobj is too high
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if (openbottom - slidemo->z > FixedMul(MAXSTEPMOVE, slidemo->scale))
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goto isblocking; // too big a step up
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return true; // too big a step up
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// this line doesn't block movement
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return true;
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return false;
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}
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// the line does block movement,
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// see if it is closer than best so far
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isblocking:
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if (li->polyobj && slidemo->player)
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{
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if ((li->polyobj->lines[0]->backsector->flags & SF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS))
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P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
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}
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if (slidemo->player && (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing)
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&& slidemo->player->charability == CA_GLIDEANDCLIMB)
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{
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static void PTR_GlideClimbTraverse(line_t *li)
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{
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line_t *checkline = li;
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sector_t *checksector;
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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boolean fofline = false;
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INT32 side = P_PointOnLineSide(slidemo->x, slidemo->y, li);
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if (!side && li->backsector)
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checksector = li->backsector;
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else
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checksector = li->frontsector;
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sector_t *checksector = (li->backsector && !P_PointOnLineSide(slidemo->x, slidemo->y, li)) ? li->backsector : li->frontsector;
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if (checksector->ffloors)
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{
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@ -3441,8 +3411,31 @@ isblocking:
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P_Thrust(slidemo, slidemo->angle, FixedMul(5*FRACUNIT, slidemo->scale));
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}
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}
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}
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static boolean PTR_SlideTraverse(intercept_t *in)
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{
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line_t *li;
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I_Assert(in->isaline);
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li = in->d.line;
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if (!PTR_LineIsBlocking(li))
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return true;
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// the line blocks movement,
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// see if it is closer than best so far
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if (li->polyobj && slidemo->player)
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{
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if ((li->polyobj->lines[0]->backsector->flags & SF_TRIGGERSPECIAL_TOUCH) && !(li->polyobj->flags & POF_NOSPECIALS))
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P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
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}
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if (slidemo->player && slidemo->player->charability == CA_GLIDEANDCLIMB
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&& (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing))
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PTR_GlideClimbTraverse(li);
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if (in->frac < bestslidefrac && (!slidemo->player || !slidemo->player->climbing))
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{
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secondslidefrac = bestslidefrac;
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|
|
405
src/p_mobj.c
405
src/p_mobj.c
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@ -1668,51 +1668,57 @@ static void P_PushableCheckBustables(mobj_t *mo)
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P_SetThingPosition(mo);
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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if (!node->m_sector)
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break;
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if (node->m_sector->ffloors)
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{
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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if (!node->m_sector)
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break;
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if (!node->m_sector->ffloors)
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continue;
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (!(rover->flags & FF_BUSTUP)) continue;
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if (!(rover->flags & FF_BUSTUP))
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continue;
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// Needs ML_EFFECT4 flag for pushables to break it
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if (!(rover->master->flags & ML_EFFECT4)) continue;
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if (!(rover->master->flags & ML_EFFECT4))
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continue;
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if (rover->master->frontsector->crumblestate != CRUMBLE_NONE)
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continue;
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if (rover->master->frontsector->crumblestate == CRUMBLE_NONE)
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{
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topheight = P_GetFOFTopZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
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bottomheight = P_GetFOFBottomZ(mo, node->m_sector, rover, mo->x, mo->y, NULL);
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// Height checks
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if (rover->flags & FF_SHATTERBOTTOM)
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{
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if (mo->z+mo->momz + mo->height < bottomheight)
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if (mo->z + mo->momz + mo->height < bottomheight)
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continue;
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if (mo->z+mo->height > bottomheight)
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if (mo->z + mo->height > bottomheight)
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continue;
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}
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else if (rover->flags & FF_SPINBUST)
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{
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if (mo->z+mo->momz > topheight)
