Commit graph

134 commits

Author SHA1 Message Date
Monster Iestyn
7d4513f2f1 Don't be stupid with FF_BLOCKPLAYER/FF_BLOCKOTHERS flags please 2017-07-17 20:47:00 +01:00
toasterbabe
ebd436bf2f Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into touching_fixes 2017-01-02 17:58:47 +00:00
toasterbabe
02d78b355b Smoother ropes and zoom tubes ported from internal. 2016-12-01 14:33:44 +00:00
toasterbabe
e67f48df83 Forgot to revert the other files. 2016-11-02 20:35:53 +00:00
toasterbabe
d21b091b96 * Slope/gravity support for quicksand complete.
* Space sector support complete, bounds of drowning now altered slightly.
* Knuckles climb now has symmetrical slope support for both normal and reverse gravity.
* All slope-determining topheight and bottomheight code is now identical in form.
* Camera postimages now support slopes properly.
2016-10-31 22:14:34 +00:00
toasterbabe
d13ca362d6 Quicksand now supports slopes and also reverse gravity. 2016-10-31 21:34:43 +00:00
toasterbabe
04a38a683b Okay, this is a biggun. Pay attention, everyone.
Moved the handling of P_PlayerInSpecialSector to P_PlayerAfterThink from P_PlayerThink.
* This allows the player to get hurt on sloped lava surfaces that are moving downwards.
* Also prevents the player from standing on death pits for 1 tic.
* Prevents the player moving 1 extra tic's worth of movement of pain when hit by sector.
* Thankfully, no consequences re conveyors.
* Like, the only consequences I've found have been positive. However, this DOES need to be thoroughly investigated before it can be allowed anywhere near Next itself.
2016-10-31 20:15:11 +00:00
toasterbabe
1bbbe15ee5 Fixed a bug with being able to go under the lava because P_CheckSolidLava doesn't take slopes into account.
(neither does P_CanRunOnWater, but I don't think it's necessary to make that check more complicated as you probably shouldn't be able to waterrun up steep surfaces anyways)
2016-10-31 13:53:52 +00:00
toasterbabe
ff443251b1 P_IsPointInSubsector now works in both Software and GL, which means it can be used as the main driver behind support for Knuckles climbing on one-sided walls.
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.
2016-10-29 11:54:47 -04:00
Monster Iestyn
8f02c50c10 Fix players and pushables not accounting for slopes on bustable FOFs 2016-09-02 21:41:45 +01:00
Monster Iestyn
eae47c9808 Fix Knuckles in 2D mode attempting to latch onto air when gliding into a slope. Now he just attempts to latch onto the slope directly (which I'll fix another time, if I can figure out how)
(fix for SUGOI's Retro Hill Zone)
2016-09-01 21:21:20 +01:00
toasterbabe
612575620b Solved the climbing-on-one-sided-lines problem another way, using the last touched line's attributes.
(After talking to Alam, we can't have floats anywhere near P_ functions, so.)
2016-08-13 14:16:06 +01:00
Inuyasha
26b3f2e0dc Merge branch 'toast_slopes' into 'next'
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
2016-06-22 19:03:58 -04:00
toasterbabe
20ffbbdc41 Climbing now supports one-sided linedefs.
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.
2016-06-20 01:50:47 +01:00
toasterbabe
fa58993bda Merge branch 'next' of http://git.magicalgirl.moe/STJr/SRB2.git into toast_slopes
# Conflicts:
#	src/p_user.c
2016-06-19 16:59:49 +01:00
toasterbabe
1147428904 Revert "Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot."
This reverts commit 19b186e52e.
2016-06-19 16:38:11 +01:00
toasterbabe
f5f2c4ad48 Revert "Okay, NOW I fixed the compile error. Forgot to stage this."
This reverts commit 1723bb55f9.
2016-06-19 16:38:04 +01:00
toasterbabe
2c676eea43 P_ReverseQuantiseMomentumToSlope is now a function. (I was thinking about a macro, but couldn't get it down.)
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.
2016-06-12 19:27:34 +01:00
toasterbabe
1723bb55f9 Okay, NOW I fixed the compile error. Forgot to stage this. 2016-06-09 15:24:23 +01:00
toasterbabe
c5ff41d6a6 Fixed compile error and placed the #undefs for xsign and ysign in more logical places. 2016-06-09 15:20:45 +01:00
toasterbabe
19b186e52e Changed teetering to match the discoveries made about it in the sectorlist_traversal branch in a way that matches my revamps here, since I DID change a lot. 2016-06-09 15:16:25 +01:00
toasterbabe
7af14c20ed Everywhere in the code that was doing things wrong has been changed.
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.
2016-06-09 14:56:24 +01:00
toasterbabe
17e0adcbac Renamed some struct variables so the problem this branch sets out to fix is more obvious at a glance.
