diff --git a/src/dehacked.c b/src/dehacked.c index 6013290e..72c9b28d 100644 --- a/src/dehacked.c +++ b/src/dehacked.c @@ -7207,6 +7207,7 @@ static const char *const MOBJEFLAG_LIST[] = { "GOOWATER", // Goo water "PUSHED", // Mobj was already pushed this tic "SPRUNG", // Mobj was already sprung this tic + "APPLYPMOMZ", // Platform movement NULL }; diff --git a/src/lua_mobjlib.c b/src/lua_mobjlib.c index cf4db8f3..31496ed9 100644 --- a/src/lua_mobjlib.c +++ b/src/lua_mobjlib.c @@ -449,6 +449,7 @@ static int mobj_set(lua_State *L) break; case mobj_pmomz: mo->pmomz = (fixed_t)luaL_checkinteger(L, 3); + mo->eflags |= MFE_APPLYPMOMZ; break; case mobj_tics: mo->tics = luaL_checkinteger(L, 3); diff --git a/src/p_map.c b/src/p_map.c index a29ae951..6eb1262f 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -2042,6 +2042,7 @@ boolean P_SceneryTryMove(mobj_t *thing, fixed_t x, fixed_t y) // static boolean P_ThingHeightClip(mobj_t *thing) { + boolean floormoved; fixed_t oldfloorz = thing->floorz; boolean onfloor = P_IsObjectOnGround(thing);//(thing->z <= thing->floorz); @@ -2053,6 +2054,9 @@ static boolean P_ThingHeightClip(mobj_t *thing) if (P_MobjWasRemoved(thing)) return true; + floormoved = (thing->eflags & MFE_VERTICALFLIP && tmceilingz != thing->ceilingz) + || (!(thing->eflags & MFE_VERTICALFLIP) && tmfloorz != thing->floorz); + thing->floorz = tmfloorz; thing->ceilingz = tmceilingz; @@ -2061,20 +2065,13 @@ static boolean P_ThingHeightClip(mobj_t *thing) if (tmfloorz > oldfloorz+thing->height) return true; - if (/*!tmfloorthing && */onfloor && !(thing->flags & MF_NOGRAVITY)) + if (onfloor && !(thing->flags & MF_NOGRAVITY) && floormoved) { if (thing->eflags & MFE_VERTICALFLIP) thing->pmomz = thing->ceilingz - (thing->z + thing->height); else thing->pmomz = thing->floorz - thing->z; - - if (thing->player) - { - if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer]) - camera2.z += thing->pmomz; - else if (camera.chase && thing->player == &players[displayplayer]) - camera.z += thing->pmomz; - } + thing->eflags |= MFE_APPLYPMOMZ; if (thing->eflags & MFE_VERTICALFLIP) thing->z = thing->ceilingz - thing->height; diff --git a/src/p_mobj.c b/src/p_mobj.c index 24a9f7b5..bf99bdbd 100644 --- a/src/p_mobj.c +++ b/src/p_mobj.c @@ -1493,10 +1493,10 @@ static void P_RingZMovement(mobj_t *mo) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // adjust height - if (mo->pmomz && mo->z != mo->floorz) + if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; - mo->pmomz = 0; + mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; @@ -1562,10 +1562,10 @@ static boolean P_ZMovement(mobj_t *mo) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // adjust height - if (mo->pmomz && mo->z != mo->floorz) + if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; - mo->pmomz = 0; + mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; @@ -1987,11 +1987,11 @@ static void P_PlayerZMovement(mobj_t *mo) } // adjust height -/* if (mo->pmomz && mo->z > mo->floorz && !(mo->player->pflags & PF_JUMPED)) + if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; - mo->pmomz = 0; - }*/ + mo->eflags &= ~MFE_APPLYPMOMZ; + } mo->z += mo->momz; @@ -2008,7 +2008,7 @@ static void P_PlayerZMovement(mobj_t *mo) else mo->z = mo->floorz; - if (mo->player && (mo->player->pflags & PF_NIGHTSMODE)) + if (mo->player->pflags & PF_NIGHTSMODE) { if (mo->player->flyangle < 90 || mo->player->flyangle >= 270) mo->player->flyangle += P_MobjFlip(mo)*90; @@ -2023,12 +2023,11 @@ static void P_PlayerZMovement(mobj_t *mo) if (P_MobjFlip(mo)*mo->momz < 0) // falling { + mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement. + // Squat down. Decrease viewheight for a moment after hitting the ground (hard), - if (mo->player) - { - if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale)) - mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative - } + if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale)) + mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) || tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack @@ -2101,14 +2100,14 @@ static void P_PlayerZMovement(mobj_t *mo) // Cut momentum in half when you hit the ground and // aren't pressing any controls. - if (!mo->player || (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING))) + if (!(mo->player->cmd.forwardmove || mo->player->cmd.sidemove) && !mo->player->cmomx && !mo->player->cmomy && !(mo->player->pflags & PF_SPINNING)) { mo->momx = mo->momx/2; mo->momy = mo->momy/2; } } - if (mo->health && mo->player) + if (mo->health) { if (mo->player->pflags & PF_GLIDING) // ground gliding { @@ -2154,7 +2153,7 @@ static void P_PlayerZMovement(mobj_t *mo) mo->player->powers[pw_tailsfly] = 0; } } - if (mo->player && !(mo->player->pflags & PF_SPINNING)) + if (!