Merge branch 'rvz-hardcode' of git.magicalgirl.moe:STJr/SRB2Internal into rvz-hardcode

This commit is contained in:
MascaraSnake 2019-10-07 19:12:03 +02:00
commit ce5d0691ac
4 changed files with 87 additions and 78 deletions

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@ -2487,7 +2487,7 @@ state_t states[NUMSTATES] =
// Rollout Rock
{SPR_NULL, 0, 1, {A_RolloutSpawn}, 256*FRACUNIT, MT_ROLLOUTROCK, S_ROLLOUTSPAWN}, // S_ROLLOUTSPAWN
{SPR_PUMI, 0, 1, {A_RolloutRock}, 63*FRACUNIT/64, 6*FRACUNIT/10, S_ROLLOUTROCK}, // S_ROLLOUTROCK
{SPR_PUMI, 0, 1, {A_RolloutRock}, 63*FRACUNIT/64, 7*FRACUNIT/10, S_ROLLOUTROCK}, // S_ROLLOUTROCK
// RVZ scenery
{SPR_JPLA, FF_PAPERSPRITE, -1, {NULL}, 0, 0, S_NULL}, // S_BIGFERNLEAF
@ -12860,10 +12860,10 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
1000, // spawnhealth
S_NULL, // seestate
sfx_None, // seesound
8, // reactiontime
8, // reactiontime (sets number of frames the rock cycles through)
sfx_None, // attacksound
S_NULL, // painstate
0, // painchance
12*TICRATE, // painchance (sets how long an unridden rock should last before disappearing - set to 0 to disable)
sfx_None, // painsound
S_NULL, // meleestate
S_NULL, // missilestate

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@ -13935,6 +13935,14 @@ void A_RolloutSpawn(mobj_t *actor)
|| P_AproxDistance(actor->x - actor->target->x, actor->y - actor->target->y) > locvar1)
{
actor->target = P_SpawnMobj(actor->x, actor->y, actor->z, locvar2);
actor->target->flags2 |= (actor->flags2 & (MF2_AMBUSH | MF2_OBJECTFLIP)) | MF2_SLIDEPUSH;
actor->target->eflags |= (actor->eflags & MFE_VERTICALFLIP);
if (actor->target->flags2 & MF2_AMBUSH)
{
actor->target->color = SKINCOLOR_SUPERRUST3;
actor->target->colorized = true;
}
}
}
@ -13955,59 +13963,45 @@ void A_RolloutRock(mobj_t *actor)
return;
#endif
UINT8 maxframes = actor->info->reactiontime;
UINT8 maxframes = actor->info->reactiontime; // number of frames the mobj cycles through
fixed_t pi = (22*FRACUNIT/7);
fixed_t circumference = FixedMul(2 * pi, actor->radius);
fixed_t oldspeed = P_AproxDistance(actor->momx, actor->momy), newspeed, topspeed = actor->info->speed;
fixed_t circumference = FixedMul(2 * pi, actor->radius); // used to calculate when to change frame
fixed_t speed = P_AproxDistance(actor->momx, actor->momy), topspeed = FixedMul(actor->info->speed, actor->scale);
boolean inwater = actor->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER);
actor->friction = FRACUNIT;
actor->friction = FRACUNIT; // turns out riding on solids sucks, so let's just make it easier on ourselves