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if (mo->z + mo->momz > topheight)
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continue;
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if (mo->z+mo->height < bottomheight)
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if (mo->z + mo->height < bottomheight)
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continue;
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}
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else if (rover->flags & FF_SHATTER)
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{
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if (mo->z+mo->momz > topheight)
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if (mo->z + mo->momz > topheight)
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continue;
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if (mo->z+mo->momz + mo->height < bottomheight)
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if (mo->z + mo->momz + mo->height < bottomheight)
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continue;
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}
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else
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@ -1720,7 +1726,7 @@ static void P_PushableCheckBustables(mobj_t *mo)
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if (mo->z >= topheight)
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continue;
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if (mo->z+mo->height < bottomheight)
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if (mo->z + mo->height < bottomheight)
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continue;
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}
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@ -1733,8 +1739,6 @@ static void P_PushableCheckBustables(mobj_t *mo)
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goto bustupdone;
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}
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}
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}
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}
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bustupdone:
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P_UnsetThingPosition(mo);
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mo->x = oldx;
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@ -2793,6 +2797,94 @@ static boolean P_ZMovement(mobj_t *mo)
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return true;
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}
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// Check for "Mario" blocks to hit and bounce them
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static void P_CheckMarioBlocks(mobj_t *mo)
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{
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msecnode_t *node;
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if (netgame && mo->player->spectator)
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return;
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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ffloor_t *rover;
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if (!node->m_sector->ffloors)
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continue;
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for (rover = node->m_sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS))
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continue;
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if (!(rover->flags & FF_MARIO))
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continue;
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if (mo->eflags & MFE_VERTICALFLIP)
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continue; // if you were flipped, your head isn't actually hitting your ceilingz is it?
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if (*rover->bottomheight != mo->ceilingz)
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continue;
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if (rover->flags & FF_SHATTERBOTTOM) // Brick block!
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EV_CrumbleChain(node->m_sector, rover);
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else // Question block!
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EV_MarioBlock(rover, node->m_sector, mo);
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}
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}
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}
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// Check if we're on a polyobject that triggers a linedef executor.
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static boolean P_PlayerPolyObjectZMovement(mobj_t *mo)
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{
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msecnode_t *node;
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boolean stopmovecut = false;
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for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
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{
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sector_t *sec = node->m_sector;
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subsector_t *newsubsec;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < numsubsectors; i++)
|
||||
{
|
||||
polyobj_t *po;
|
||||
sector_t *polysec;
|
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newsubsec = &subsectors[i];
|
||||
|
||||
if (newsubsec->sector != sec)
|
||||
continue;
|
||||
|
||||
for (po = newsubsec->polyList; po; po = (polyobj_t *)(po->link.next))
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{
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if (!(po->flags & POF_SOLID))
|
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continue;
|
||||
|
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if (!P_MobjInsidePolyobj(po, mo))
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continue;
|
||||
|
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polysec = po->lines[0]->backsector;
|
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|
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// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
|
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if ((mo->z == polysec->ceilingheight || mo->z + mo->height == polysec->floorheight) && po->thinker)
|
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stopmovecut = true;
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||||
|
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if (!(po->flags & POF_LDEXEC))
|
||||
continue;
|
||||
|
||||
if (mo->z != polysec->ceilingheight)
|
||||
continue;
|
||||
|
||||
// We're landing on a PO, so check for a linedef executor.
|
||||
// Trigger tags are 32000 + the PO's ID number.
|
||||
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return stopmovecut;
|
||||
}
|
||||
|
||||
static void P_PlayerZMovement(mobj_t *mo)
|
||||
{
|
||||
boolean onground;
|
||||
|
@ -2889,66 +2981,8 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
|
||||
mo->eflags |= MFE_JUSTHITFLOOR; // Spin Attack
|
||||
|
||||
if (!P_PlayerPolyObjectZMovement(mo))
|
||||
{
|
||||
// Check if we're on a polyobject
|
||||
// that triggers a linedef executor.
|
||||
msecnode_t *node;
|
||||
boolean stopmovecut = false;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector_t *sec = node->m_sector;
|
||||
subsector_t *newsubsec;
|
||||
size_t i;
|
||||
|
||||
for (i = 0; i < numsubsectors; i++)
|
||||
{
|
||||
newsubsec = &subsectors[i];
|
||||
|
||||
if (newsubsec->sector != sec)
|
||||
continue;
|
||||
|
||||
if (newsubsec->polyList)
|
||||
{
|
||||
polyobj_t *po = newsubsec->polyList;
|
||||
sector_t *polysec;
|
||||
|
||||
while(po)
|
||||
{
|
||||
if (!P_MobjInsidePolyobj(po, mo) || !(po->flags & POF_SOLID))
|
||||
{
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
continue;
|
||||
}
|
||||
|
||||
// We're inside it! Yess...
