Refactored the movefactor changes that made the player go Looney Tunes style on ice.

This commit is contained in:
toasterbabe 2016-08-10 00:05:46 +01:00
parent 26f34d1038
commit aa93f8a25c
5 changed files with 19 additions and 13 deletions

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@ -7808,7 +7808,7 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
mobj->friction = ORIG_FRICTION;
mobj->movefactor = ORIG_FRICTION;
mobj->movefactor = FRACUNIT;
// All mobjs are created at 100% scale.
mobj->scale = FRACUNIT;

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@ -1434,6 +1434,7 @@ static inline void SaveFrictionThinker(const thinker_t *th, const UINT8 type)
const friction_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEINT32(save_p, ht->friction);
WRITEINT32(save_p, ht->movefactor);
WRITEINT32(save_p, ht->affectee);
WRITEINT32(save_p, ht->referrer);
WRITEUINT8(save_p, ht->roverfriction);
@ -2368,6 +2369,7 @@ static inline void LoadFrictionThinker(actionf_p1 thinker)
friction_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->friction = READINT32(save_p);
ht->movefactor = READINT32(save_p);
ht->affectee = READINT32(save_p);
ht->referrer = READINT32(save_p);
ht->roverfriction = READUINT8(save_p);

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@ -109,7 +109,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline);
//static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec);
static void Add_Friction(INT32 friction, INT32 affectee, INT32 referrer);
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer);
static void P_AddSpikeThinker(sector_t *sec, INT32 referrer);
@ -4932,7 +4932,7 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
f = (friction_t *)th;
if (f->affectee == (INT32)sec2num)
Add_Friction(f->friction, (INT32)(sec-sectors), f->affectee);
Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee);
}
// Should this FOF have wind/current/pusher?
else if(th->function.acp1 == (actionf_p1)T_Pusher)
@ -6978,12 +6978,13 @@ void T_Disappear(disappear_t *d)
* \param roverfriction FOF or not
* \sa T_Friction, P_SpawnFriction
*/
static void Add_Friction(INT32 friction, INT32 affectee, INT32 referrer)
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer)
{
friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL);
f->thinker.function.acp1 = (actionf_p1)T_Friction;
f->friction = friction;
f->movefactor = movefactor;
f->affectee = affectee;
if (referrer != -1)
@ -7044,7 +7045,7 @@ void T_Friction(friction_t *f)
{
thing->friction = f->friction;
if (thing->player)
thing->movefactor = f->friction;
thing->movefactor = f->movefactor;
}
}
else if (P_GetSpecialBottomZ(thing, sec, sec) == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction?
@ -7052,7 +7053,7 @@ void T_Friction(friction_t *f)
{
thing->friction = f->friction;
if (thing->player)
thing->movefactor = f->friction;
thing->movefactor = f->movefactor;
}
}
node = node->m_snext;
@ -7070,6 +7071,7 @@ static void P_SpawnFriction(void)
register INT32 s;
fixed_t strength; // frontside texture offset controls magnitude
fixed_t friction; // friction value to be applied during movement
INT32 movefactor; // applied to each player move to simulate inertia
for (i = 0; i < numlines; i++, l++)
if (l->special == 540)
@ -7088,8 +7090,14 @@ static void P_SpawnFriction(void)
if (friction < 0)
friction = 0;
movefactor = FixedDiv(ORIG_FRICTION, friction);
if (movefactor < FRACUNIT)
movefactor = 8*movefactor - 7*FRACUNIT;
else
movefactor = FRACUNIT;
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Friction(friction, s, -1);
Add_Friction(friction, movefactor, s, -1);
}
}

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@ -386,6 +386,7 @@ typedef struct
{
thinker_t thinker; ///< Thinker structure for friction.
INT32 friction; ///< Friction value, 0xe800 = normal.
INT32 movefactor; ///< Inertia factor when adding to momentum, FRACUNIT = normal.
INT32 affectee; ///< Number of affected sector.
INT32 referrer; ///< If roverfriction == true, then this will contain the sector # of the control sector where the effect was applied.
UINT8 roverfriction; ///< flag for whether friction originated from a FOF or not

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@ -6369,11 +6369,6 @@ static void P_MovePlayer(player_t *player)
runspd = FixedMul(player->runspeed, player->mo->scale);
// Let's have some movement speed fun on low-friction surfaces, JUST for players... (high friction surfaces shouldn't have any adjustment, since the acceleration in this game is super high and that ends up cheesing high-friction surfaces.)
player->mo->movefactor = FixedDiv(ORIG_FRICTION, player->mo->movefactor);
if (player->mo->movefactor < FRACUNIT)
player->mo->movefactor = 8*player->mo->movefactor - 7*FRACUNIT;
else
player->mo->movefactor = FRACUNIT;
runspd = FixedMul(runspd, player->mo->movefactor);
// Control relinquishing stuff!
@ -6547,7 +6542,7 @@ static void P_MovePlayer(player_t *player)
if (!player->mo->momx && !player->mo->momy && !player->mo->momz && player->panim == PA_WALK)
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
player->mo->movefactor = ORIG_FRICTION; // We're not going to do any more with this, so let's change it back for the next frame.
player->mo->movefactor = FRACUNIT; // We're not going to do any more with this, so let's change it back for the next frame.
//////////////////
//GAMEPLAY STUFF//