* m_snext ==> m_thinglist_next
* m_sprev ==> m_thinglist_prev
* m_tnext ==> m_sectorlist_next
* m_tprev ==> m_sectorlist_prev
2016-06-09 14:16:02 +01:00
toasterbabe
0b920ee249 You know that problem where you bumped on the edges of Mario blocks and Bustable blocks and Bouncy FOFs sometimes? Wham. Bam. In the van.
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.
2016-06-09 00:02:50 +01:00
toasterbabe
51c769247a Compiling fixes. 2016-06-07 19:44:43 +01:00
toasterbabe
aa113045d7 MI pointed out opportunity for more optimisation, and who could resist? 2016-06-07 18:18:47 +01:00
toasterbabe
9df72a966e Some simplifications after MI pointed out that the sector heights are the only thing accessed outside of the iteration. 2016-06-07 17:55:03 +01:00
toasterbabe
9d221f4f3f Teetering now supports slopes properly.
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
2016-06-07 17:37:25 +01:00
toasterbabe
fa002e58ad Did a bunch of things to/for slopes.
*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.
2016-05-31 15:01:19 +01:00
Monster Iestyn
8ceba95bfa Fix slope collision detection for the camera
See http://mb.srb2.org/showthread.php?t=41494
2016-05-25 21:10:46 +01:00
Inuyasha
ab7af594d9 Merge branch 'nights-hotfix' into 'next'
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
2016-05-18 07:09:05 -04:00
Inuyasha
f07585191b copyright dates/statements updated and such
(no actual SLOC changes)
2016-05-17 17:42:11 -07:00
Monster Iestyn
e3dac00aa9 If player is at wrong distance from axis, correct x/y position in a similar fashion to how momentum is set for homing attacks. Don't use trig here for most cases since that just re-introduces the side drift issue and friends all over again.
This fixes the CEZS issue where the player start is not actually on the track, preventing the player from going backwards until they hit a wall.
2016-05-16 19:00:34 +01:00
Monster Iestyn
89ce257248 Fix all the NiGHTS issues in one fell swoop (assuming they are fixed, that is, lol)
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
2016-05-14 23:57:56 +01:00
Monster Iestyn
947e8c56ec Removed redundant momx/momy assignment from NiGHTS movement code.
Specifically, the being-hit code, where P_NightsTransferPoints is called afterwards anyway
2016-05-14 22:52:12 +01:00
Inuyasha
987f65fde8 Merge branch 'demo-replay-fixes' into 'next'
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
2016-05-07 06:17:39 -04:00
Nipples the Enchilada
fe20a35aee Disable camera rotate buttons if you aren't viewing yourself
They don't affect what you're viewing anyway and cause cam_rotate to get
messed up.
2016-05-07 04:51:54 -04:00
Monster Iestyn
300275534f Merge branch 'next' into demo-replay-fixes 2016-05-03 15:10:30 +01:00
wolfy852
969a254cb6 Remove the super float from non-Sonic characters
Should fix conflicts with Lua-scripted jump spin abilities.
2016-04-30 14:59:51 -05:00
Monster Iestyn
ac3de70c93 Merge branch 'slope-fixes' into 'next'
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
2016-04-26 17:21:27 -04:00
Inuyasha
b288d8a399 Merge branch 'bp_random2' into 'next'
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
2016-04-24 18:03:13 -04:00
Monster Iestyn
b8cc36dfd1 P_LookForEnemies should not change the player's angle until the target has been decided
This fixes a quirk with Shadow with chaos control sometimes throwing the player in the wrong direction
2016-04-22 22:28:00 +01:00
Monster Iestyn
c833f3845f Merge branch 'next' into bp_random2 2016-04-20 18:18:28 +01:00
Monster Iestyn
e05951e213 Merge branch 'next' into slope-fixes 2016-04-20 18:17:14 +01:00
Monster Iestyn
60ec0ff294 Merge branch 'next' into demo-replay-fixes 2016-04-20 18:15:36 +01:00
Inuyasha
3b4b7a05fd Better CTF in splitscreen, no death message for spectators 2016-04-06 19:55:58 -07:00
Inuyasha
3117a6a16e Splitscreen fixes
initialize flipcam2
player 2 gets game over music now.
restore the other player's music when the dead player is done sulking about their game over
2016-04-06 18:28:43 -07:00
Monster Iestyn
29f0301540 Whoops 2016-04-05 21:21:45 +01:00
Monster Iestyn
e8a4d7b7b8 Fix replay camera not being turnable when climbing, sliding ...and several other things.
If in analog mode, this does not apply (also analog mode replay camera no longer borks)
2016-04-05 20:56:48 +01:00
Alam Ed Arias
1c16943be8 Merge branch 'next' into bp_random2 2016-03-31 21:44:03 -04:00