Whooh boy. Probably requires re-review.

* Support for MF_PAPERCOLLISION tmhitthing in P_SlideMove.
* Knockback for wallspikes is much more consistent.
* Optimised away a FixedDiv call when determining the slopetype of a line.
* Changed the position of the wallspike base slightly.
* Made it so NOTHING can step up onto the player outside of other players, essentially killing a bunch of springs-launch-with-players style bugs. (I was able to recreate that issue with the wallspikes until I added this, which is why I did it in this branch.)
This commit is contained in:
toasterbabe 2017-07-18 14:17:10 +01:00
parent 6d43fad098
commit a5477737d7
5 changed files with 91 additions and 10 deletions

View file

@ -971,15 +971,15 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (thing->z + thing->height > bottomz // above bottom
&& thing->z < topz) // below top
{ // don't check angle, the player was clearly in the way in this case
// don't check angle, the player was clearly in the way in this case
P_DamageMobj(thing, tmthing, tmthing, 1, DMG_SPIKE);
}
}
else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tmthing->player)
{
fixed_t bottomz, topz;
bottomz = thing->z;
topz = thing->z + thing->height;
if (thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, thing->scale);
else
@ -1151,12 +1151,14 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE))
if (!(tmthing->player) && (thing->player))
; // no solid thing should ever be able to step up onto a player
else if (thing->flags & MF_SPRING && (tmthing->player || tmthing->flags & MF_PUSHABLE))
{
if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
return false; // "cancel" P_TryMove via blocking so you keep your current position
}
else if (tmthing->flags & MF_SPRING && (thing->player || thing->flags & MF_PUSHABLE))
else if (tmthing->flags & MF_SPRING && (thing->flags & MF_PUSHABLE))
; // Fix a few nasty spring-jumping bugs that happen sometimes.
// Monitors are not treated as solid to players who are jumping, spinning or gliding,
// unless it's a CTF team monitor and you're on the wrong team
@ -3092,6 +3094,7 @@ void P_SlideMove(mobj_t *mo)
fixed_t leadx, leady, trailx, traily, newx, newy;
INT16 hitcount = 0;
boolean success = false;
boolean papercol = false;
if (tmhitthing && mo->z + mo->height > tmhitthing->z && mo->z < tmhitthing->z + tmhitthing->height)
{
@ -3099,6 +3102,80 @@ void P_SlideMove(mobj_t *mo)
if (tmhitthing->flags & MF_PUSHABLE)
return;
if (tmhitthing->flags & MF_PAPERCOLLISION)
{
fixed_t cosradius, sinradius;
vertex_t v1, v2; // fake vertexes
line_t junk; // fake linedef - does this need to be static? toast does not know
fixed_t num, den;
// trace along the three leading corners
if (mo->momx > 0)
{
leadx = mo->x + mo->radius;
trailx = mo->x - mo->radius;
}
else
{
leadx = mo->x - mo->radius;
trailx = mo->x + mo->radius;
}
if (mo->momy > 0)
{
leady = mo->y + mo->radius;
traily = mo->y - mo->radius;
}
else
{
leady = mo->y - mo->radius;
traily = mo->y + mo->radius;
}
papercol = true;
slidemo = mo;
bestslideline = &junk;
cosradius = FixedMul(tmhitthing->radius, FINECOSINE(tmhitthing->angle>>ANGLETOFINESHIFT));
sinradius = FixedMul(tmhitthing->radius, FINESINE(tmhitthing->angle>>ANGLETOFINESHIFT));
v1.x = tmhitthing->x - cosradius;
v1.y = tmhitthing->y - sinradius;
v2.x = tmhitthing->x + cosradius;
v2.y = tmhitthing->y + sinradius;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = 2*cosradius; // v2.x - v1.x;
junk.dy = 2*sinradius; // v2.y - v1.y;
junk.slopetype = !cosradius ? ST_VERTICAL : !sinradius ? ST_HORIZONTAL :
((sinradius > 0) == (cosradius > 0)) ? ST_POSITIVE : ST_NEGATIVE;
bestslidefrac = FRACUNIT+1;
den = FixedMul(junk.dy>>8, mo->momx) - FixedMul(junk.dx>>8, mo->momy);
if (!den)
bestslidefrac = 0;
else
{
fixed_t frac;
#define P_PaperTraverse(startx, starty) \
num = FixedMul((v1.x - leadx)>>8, junk.dy) + FixedMul((leady - v1.y)>>8, junk.dx); \
frac = FixedDiv(num, den); \
if (frac < bestslidefrac) \
bestslidefrac = frac
P_PaperTraverse(leadx, leady);
P_PaperTraverse(trailx, leady);
P_PaperTraverse(leadx, traily);
#undef dowork
}
goto papercollision;
}
// Thankfully box collisions are a lot simpler than arbitrary lines. There's only four possible cases.
if (mo->y + mo->radius <= tmhitthing->y - tmhitthing->radius)
{
@ -3129,7 +3206,7 @@ void P_SlideMove(mobj_t *mo)
bestslideline = NULL;
retry:
if (++hitcount == 3)
if ((++hitcount == 3) || papercol)
goto stairstep; // don't loop forever
// trace along the three leading corners
@ -3171,6 +3248,7 @@ retry:
return;
}
papercollision:
// move up to the wall
if (bestslidefrac == FRACUNIT+1)
{

