Slopey physics for some things that aren't players

This is incredibly messy and probably needs redone differently at
some point, but... fuck it.
This commit is contained in:
RedEnchilada 2015-05-22 12:33:12 -05:00
parent fb9d07b8ba
commit 8c54ee44e7
1 changed files with 87 additions and 34 deletions

View File

@ -2387,6 +2387,12 @@ void P_XYMovement(mobj_t *mo)
if (player && player->homing) // no friction for homing
return;
#ifdef ESLOPE
if ((mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
&& (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)) // Special exception for tumbleweeds on slopes
return;
#endif
if (((!(mo->eflags & MFE_VERTICALFLIP) && mo->z > mo->floorz) || (mo->eflags & MFE_VERTICALFLIP && mo->z+mo->height < mo->ceilingz))
&& !(player && player->pflags & PF_SLIDING))
return; // no friction when airborne
@ -2822,6 +2828,21 @@ static boolean P_ZMovement(mobj_t *mo)
|| (mo->z + mo->height >= mo->ceilingz && mo->eflags & MFE_VERTICALFLIP))
&& !(mo->flags & MF_NOCLIPHEIGHT))
{
v3fixed_t mom;
mom.x = mo->momx;
mom.y = mo->momy;
mom.z = mo->momz;
#ifdef ESLOPE
P_TryMove(mo, mo->x, mo->y, true); // Sets mo->standingslope correctly
if (mo->standingslope) {
// Reverse quantizing might could use its own function later
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
}
#endif
if (mo->eflags & MFE_VERTICALFLIP)
mo->z = mo->ceilingz - mo->height;
else
@ -2829,7 +2850,7 @@ static boolean P_ZMovement(mobj_t *mo)
// hit the floor
if (mo->type == MT_FIREBALL) // special case for the fireball
mo->momz = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale);
mom.z = P_MobjFlip(mo)*FixedMul(5*FRACUNIT, mo->scale);
else if (mo->type == MT_SPINFIRE) // elemental shield fire is another exception here
;
else if (mo->flags & MF_MISSILE)
@ -2844,12 +2865,12 @@ static boolean P_ZMovement(mobj_t *mo)
if (mo->flags & MF_GRENADEBOUNCE)
{
// Going down? (Or up in reverse gravity?)
if (P_MobjFlip(mo)*mo->momz < 0)
if (P_MobjFlip(mo)*mom.z < 0)
{
// If going slower than a fracunit, just stop.
if (abs(mo->momz) < FixedMul(FRACUNIT, mo->scale))
if (abs(mom.z) < FixedMul(FRACUNIT, mo->scale))
{
mo->momx = mo->momy = mo->momz = 0;
mom.x = mom.y = mom.z = 0;
// Napalm hack
if (mo->type == MT_CYBRAKDEMON_NAPALM_BOMB_LARGE && mo->fuse)
@ -2857,7 +2878,7 @@ static boolean P_ZMovement(mobj_t *mo)
}
// Otherwise bounce up at half speed.
else
mo->momz = -mo->momz/2;
mom.z = -mom.z/2;
S_StartSound(mo, mo->info->activesound);
}
}
@ -2880,14 +2901,14 @@ static boolean P_ZMovement(mobj_t *mo)
}
}
if (P_MobjFlip(mo)*mo->momz < 0) // falling
if (P_MobjFlip(mo)*mom.z < 0) // falling
{
if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER)
mo->eflags |= MFE_JUSTHITFLOOR;
if (mo->flags2 & MF2_SKULLFLY) // the skull slammed into something
mo->momz = -mo->momz;
mom.z = -mom.z;
else
// Flingrings bounce
if (mo->type == MT_FLINGRING
@ -2900,35 +2921,42 @@ static boolean P_ZMovement(mobj_t *mo)
|| mo->type == MT_FALLINGROCK)
{
if (maptol & TOL_NIGHTS)
mo->momz = -FixedDiv(mo->momz, 10*FRACUNIT);
mom.z = -FixedDiv(mom.z, 10*FRACUNIT);
else
mo->momz = -FixedMul(mo->momz, FixedDiv(17*FRACUNIT,20*FRACUNIT));
mom.z = -FixedMul(mom.z, FixedDiv(17*FRACUNIT,20*FRACUNIT));
if (mo->type == MT_BIGTUMBLEWEED || mo->type == MT_LITTLETUMBLEWEED)
{
