- On second thought, using FloorBounceMissile() for bouncing off the top of an actor might not

be the best idea.

SVN r3598 (trunk)
This commit is contained in:
Randy Heit 2012-04-26 03:50:11 +00:00
parent 70902d9da8
commit f8e64a13af
3 changed files with 58 additions and 19 deletions

View file

@ -417,8 +417,8 @@ bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player void P_PlayerStartStomp (AActor *actor); // [RH] Stomp on things for a newly spawned player
void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps); void P_SlideMove (AActor* mo, fixed_t tryx, fixed_t tryy, int numsteps);
bool P_BounceWall (AActor *mo); bool P_BounceWall (AActor *mo);
bool P_BounceActor (AActor *mo, AActor * BlockingMobj); bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop);
bool P_CheckSight (const AActor* t1, const AActor* t2, int flags=0); bool P_CheckSight (const AActor *t1, const AActor *t2, int flags=0);
enum ESightFlags enum ESightFlags
{ {

View file

@ -2854,7 +2854,7 @@ bool P_BounceWall (AActor *mo)
//========================================================================== //==========================================================================
extern FRandom pr_bounce; extern FRandom pr_bounce;
bool P_BounceActor (AActor *mo, AActor * BlockingMobj) bool P_BounceActor (AActor *mo, AActor *BlockingMobj, bool ontop)
{ {
if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors) if (mo && BlockingMobj && ((mo->BounceFlags & BOUNCE_AllActors)
|| ((mo->flags & MF_MISSILE) && (BlockingMobj->flags2 & MF2_REFLECTIVE)) || ((mo->flags & MF_MISSILE) && (BlockingMobj->flags2 & MF2_REFLECTIVE))
@ -2862,17 +2862,57 @@ bool P_BounceActor (AActor *mo, AActor * BlockingMobj)
)) ))
{ {
if (mo->bouncecount > 0 && --mo->bouncecount == 0) return false; if (mo->bouncecount > 0 && --mo->bouncecount == 0) return false;
fixed_t speed; if (!ontop)
angle_t angle = R_PointToAngle2 (BlockingMobj->x, {
BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce()%16)-8); fixed_t speed;
speed = P_AproxDistance (mo->velx, mo->vely); angle_t angle = R_PointToAngle2 (BlockingMobj->x,
speed = FixedMul (speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent BlockingMobj->y, mo->x, mo->y) + ANGLE_1*((pr_bounce()%16)-8);
mo->angle = angle; speed = P_AproxDistance (mo->velx, mo->vely);
angle >>= ANGLETOFINESHIFT; speed = FixedMul (speed, mo->wallbouncefactor); // [GZ] was 0.75, using wallbouncefactor seems more consistent
mo->velx = FixedMul (speed, finecosine[angle]); mo->angle = angle;
mo->vely = FixedMul (speed, finesine[angle]); angle >>= ANGLETOFINESHIFT;
mo->PlayBounceSound(true); mo->velx = FixedMul (speed, finecosine[angle]);
mo->vely = FixedMul (speed, finesine[angle]);
mo->PlayBounceSound(true);
}
else
{
fixed_t dot = mo->velz;
if (mo->BounceFlags & (BOUNCE_HereticType | BOUNCE_MBF))
{
mo->velz -= MulScale15 (FRACUNIT, dot);
if (!(mo->BounceFlags & BOUNCE_MBF)) // Heretic projectiles die, MBF projectiles don't.
{
mo->flags |= MF_INBOUNCE;
mo->SetState(mo->FindState(NAME_Death));
mo->flags &= ~MF_INBOUNCE;
return false;
}
else
{
mo->velz = FixedMul(mo->velz, mo->bouncefactor);
}
}
else // Don't run through this for MBF-style bounces
{
// The reflected velocity keeps only about 70% of its original speed
mo->velz = FixedMul(mo->velz - MulScale15(FRACUNIT, dot), mo->bouncefactor);
}
mo->PlayBounceSound(true);
if (mo->BounceFlags & BOUNCE_MBF) // Bring it to rest below a certain speed
{
if (abs(mo->velz) < (fixed_t)(mo->Mass * mo->GetGravity() / 64))
mo->velz = 0;
}
else if (mo->BounceFlags & BOUNCE_AutoOff)
{
if (!(mo->flags & MF_NOGRAVITY) && (mo->velz < 3*FRACUNIT))
mo->BounceFlags &= ~BOUNCE_TypeMask;
}
}
return true; return true;
} }
return false; return false;

View file

@ -1763,7 +1763,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
line_t *BlockingLine = mo->BlockingLine; line_t *BlockingLine = mo->BlockingLine;
if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF) if (!(mo->flags & MF_MISSILE) && (mo->BounceFlags & BOUNCE_MBF)
&& (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj) : P_BounceWall(mo))) && (BlockingMobj != NULL ? P_BounceActor(mo, BlockingMobj, false) : P_BounceWall(mo)))
{ {
// Do nothing, relevant actions already done in the condition. // Do nothing, relevant actions already done in the condition.
// This allows to avoid setting velocities to 0 in the final else of this series. // This allows to avoid setting velocities to 0 in the final else of this series.
@ -1858,7 +1858,7 @@ fixed_t P_XYMovement (AActor *mo, fixed_t scrollx, fixed_t scrolly)
if (mo->BounceFlags & BOUNCE_Actors) if (mo->BounceFlags & BOUNCE_Actors)
{ {
// Bounce test and code moved to P_BounceActor // Bounce test and code moved to P_BounceActor
if (!P_BounceActor(mo, BlockingMobj)) if (!P_BounceActor(mo, BlockingMobj, false))
{ // Struck a player/creature { // Struck a player/creature
P_ExplodeMissile (mo, NULL, BlockingMobj); P_ExplodeMissile (mo, NULL, BlockingMobj);
} }
@ -3305,10 +3305,9 @@ void AActor::Tick ()
} }
z = onmo->z + onmo->height; z = onmo->z + onmo->height;
} }
if (velz != 0 && (flags & MF_MISSILE) && (BounceFlags & BOUNCE_Actors)) if (velz != 0 && (BounceFlags & BOUNCE_Actors))
{ {
secplane_t plane = { 0, 0, FRACUNIT, -z, FRACUNIT }; P_BounceActor(this, onmo, true);
FloorBounceMissile(plane);
} }
else else
{ {