Add per-actor friction

- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
This commit is contained in:
Randy Heit 2014-07-28 23:15:50 -05:00
parent 0f8a0020ed
commit ea7ba9dba3
7 changed files with 47 additions and 18 deletions

View file

@ -906,6 +906,7 @@ public:
fixed_t wallbouncefactor; // The bounce factor for walls can be different. fixed_t wallbouncefactor; // The bounce factor for walls can be different.
int bouncecount; // Strife's grenades only bounce twice before exploding int bouncecount; // Strife's grenades only bounce twice before exploding
fixed_t gravity; // [GRB] Gravity factor fixed_t gravity; // [GRB] Gravity factor
fixed_t Friction;
int FastChaseStrafeCount; int FastChaseStrafeCount;
fixed_t pushfactor; fixed_t pushfactor;
int lastpush; int lastpush;

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@ -3605,7 +3605,8 @@ enum
APROP_MeleeRange = 38, APROP_MeleeRange = 38,
APROP_ViewHeight = 39, APROP_ViewHeight = 39,
APROP_AttackZOffset = 40, APROP_AttackZOffset = 40,
APROP_StencilColor = 41 APROP_StencilColor = 41,
APROP_Friction = 42,
}; };
// These are needed for ACS's APROP_RenderStyle // These are needed for ACS's APROP_RenderStyle
@ -3839,6 +3840,9 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
actor->SetShade(value); actor->SetShade(value);
break; break;
case APROP_Friction:
actor->Friction = value;
default: default:
// do nothing. // do nothing.
break; break;
@ -3937,6 +3941,7 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth); case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth); case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
case APROP_StencilColor:return actor->fillcolor; case APROP_StencilColor:return actor->fillcolor;
case APROP_Friction: return actor->Friction;
default: return 0; default: return 0;
} }

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@ -555,6 +555,12 @@ int P_GetFriction (const AActor *mo, int *frictionfactor)
} }
} }
if (mo->Friction != FRACUNIT)
{
friction = clamp(FixedMul(friction, mo->Friction), 0, FRACUNIT);
movefactor = FrictionToMoveFactor(friction);
}
if (frictionfactor) if (frictionfactor)
*frictionfactor = movefactor; *frictionfactor = movefactor;

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@ -1990,26 +1990,12 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
friction = (0x1EB8*amount)/0x80 + 0xD001; friction = (0x1EB8*amount)/0x80 + 0xD001;
// killough 8/28/98: prevent odd situations // killough 8/28/98: prevent odd situations
if (friction > FRACUNIT) friction = clamp(friction, 0, FRACUNIT);
friction = FRACUNIT;
if (friction < 0)
friction = 0;
// The following check might seem odd. At the time of movement, // The following check might seem odd. At the time of movement,
// the move distance is multiplied by 'friction/0x10000', so a // the move distance is multiplied by 'friction/0x10000', so a
// higher friction value actually means 'less friction'. // higher friction value actually means 'less friction'.
movefactor = FrictionToMoveFactor(friction);
// [RH] Twiddled these values so that velocity on ice (with
// friction 0xf900) is the same as in Heretic/Hexen.
if (friction >= ORIG_FRICTION) // ice
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
for (s = -1; (s = P_FindSectorFromTag (tag,s)) >= 0; ) for (s = -1; (s = P_FindSectorFromTag (tag,s)) >= 0; )
{ {

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@ -172,6 +172,25 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType);
void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags); void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags);
void P_SetSectorFriction (int tag, int amount, bool alterFlag); void P_SetSectorFriction (int tag, int amount, bool alterFlag);
inline fixed_t FrictionToMoveFactor(fixed_t friction)
{
fixed_t movefactor;
// [RH] Twiddled these values so that velocity on ice (with
// friction 0xf900) is the same as in Heretic/Hexen.
if (friction >= ORIG_FRICTION) // ice
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
return movefactor;
}
void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum); void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum);
// //

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@ -1297,6 +1297,17 @@ DEFINE_PROPERTY(gravity, F, Actor)
defaults->gravity = i; defaults->gravity = i;
} }
//==========================================================================
//
//==========================================================================
DEFINE_PROPERTY(friction, F, Actor)
{
PROP_FIXED_PARM(i, 0);
if (i < 0) I_Error ("Friction must not be negative.");
defaults->Friction = i;
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================

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@ -18,6 +18,7 @@ ACTOR Actor native //: Thinker
FloatSpeed 4 FloatSpeed 4
FloatBobPhase -1 // randomly initialize by default FloatBobPhase -1 // randomly initialize by default
Gravity 1 Gravity 1
Friction 1
DamageFactor 1.0 DamageFactor 1.0
PushFactor 0.25 PushFactor 0.25
WeaveIndexXY 0 WeaveIndexXY 0