if (abs(mo->momx) < FixedMul(STOPSPEED, mo->scale)
&& abs(mo->momy) < FixedMul(STOPSPEED, mo->scale)
&& abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
{
if (!(mo->flags & MF_AMBUSH))
{
mo->momx = mo->momy = mo->momz = 0;
P_SetMobjState(mo, mo->info->spawnstate);
}
else
if (mo->flags & MF_AMBUSH)
{
// If deafed, give the tumbleweed another random kick if it runs out of steam.
mo->momz += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
mom.z += P_MobjFlip(mo)*FixedMul(6*FRACUNIT, mo->scale);
if (P_Random() & 1)
mo->momx += FixedMul(6*FRACUNIT, mo->scale);
mom.x += FixedMul(6*FRACUNIT, mo->scale);
else
mo->momx -= FixedMul(6*FRACUNIT, mo->scale);
mom.x -= FixedMul(6*FRACUNIT, mo->scale);
if (P_Random() & 1)
mo->momy += FixedMul(6*FRACUNIT, mo->scale);
mom.y += FixedMul(6*FRACUNIT, mo->scale);
else
mo->momy -= FixedMul(6*FRACUNIT, mo->scale);
mom.y -= FixedMul(6*FRACUNIT, mo->scale);
}
#ifdef ESLOPE
else if (mo->standingslope && abs(mo->standingslope->zdelta) > FRACUNIT>>8)
{
// Pop the object up a bit to encourage bounciness
//mom.z = P_MobjFlip(mo)*mo->scale;
}
#endif
else
{
mom.x = mom.y = mom.z = 0;
P_SetMobjState(mo, mo->info->spawnstate);
}
}
@ -2938,14 +2966,14 @@ static boolean P_ZMovement(mobj_t *mo)
}
else if (mo->type == MT_FALLINGROCK)
{
if (P_MobjFlip(mo)*mo->momz > FixedMul(2*FRACUNIT, mo->scale))
if (P_MobjFlip(mo)*mom.z > FixedMul(2*FRACUNIT, mo->scale))
S_StartSound(mo, mo->info->activesound + P_RandomKey(mo->info->mass));
mo->momz /= 2; // Rocks not so bouncy
mom.z /= 2; // Rocks not so bouncy
if (abs(mo->momx) < FixedMul(STOPSPEED, mo->scale)
&& abs(mo->momy) < FixedMul(STOPSPEED, mo->scale)
&& abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
if (abs(mom.x) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.y) < FixedMul(STOPSPEED, mo->scale)
&& abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
{
P_RemoveMobj(mo);
return false;
@ -2953,20 +2981,30 @@ static boolean P_ZMovement(mobj_t *mo)
}
else if (mo->type == MT_CANNONBALLDECOR)
{
mo->momz /= 2;
if (abs(mo->momz) < FixedMul(STOPSPEED*3, mo->scale))
mo->momz = 0;
mom.z /= 2;
if (abs(mom.z) < FixedMul(STOPSPEED*3, mo->scale))
mom.z = 0;
}
}
else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mo->momz = tmfloorthing->momz;
mom.z = tmfloorthing->momz;
else if (!tmfloorthing)
mo->momz = 0;
mom.z = 0;
}
else if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER))
mo->momz = tmfloorthing->momz;
mom.z = tmfloorthing->momz;
#ifdef ESLOPE
if (mo->standingslope) {
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
}
#endif
mo->momx = mom.x;
mo->momy = mom.y;
mo->momz = mom.z;
if (mo->type == MT_STEAM)
return true;
@ -7798,6 +7836,21 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
mobj->eflags &= ~MFE_JUSTHITFLOOR;
}
#ifdef ESLOPE // Sliding physics for slidey mobjs!
if (mobj->type == MT_FLINGRING
|| mobj->type == MT_FLINGCOIN
|| P_WeaponOrPanel(mobj->type)
|| mobj->type == MT_FLINGEMERALD
|| mobj->type == MT_BIGTUMBLEWEED
|| mobj->type == MT_LITTLETUMBLEWEED
|| mobj->type == MT_CANNONBALLDECOR
|| mobj->type == MT_FALLINGROCK) {
P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
P_ButteredSlope(mobj);
}
#endif
if (mobj->flags & (MF_ENEMY|MF_BOSS) && mobj->health
&& P_CheckDeathPitCollide(mobj)) // extra pit check in case these didn't have momz
{