|
||||
polysec = po->lines[0]->backsector;
|
||||
|
||||
// Moving polyobjects should act like conveyors if the player lands on one. (I.E. none of the momentum cut thing below) -Red
|
||||
if ((mo->z == polysec->ceilingheight || mo->z+mo->height == polysec->floorheight) && po->thinker)
|
||||
stopmovecut = true;
|
||||
|
||||
if (!(po->flags & POF_LDEXEC))
|
||||
{
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (mo->z == polysec->ceilingheight)
|
||||
{
|
||||
// We're landing on a PO, so check for
|
||||
// a linedef executor.
|
||||
// Trigger tags are 32000 + the PO's ID number.
|
||||
P_LinedefExecute((INT16)(32000 + po->id), mo, NULL);
|
||||
}
|
||||
|
||||
po = (polyobj_t *)(po->link.next);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!stopmovecut)
|
||||
// Cut momentum in half when you hit the ground and
|
||||
// aren't pressing any controls.
|
||||
if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))
|
||||
|
@ -3014,39 +3048,10 @@ nightsdone:
|
|||
}
|
||||
}
|
||||
|
||||
// Check for "Mario" blocks to hit and bounce them
|
||||
if (P_MobjFlip(mo)*mo->momz > 0)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
|
||||
{
|
||||
// Search the touching sectors, from side-to-side...
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
// Come on, it's time to go...
|
||||
if (rover->flags & FF_MARIO
|
||||
&& !(mo->eflags & MFE_VERTICALFLIP) // if you were flipped, your head isn't actually hitting your ceilingz is it?
|
||||
&& *rover->bottomheight == mo->ceilingz) // The player's head hit the bottom!
|
||||
{
|
||||
// DO THE MARIO!
|
||||
if (rover->flags & FF_SHATTERBOTTOM) // Brick block!
|
||||
EV_CrumbleChain(node->m_sector, rover);
|
||||
else // Question block!
|
||||
EV_MarioBlock(rover, node->m_sector, mo);
|
||||
}
|
||||
}
|
||||
} // Ugly ugly billions of braces! Argh!
|
||||
}
|
||||
if (CheckForMarioBlocks)
|
||||
P_CheckMarioBlocks(mo);
|
||||
|
||||
// hit the ceiling
|
||||
if (mariomode)
|
||||
|
@ -3750,13 +3755,114 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled
|
|||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_PlayerMobjThinker
|
||||
//
|
||||
static void P_PlayerMobjThinker(mobj_t *mobj)
|
||||
static void P_CheckCrumblingPlatforms(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
if (netgame && mobj->player->spectator)
|
||||
return;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_CRUMBLE))
|
||||
continue;
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z + mobj->height)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector) != mobj->z)
|
||||
continue;
|
||||
}
|
||||
|
||||
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static boolean P_MobjTouchesSectorWithWater(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_SWIMMABLE))
|
||||
continue;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check for floating water platforms and bounce them
|
||||
static void P_CheckFloatbobPlatforms(mobj_t *mobj)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
||||
// Can't land on anything if you're not moving downwards
|
||||
if (P_MobjFlip(mobj)*mobj->momz >= 0)
|
||||
return;
|
||||
|
||||
if (!P_MobjTouchesSectorWithWater(mobj))
|
||||
return;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_FLOATBOB))
|
||||
continue;
|
||||
|
||||
|
||||
if (mobj->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (abs(*rover->bottomheight - (mobj->z + mobj->height)) > abs(mobj->momz))
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (abs(*rover->topheight - mobj->z) > abs(mobj->momz))
|
||||
continue;
|
||||
}
|
||||
|
||||
// Initiate a 'bouncy' elevator function which slowly diminishes.