if (inwater)
if (inwater && !(actor->flags2 & MF2_AMBUSH)) // buoyancy in water (or lava)
{
fixed_t height;
if (actor->eflags & MFE_VERTICALFLIP)
{
height = actor->waterbottom + (actor->height>>2);
if (actor->z + actor->height > height)
{
actor->z = height;
actor->momz = 0;
}
}
else
{
height = actor->watertop - (actor->height>>2);
if (actor->z < height)
{
actor->z = height;
actor->momz = 0;
}
}
actor->momz = FixedMul(actor->momz, locvar2);
actor->momz += P_MobjFlip(actor) * FixedMul(locvar2, actor->scale);
}
if (oldspeed > topspeed)
if (speed > topspeed) // cap speed
{
actor->momx = FixedMul(FixedDiv(actor->momx, oldspeed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, oldspeed), topspeed);
actor->momx = FixedMul(FixedDiv(actor->momx, speed), topspeed);
actor->momy = FixedMul(FixedDiv(actor->momy, speed), topspeed);
}
if (P_IsObjectOnGround(actor) || inwater) // apply drag to speed (compensates for lack of friction but also works in liquids)
{
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
}
actor->momx = FixedMul(actor->momx, locvar1);
actor->momy = FixedMul(actor->momy, locvar1);
speed = P_AproxDistance(actor->momx, actor->momy); // recalculate speed for visual rolling
newspeed = P_AproxDistance(actor->momx, actor->momy);
if (newspeed < actor->scale >> 1)
if (speed < actor->scale >> 1) // stop moving if speed is insignificant
{
actor->momx = 0;
actor->momy = 0;
}
else if (newspeed > actor->scale)
else if (speed > actor->scale)
{
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
actor->movefactor += newspeed;
if (actor->movefactor > circumference / maxframes)
actor->movecount = 1; // rock has moved; fuse should be set so we don't have a trillion rocks lying around
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy); // set rock's angle to movement direction
actor->movefactor += speed;
if (actor->movefactor > circumference / maxframes) // if distance moved is enough to change frame, change it!
{
actor->reactiontime++;
actor->reactiontime %= maxframes;
@ -14015,5 +14009,14 @@ void A_RolloutRock(mobj_t *actor)
}
}
actor->frame = actor->reactiontime % maxframes;
actor->frame = actor->reactiontime % maxframes; // set frame
if (!(actor->flags & MF_PUSHABLE)) // if being ridden, don't disappear
actor->fuse = 0;
else if (!actor->fuse && actor->movecount == 1) // otherwise if rock has moved, set its fuse
actor->fuse = actor->info->painchance;
if (actor->fuse && actor->fuse < 2*TICRATE)
actor->flags2 ^= MF2_DONTDRAW;
}