View file

@ -7383,7 +7383,7 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->angle != mobj->target->angle + ANGLE_90) // reposition if not the correct angle
{
mobj_t *target = mobj->target; // shortcut
const fixed_t baseradius = target->radius - (target->scale/4); //FixedMul(FRACUNIT/4, target->scale);
const fixed_t baseradius = target->radius - (target->scale/2); //FixedMul(FRACUNIT/2, target->scale);
P_UnsetThingPosition(mobj);
mobj->x = target->x - P_ReturnThrustX(target, target->angle, baseradius);
mobj->y = target->y - P_ReturnThrustY(target, target->angle, baseradius);
@ -10148,7 +10148,7 @@ ML_NOCLIMB : Direction not controllable
// spawn base
{
const angle_t mobjangle = FixedAngle(mthing->angle*FRACUNIT); // the mobj's own angle hasn't been set quite yet so...
const fixed_t baseradius = mobj->radius - (mobj->scale/4); //FixedMul(FRACUNIT/4, mobj->scale);
const fixed_t baseradius = mobj->radius - (mobj->scale/2); //FixedMul(FRACUNIT/2, mobj->scale);
mobj_t *base = P_SpawnMobj(
mobj->x - P_ReturnThrustX(mobj, mobjangle, baseradius),
mobj->y - P_ReturnThrustY(mobj, mobjangle, baseradius),

View file

@ -1237,7 +1237,7 @@ static void Polyobj_rotateLine(line_t *ld)
// determine slopetype
ld->slopetype = !ld->dx ? ST_VERTICAL : !ld->dy ? ST_HORIZONTAL :
FixedDiv(ld->dy, ld->dx) > 0 ? ST_POSITIVE : ST_NEGATIVE;
((ld->dy > 0) == (ld->dx > 0)) ? ST_POSITIVE : ST_NEGATIVE;
// update bounding box
if (v1->x < v2->x)

View file

@ -1212,7 +1212,7 @@ static void P_LoadLineDefs(lumpnum_t lumpnum)
ld->slopetype = ST_VERTICAL;
else if (!ld->dy)
ld->slopetype = ST_HORIZONTAL;
else if (FixedDiv(ld->dy, ld->dx) > 0)
else if ((ld->dy > 0) == (ld->dx > 0))
ld->slopetype = ST_POSITIVE;
else
ld->slopetype = ST_NEGATIVE;

View file

@ -821,7 +821,10 @@ void P_DoPlayerPain(player_t *player, mobj_t *source, mobj_t *inflictor)
if (inflictor)
{
ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy);
if (inflictor->type == MT_WALLSPIKE)
ang = inflictor->angle;
else
ang = R_PointToAngle2(inflictor->x-inflictor->momx, inflictor->y - inflictor->momy, player->mo->x - player->mo->momx, player->mo->y - player->mo->momy);
// explosion and rail rings send you farther back, making it more difficult
// to recover