|
||||
EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void P_PlayerMobjThinker(mobj_t *mobj)
|
||||
{
|
||||
I_Assert(mobj != NULL);
|
||||
I_Assert(mobj->player != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mobj));
|
||||
|
@ -3809,77 +3915,10 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
else
|
||||
P_TryMove(mobj, mobj->x, mobj->y, true);
|
||||
|
||||
if (!(netgame && mobj->player->spectator))
|
||||
{
|
||||
// Crumbling platforms
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
ffloor_t *rover;
|
||||
P_CheckCrumblingPlatforms(mobj);
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_CRUMBLE))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(mobj, sectors + rover->secnum, node->m_sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mobj, sectors + rover->secnum, node->m_sector);
|
||||
|
||||
if ((topheight == mobj->z && !(mobj->eflags & MFE_VERTICALFLIP))
|
||||
|| (bottomheight == mobj->z + mobj->height && mobj->eflags & MFE_VERTICALFLIP)) // You nut.
|
||||
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for floating water platforms and bounce them
|
||||
if (CheckForFloatBob && P_MobjFlip(mobj)*mobj->momz < 0)
|
||||
{
|
||||
boolean thereiswater = false;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
// Get water boundaries first
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
if (rover->flags & FF_SWIMMABLE) // Is there water?
|
||||
{
|
||||
thereiswater = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (thereiswater)
|
||||
{
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_FLOATBOB))
|
||||
continue;
|
||||
|
||||
if ((!(mobj->eflags & MFE_VERTICALFLIP) && abs(*rover->topheight-mobj->z) <= abs(mobj->momz)) // The player is landing on the cheese!
|
||||
|| (mobj->eflags & MFE_VERTICALFLIP && abs(*rover->bottomheight-(mobj->z+mobj->height)) <= abs(mobj->momz)))
|
||||
{
|
||||
// Initiate a 'bouncy' elevator function
|
||||
// which slowly diminishes.
|
||||
EV_BounceSector(rover->master->frontsector, -mobj->momz, rover->master);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} // Ugly ugly billions of braces! Argh!
|
||||
}
|
||||
if (CheckForFloatBob)
|
||||
P_CheckFloatbobPlatforms(mobj);
|
||||
|
||||
// always do the gravity bit now, that's simpler
|
||||
// BUT CheckPosition only if wasn't done before.
|
||||
|
|
191
src/p_user.c
191
src/p_user.c
|
@ -2521,6 +2521,72 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
|
|||
return false; // No sand here, Captain!
|
||||
}
|
||||
|
||||
static boolean P_PlayerCanBust(player_t *player, ffloor_t *rover)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
return false;
|
||||
|
||||
if (!(rover->flags & FF_BUSTUP))
|
||||
return false;
|
||||
|
||||
/*if (rover->master->frontsector->crumblestate != CRUMBLE_NONE)
|
||||
return false;*/
|
||||
|
||||
// If it's an FF_SHATTER, you can break it just by touching it.
|
||||
if (rover->flags & FF_SHATTER)
|
||||
return true;
|
||||
|
||||
// If it's an FF_SPINBUST, you can break it if you are in your spinning frames
|
||||
// (either from jumping or spindashing).
|
||||
if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH))
|
||||
return true;
|
||||
|
||||
if ((player->pflags & PF_JUMPED) && !(player->pflags & PF_NOJUMPDAMAGE))
|
||||
return true;
|
||||
}
|
||||
|
||||
// Strong abilities can break even FF_STRONGBUST.
|
||||
if (player->charability == CA_GLIDEANDCLIMB)
|
||||
return true;
|
||||
|
||||
if (player->pflags & PF_BOUNCING)
|
||||
return true;
|
||||
|
||||
if (player->charability == CA_TWINSPIN && player->panim == PA_ABILITY)
|
||||
return true;
|
||||
|
||||
if (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2)
|
||||
return true;
|
||||
|
||||
// Everyone else is out of luck.
