Late night commit!

* Seriously reworked a lot of stuff behind the scenes, thanks to Red's comments.
* More consistent behaviour.
* Launching power is now scaled to the slope's angle relative to the wall you hit, so no massive launches when you hit the side of a steep slope.
* The code is a lot messier and the function name doesn't make any sense any more, so I need to clean that up in the morning.
* Need to figure out how to prevent tiny launches that uncurl you when spindashing up against walls.
* Spindashing trails now takes into account vertical momentum as well as horizontal - it was stupid not seeing your spintrail just because you weren't moving very fast horizontally!

No exe uploaded because it's almost 2am.
This commit is contained in:
toasterbabe 2017-01-23 01:39:12 +00:00
parent aa6453382e
commit 12da89b1ce
4 changed files with 47 additions and 22 deletions

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@ -2121,14 +2121,19 @@ void P_XYMovement(mobj_t *mo)
if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG)) if (!P_TryMove(mo, mo->x + xmove, mo->y + ymove, true) && !(mo->eflags & MFE_SPRUNG))
{ {
#ifdef ESLOPE
pslope_t *transferslope = NULL;
fixed_t transfermomz = 0;
if (oldslope && (P_MobjFlip(mo)*(predictedz - mo->z) > 0)) // Only for moving up (relative to gravity), otherwise there's a failed launch when going down slopes and hitting walls
{
transferslope = ((mo->standingslope) ? mo->standingslope : oldslope);
transfermomz = P_PrepareSlopeToWallTransfer(mo, transferslope); // This isn't the end of it; momz will be scaled based upon the angle of movement after collision, and then it'll be applied.
}
#endif
// blocked move // blocked move
moved = false; moved = false;
#ifdef ESLOPE
if (oldslope && predictedz > mo->z) // Only for moving up, otherwise there's a failed launch when going down slopes and hitting walls
P_SlopeToWallTransfer(mo);
#endif
if (player) { if (player) {
if (player->bot) if (player->bot)
B_MoveBlocked(player); B_MoveBlocked(player);
@ -2185,6 +2190,19 @@ void P_XYMovement(mobj_t *mo)
{ // try to slide along it { // try to slide along it
P_SlideMove(mo); P_SlideMove(mo);
xmove = ymove = 0; xmove = ymove = 0;
#ifdef ESLOPE
if (transfermomz && transferslope) // Scale transfer momentum based on how head-on it is to the slope.
{
angle_t relation = (transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy));
fixed_t scalefactor = abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK));
transfermomz = FixedMul(transfermomz, scalefactor);
if ((P_MobjFlip(mo)*(transfermomz - mo->momz)) > 2*FRACUNIT) // Do the actual launch!
{
mo->standingslope = NULL;
mo->momz = transfermomz;
}
}
#endif
} }
else if (mo->type == MT_SPINFIRE) else if (mo->type == MT_SPINFIRE)
{ {

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@ -808,24 +808,31 @@ void P_SlopeLaunch(mobj_t *mo)
// P_SlopeToWallTransfer // P_SlopeToWallTransfer
// //
// Handles slope-to-wall transfer for objects. // Handles slope-to-wall transfer for objects.
void P_SlopeToWallTransfer(mobj_t *mo) fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope)
{ {
if (!(mo->standingslope->flags & SL_NOPHYSICS)) // If there's physics, time for launching. vector3_t slopemom, axis;
{ angle_t ang;
// Doesn't kill the vertical momentum as much as P_SlopeLaunch does.
vector3_t slopemom;
slopemom.x = mo->momx;
slopemom.y = mo->momy;
slopemom.z = 3*(mo->momz/2);
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
mo->momx = slopemom.x; if (mo->standingslope->flags & SL_NOPHYSICS)
mo->momy = slopemom.y; return 0;
mo->momz = 2*(slopemom.z/3);
}
//CONS_Printf("Transferred off of slope.\n"); // If there's physics, time for launching.
mo->standingslope = NULL; // Doesn't kill the vertical momentum as much as P_SlopeLaunch does.
ang = slope->zangle + ANG15*((slope->zangle > 0) ? 1 : -1);
if (ang > ANGLE_90 && ang < ANGLE_180)
ang = ((slope->zangle > 0) ? ANGLE_90 : InvAngle(ANGLE_90)); // hard cap of directly upwards
slopemom.x = mo->momx;
slopemom.y = mo->momy;
slopemom.z = 3*(mo->momz/2);
axis.x = -slope->d.y;
axis.y = slope->d.x;
axis.z = 0;
FV3_Rotate(&slopemom, &axis, ang >> ANGLETOFINESHIFT);
return 2*(slopemom.z/3);
} }
// Function to help handle landing on slopes // Function to help handle landing on slopes

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@ -37,7 +37,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y);
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope); void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope); void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
void P_SlopeLaunch(mobj_t *mo); void P_SlopeLaunch(mobj_t *mo);
void P_SlopeToWallTransfer(mobj_t *mo); fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope);
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope); void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
void P_ButteredSlope(mobj_t *mo); void P_ButteredSlope(mobj_t *mo);

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@ -6895,7 +6895,7 @@ static void P_MovePlayer(player_t *player)
P_ResetScore(player); P_ResetScore(player);
// Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes) // Show the "THOK!" graphic when spinning quickly across the ground. (even applies to non-spinners, in the case of zoom tubes)
if (player->pflags & PF_SPINNING && player->speed > FixedMul(15<<FRACBITS, player->mo->scale) && !(player->pflags & PF_JUMPED)) if (player->pflags & PF_SPINNING && P_AproxDistance(player->speed, player->mo->momz) > FixedMul(15<<FRACBITS, player->mo->scale) && !(player->pflags & PF_JUMPED))
{ {
P_SpawnSpinMobj(player, player->spinitem); P_SpawnSpinMobj(player, player->spinitem);
if (demorecording) if (demorecording)