* Put all of the wall transfer code in one place.

* Made the name of P_PrepareSlopeToWallTransfer (now P_GetWallTransferMomz) make sense.
* Bugfixed the case where you couldn't reliably guess the angle of the wall you just hit.
This commit is contained in:
toasterbabe 2017-01-23 01:39:12 +00:00
parent 12da89b1ce
commit 19f31b958d
3 changed files with 29 additions and 20 deletions

View File

@ -2121,16 +2121,6 @@ void P_XYMovement(mobj_t *mo)
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
moved = false;
@ -2188,18 +2178,35 @@ void P_XYMovement(mobj_t *mo)
}
else if (player || mo->flags & (MF_SLIDEME|MF_PUSHABLE))
{ // try to slide along it
#ifdef ESLOPE
// Wall transfer part 1.
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_GetWallTransferMomZ(mo, transferslope);
}
#endif
P_SlideMove(mo);
xmove = ymove = 0;
#ifdef ESLOPE
if (transfermomz && transferslope) // Scale transfer momentum based on how head-on it is to the slope.
// Wall transfer part 2.
if (transfermomz && transferslope) // Are we "transferring onto the wall" (really just a disguised vertical launch)?
{
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!
angle_t relation; // Scale transfer momentum based on how head-on it is to the slope.
if (mo->momx || mo->momy) // "Guess" the angle of the wall you hit using new momentum
relation = transferslope->xydirection - R_PointToAngle2(0, 0, mo->momx, mo->momy);
else // Give it for free, I guess.
relation = ANGLE_90;
transfermomz = FixedMul(transfermomz,
abs(FINESINE((relation >> ANGLETOFINESHIFT) & FINEMASK)));
if (P_MobjFlip(mo)*(transfermomz - mo->momz) > 2*FRACUNIT) // Do the actual launch!
{
mo->standingslope = NULL;
mo->momz = transfermomz;
mo->standingslope = NULL;
}
}
#endif

View File

@ -805,10 +805,12 @@ void P_SlopeLaunch(mobj_t *mo)
}
//
// P_SlopeToWallTransfer
// P_GetWallTransferMomZ
//
// Handles slope-to-wall transfer for objects.
fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope)
// It would be nice to have a single function that does everything necessary for slope-to-wall transfer.
// However, it needs to be seperated out in P_XYMovement to take into account momentum before and after hitting the wall.
// This just performs the necessary calculations for getting the base vertical momentum; the horizontal is already reasonably calculated by P_SlideMove.
fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope)
{
vector3_t slopemom, axis;
angle_t ang;

View File

@ -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_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
void P_SlopeLaunch(mobj_t *mo);
fixed_t P_PrepareSlopeToWallTransfer(mobj_t *mo, pslope_t *slope);
fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope);
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
void P_ButteredSlope(mobj_t *mo);