View File

@ -963,58 +963,59 @@ static boolean PIT_CheckThing(mobj_t *thing)
P_DamageMobj(thing, tmthing, tmthing, 1, 0);
}
if (thing->type == MT_ROLLOUTROCK)
if (thing->type == MT_ROLLOUTROCK && tmthing->player && tmthing->health)
{
if (tmthing->player)
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
if (tmthing->player->powers[pw_carry] == CR_ROLLOUT)
{
return true;
}
if ((thing->flags & MF_PUSHABLE) // carrying a player
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
thing->flags &= ~MF_PUSHABLE;
P_SetTarget(&thing->target, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
P_SetTarget(&tmthing->tracer, thing);
P_SetObjectMomZ(thing, tmthing->momz, true);
return false;
}
return true;
}
else if (tmthing->type == thing->type)
if ((thing->flags & MF_PUSHABLE) // not carrying a player
&& (tmthing->player->powers[pw_carry] == CR_NONE) // player is not already riding something
&& ((tmthing->eflags & MFE_VERTICALFLIP) == (thing->eflags & MFE_VERTICALFLIP))
&& (P_AproxDistance(thing->x - tmthing->x, thing->y - tmthing->y) < (thing->radius))
&& (P_MobjFlip(tmthing)*tmthing->momz <= 0)
&& ((!(tmthing->eflags & MFE_VERTICALFLIP) && abs(thing->z + thing->height - tmthing->z) < (thing->height>>2))
|| (tmthing->eflags & MFE_VERTICALFLIP && abs(tmthing->z + tmthing->height - thing->z) < (thing->height>>2))))
{
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height)
return true;
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
thing->momx = tmthing->momx;
thing->momy = tmthing->momy;
tmthing->momx = tempmomx;
tmthing->momy = tempmomy;
thing->flags &= ~MF_PUSHABLE; // prevent riding player from applying pushable movement logic
thing->flags2 &= ~MF2_DONTDRAW; // don't leave the rock invisible if it was flashing prior to boarding
P_SetTarget(&thing->tracer, tmthing);
P_ResetPlayer(tmthing->player);
P_SetPlayerMobjState(tmthing, S_PLAY_WALK);
tmthing->player->powers[pw_carry] = CR_ROLLOUT;
P_SetTarget(&tmthing->tracer, thing);
P_SetObjectMomZ(thing, tmthing->momz, true);
return true;
}
}
else if (tmthing->type == MT_ROLLOUTROCK)
{
if (tmthing->z > thing->z + thing->height || thing->z > tmthing->z + tmthing->height || !thing->health)
return true;
if (thing == tmthing->tracer) // don't collide with rider
return true;
if (thing->flags & MF_SPRING)
if (thing->flags & MF_SPRING) // bounce on springs
{
P_DoSpring(thing, tmthing);
return true;
}
else if (thing->flags & MF_MONITOR && thing->flags & MF_SHOOTABLE && !(tmthing->flags & MF_PUSHABLE)) // carrying a player
else if ((thing->flags & (MF_MONITOR|MF_SHOOTABLE)) == (MF_MONITOR|MF_SHOOTABLE) && !(tmthing->flags & MF_PUSHABLE)) // pop monitors while carrying a player
{
P_KillMobj(thing, tmthing, tmthing->target, 0);
P_KillMobj(thing, tmthing, tmthing->tracer, 0);
return true;
}
if (thing->type == tmthing->type // bounce against other rollout rocks
&& (tmthing->momx || tmthing->momy || thing->momx || thing->momy))
{
fixed_t tempmomx = thing->momx, tempmomy = thing->momy;
thing->momx = tmthing->momx;
thing->momy = tmthing->momy;
tmthing->momx = tempmomx;
tmthing->momy = tempmomy;
}
}
if (thing->type == MT_PTERABYTE && tmthing->player)
@ -1660,8 +1661,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
}
if ((!tmthing->player) && (thing->player))
; // no solid thing should ever be able to step up onto a player
if ((tmthing->flags & MF_SPRING || tmthing->type == MT_STEAM) && (thing->player))
; // springs and gas jets should never be able to step up onto a player
// z checking at last
// Treat noclip things as non-solid!
else if ((thing->flags & (MF_SOLID|MF_NOCLIP)) == MF_SOLID

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@ -1036,7 +1036,7 @@ void P_ResetPlayer(player_t *player)
if (player->mo->tracer && !P_MobjWasRemoved(player->mo->tracer))
{
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->target, NULL);
P_SetTarget(&player->mo->tracer->tracer, NULL);
}
P_SetTarget(&player->mo->tracer, NULL);
player->powers[pw_carry] = CR_NONE;
@ -4321,7 +4321,7 @@ void P_DoJump(player_t *player, boolean soundandstate)
player->mo->momz = 9*FRACUNIT + player->mo->tracer->momz;
player->powers[pw_carry] = CR_NONE;
player->mo->tracer->flags |= MF_PUSHABLE;
P_SetTarget(&player->mo->tracer->target, NULL);
P_SetTarget(&player->mo->tracer->tracer, NULL);
P_SetTarget(&player->mo->tracer, NULL);
}
else if (player->mo->eflags & MFE_GOOWATER)
@ -11919,6 +11919,11 @@ void P_PlayerAfterThink(player_t *player)
mo->momx = rock->momx;
mo->momy = rock->momy;
mo->momz = 0;
if (player->panim == PA_IDLE && (mo->momx || mo->momy))
{
P_SetPlayerMobjState(player->mo, S_PLAY_WALK);
}
if (player->panim == PA_WALK && mo->tics > walktics)
{