|
||||
if (rover->flags & FF_STRONGBUST)
|
||||
return false;
|
||||
|
||||
// Spinning (and not jumping)
|
||||
if ((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
||||
return true;
|
||||
|
||||
// Super
|
||||
if (player->powers[pw_super])
|
||||
return true;
|
||||
|
||||
// Dashmode
|
||||
if ((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE) && player->dashmode >= DASHMODE_THRESHOLD)
|
||||
return true;
|
||||
|
||||
// NiGHTS drill
|
||||
if (player->pflags & PF_DRILLING)
|
||||
return true;
|
||||
|
||||
// Recording for Metal Sonic
|
||||
if (metalrecording)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
static void P_CheckBustableBlocks(player_t *player)
|
||||
{
|
||||
msecnode_t *node;
|
||||
|
@ -2542,57 +2608,21 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
if ((rover->flags & FF_BUSTUP)/* && rover->master->frontsector->crumblestate == CRUMBLE_NONE*/)
|
||||
{
|
||||
// If it's an FF_SHATTER, you can break it just by touching it.
|
||||
if (rover->flags & FF_SHATTER)
|
||||
goto bust;
|
||||
|
||||
// If it's an FF_SPINBUST, you can break it if you are in your spinning frames
|
||||
// (either from jumping or spindashing).
|
||||
if (rover->flags & FF_SPINBUST
|
||||
&& (((player->pflags & PF_SPINNING) && !(player->pflags & PF_STARTDASH))
|
||||
|| (player->pflags & PF_JUMPED && !(player->pflags & PF_NOJUMPDAMAGE))))
|
||||
goto bust;
|
||||
|
||||
// You can always break it if you have CA_GLIDEANDCLIMB
|
||||
// or if you are bouncing on it
|
||||
// or you are using CA_TWINSPIN/CA2_MELEE.
|
||||
if (player->charability == CA_GLIDEANDCLIMB
|
||||
|| (player->pflags & PF_BOUNCING)
|
||||
|| ((player->charability == CA_TWINSPIN) && (player->panim == PA_ABILITY))
|
||||
|| (player->charability2 == CA2_MELEE && player->panim == PA_ABILITY2))
|
||||
goto bust;
|
||||
|
||||
if (rover->flags & FF_STRONGBUST)
|
||||
if (!P_PlayerCanBust(player, rover))
|
||||
continue;
|
||||
|
||||
// If it's not an FF_STRONGBUST, you can break if you are spinning (and not jumping)
|
||||
// or you are super
|
||||
// or you are in dashmode with SF_DASHMODE
|
||||
// or you are drilling in NiGHTS
|
||||
// or you are recording for Metal Sonic
|
||||
if (!((player->pflags & PF_SPINNING) && !(player->pflags & PF_JUMPED))
|
||||
&& !(player->powers[pw_super])
|
||||
&& !(((player->charflags & (SF_DASHMODE|SF_MACHINE)) == (SF_DASHMODE|SF_MACHINE)) && (player->dashmode >= DASHMODE_THRESHOLD))
|
||||
&& !(player->pflags & PF_DRILLING)
|
||||
&& !metalrecording)
|
||||
continue;
|
||||
|
||||
bust:
|
||||
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL);
|
||||
|
||||
|
@ -2606,15 +2636,15 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
// Height checks
|
||||
if (rover->flags & FF_SHATTERBOTTOM)
|
||||
{
|
||||
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
||||
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z+player->mo->height > bottomheight)
|
||||
if (player->mo->z + player->mo->height > bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->flags & FF_SPINBUST)
|
||||
{
|
||||
if (player->mo->z+player->mo->momz > topheight)
|
||||
if (player->mo->z + player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
|
@ -2625,7 +2655,7 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
if (player->mo->z + player->mo->momz > topheight)
|
||||
continue;
|
||||
|
||||
if (player->mo->z+player->mo->momz + player->mo->height < bottomheight)
|
||||
if (player->mo->z + player->mo->momz + player->mo->height < bottomheight)
|
||||
continue;
|
||||
}
|
||||
else
|
||||
|