(mo->player->pflags & PF_SPINNING)) mo->player->pflags &= ~PF_STARTDASH; if (tmfloorthing && (tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR) @@ -2197,7 +2196,7 @@ nightsdone: else mo->z = mo->ceilingz - mo->height; - if (mo->player && (mo->player->pflags & PF_NIGHTSMODE)) + if (mo->player->pflags & PF_NIGHTSMODE) { if (mo->player->flyangle < 90 || mo->player->flyangle >= 270) mo->player->flyangle -= P_MobjFlip(mo)*90; @@ -2212,7 +2211,7 @@ nightsdone: { msecnode_t *node; - if (CheckForMarioBlocks && mo->player && !(netgame && mo->player->spectator)) // Only let the player punch + if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch { // Search the touching sectors, from side-to-side... for (node = mo->touching_sectorlist; node; node = node->m_snext) @@ -2240,7 +2239,7 @@ nightsdone: if (mariomode) S_StartSound(mo, sfx_mario1); - if (!(mo->player && mo->player->climbing)) + if (!mo->player->climbing) mo->momz = 0; } } @@ -2255,10 +2254,10 @@ static boolean P_SceneryZMovement(mobj_t *mo) P_AdjustMobjFloorZ_PolyObjs(mo, mo->subsector); // adjust height - if (mo->pmomz && mo->z != mo->floorz) + if (mo->eflags & MFE_APPLYPMOMZ && !P_IsObjectOnGround(mo)) { mo->momz += mo->pmomz; - mo->pmomz = 0; + mo->eflags &= ~MFE_APPLYPMOMZ; } mo->z += mo->momz; @@ -2838,10 +2837,10 @@ boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled thiscam->floorz = tmfloorz; thiscam->ceilingz = tmceilingz; - if (thiscam->momz) + if (thiscam->momz || player->mo->pmomz) { // adjust height - thiscam->z += thiscam->momz; + thiscam->z += thiscam->momz + player->mo->pmomz; if (!itsatwodlevel && !(player->pflags & PF_NOCLIP)) { @@ -2899,6 +2898,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) msecnode_t *node; I_Assert(mobj != NULL); + I_Assert(mobj->player != NULL); I_Assert(!P_MobjWasRemoved(mobj)); P_MobjCheckWater(mobj); @@ -2917,7 +2917,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) P_CheckPosition(mobj, mobj->x, mobj->y); goto animonly; } - else if (mobj->player && (mobj->player->pflags & PF_MACESPIN) && mobj->tracer) + else if (mobj->player->pflags & PF_MACESPIN && mobj->tracer) { P_CheckPosition(mobj, mobj->x, mobj->y); goto animonly; @@ -2936,7 +2936,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj) else P_TryMove(mobj, mobj->x, mobj->y, true); - if (!(netgame && mobj->player && mobj->player->spectator)) + if (!(netgame && mobj->player->spectator)) { // Crumbling platforms for (node = mobj->touching_sectorlist; node; node = node->m_snext) @@ -3019,18 +3019,14 @@ static void P_PlayerMobjThinker(mobj_t *mobj) } else { - if (mobj->player) + mobj->player->jumping = 0; + mobj->player->pflags &= ~PF_JUMPED; + if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } + mobj->player->secondjump = 0; + mobj->player->powers[pw_tailsfly] = 0; + P_SetPlayerMobjState(mobj, S_PLAY_RUN1); } - mobj->pmomz = 0; mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -6648,17 +6644,6 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s } else { - if (mobj->player) - { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } - } mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } @@ -6859,17 +6844,6 @@ void P_SceneryThinker(mobj_t *mobj) } else { - if (mobj->player) - { - mobj->player->jumping = 0; - mobj->player->pflags &= ~PF_JUMPED; - if (mobj->player->secondjump || mobj->player->powers[pw_tailsfly]) - { - mobj->player->secondjump = 0; - mobj->player->powers[pw_tailsfly] = 0; - P_SetPlayerMobjState(mobj, S_PLAY_RUN1); - } - } mobj->pmomz = 0; // to prevent that weird rocketing gargoyle bug mobj->eflags &= ~MFE_JUSTHITFLOOR; } diff --git a/src/p_mobj.h b/src/p_mobj.h index 2916a2dd..18c02140 100644 --- a/src/p_mobj.h +++ b/src/p_mobj.h @@ -235,6 +235,8 @@ typedef enum MFE_PUSHED = 1<<7, // Mobj was already sprung this tic MFE_SPRUNG = 1<<8, + // Platform movement + MFE_APPLYPMOMZ = 1<<9, // free: to and including 1<<15 } mobjeflag_t; diff --git a/src/p_user.c b/src/p_user.c index 870f028c..cf8fd87a 100644 --- a/src/p_user.c +++ b/src/p_user.c @@ -3635,11 +3635,22 @@ void P_DoJump(player_t *player, boolean soundandstate) // set just an eensy above the ground if (player->mo->eflags & MFE_VERTICALFLIP) + { player->mo->z--; + if (player->mo->pmomz < 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + else + player->mo->pmomz = 0; + } else + { player->mo->z++; - - player->mo->z += player->mo->pmomz; // Solves problem of 'hitting around again after jumping on a moving platform'. + if (player->mo->pmomz > 0) + player->mo->momz += player->mo->pmomz; // Add the platform's momentum to your jump. + else + player->mo->pmomz = 0; + } + player->mo->eflags &= ~MFE_APPLYPMOMZ; player->pflags |= PF_JUMPED; @@ -9046,7 +9057,6 @@ void P_PlayerThink(player_t *player) player->mo->tracer->flags2 &= ~MF2_DONTDRAW; } - player->mo->pmomz = 0; player->pflags &= ~PF_SLIDING; /* @@ -9399,4 +9409,7 @@ void P_PlayerAfterThink(player_t *player) player->mo->flags2 |= MF2_DONTDRAW; player->mo->flags |= MF_NOGRAVITY; } + + if (P_IsObjectOnGround(player->mo)) + player->mo->pmomz = 0; }