@ -2658,8 +2688,6 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
goto bustupdone;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
bustupdone:
|
||||
if (!(player->pflags & PF_BOUNCING))
|
||||
{
|
||||
|
@ -2690,17 +2718,19 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
boolean top = true;
|
||||
fixed_t topheight, bottomheight;
|
||||
if (!node->m_sector->ffloors)
|
||||
continue;
|
||||
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t bouncestrength;
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue; // FOFs should not be bouncy if they don't even "exist"
|
||||
|
||||
|
@ -2716,27 +2746,25 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
if (player->mo->z + player->mo->height < bottomheight)
|
||||
continue;
|
||||
|
||||
bouncestrength = P_AproxDistance(rover->master->dx, rover->master->dy)/100;
|
||||
|
||||
if (oldz < P_GetFOFTopZ(player->mo, node->m_sector, rover, oldx, oldy, NULL)
|
||||
&& oldz + player->mo->height > P_GetFOFBottomZ(player->mo, node->m_sector, rover, oldx, oldy, NULL))
|
||||
top = false;
|
||||
|
||||
{
|
||||
fixed_t linedist;
|
||||
player->mo->momx = -FixedMul(player->mo->momx,bouncestrength);
|
||||
player->mo->momy = -FixedMul(player->mo->momy,bouncestrength);
|
||||
|
||||
linedist = P_AproxDistance(rover->master->v1->x-rover->master->v2->x, rover->master->v1->y-rover->master->v2->y);
|
||||
|
||||
linedist = FixedDiv(linedist,100*FRACUNIT);
|
||||
|
||||
if (top)
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t newmom;
|
||||
|
||||
pslope_t *slope;
|
||||
if (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) { // Hit top
|
||||
slope = *rover->t_slope;
|
||||
} else { // Hit bottom
|
||||
slope = *rover->b_slope;
|
||||
}
|
||||
pslope_t *slope = (abs(oldz - topheight) < abs(oldz + player->mo->height - bottomheight)) ? *rover->t_slope : *rover->b_slope;
|
||||
|
||||
momentum.x = player->mo->momx;
|
||||
momentum.y = player->mo->momy;
|
||||
|
@ -2745,12 +2773,10 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
if (slope)
|
||||
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
|
||||
newmom = momentum.z = -FixedMul(momentum.z,bouncestrength)/2;
|
||||
|
||||
if (abs(newmom) < (linedist*2))
|
||||
{
|
||||
if (abs(newmom) < (bouncestrength*2))
|
||||
goto bouncydone;
|
||||
}
|
||||
|
||||
if (!(rover->master->flags & ML_BOUNCY))
|
||||
{
|
||||
|
@ -2759,9 +2785,12 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
if (newmom < 8*FRACUNIT)
|
||||
newmom = 8*FRACUNIT;
|
||||
}
|
||||
else if (newmom > -8*FRACUNIT && newmom != 0)
|
||||
else if (newmom < 0)
|
||||
{
|
||||
if (newmom > -8*FRACUNIT)
|
||||
newmom = -8*FRACUNIT;
|
||||
}
|
||||
}
|
||||
|
||||
if (newmom > P_GetPlayerHeight(player)/2)
|
||||
newmom = P_GetPlayerHeight(player)/2;
|
||||
|
@ -2784,18 +2813,6 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
player->mo->momx = -FixedMul(player->mo->momx,linedist);
|
||||
player->mo->momy = -FixedMul(player->mo->momy,linedist);
|
||||
|
||||
if (player->pflags & PF_SPINNING)
|
||||
{
|
||||
player->pflags &= ~PF_SPINNING;
|
||||
player->pflags |= P_GetJumpFlags(player);
|
||||
player->pflags |= PF_THOKKED;
|
||||
}
|
||||
}
|
||||
|
||||
if ((player->pflags & PF_SPINNING) && player->speed < FixedMul(1<<FRACBITS, player->mo->scale) && player->mo->momz)
|
||||
{
|
||||
|
@ -2806,8 +2823,6 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
goto bouncydone;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
bouncydone:
|
||||
P_UnsetThingPosition(player->mo);
|
||||
player->mo->x = oldx;
|
||||
|
|
Loading…
Reference in a new issue