New collision mechanics, player's transfer their speed along movement when they collide, then bounce off at a set speed away depending on weight from each other

This commit is contained in:
Sryder13 2017-11-03 00:43:51 +00:00
parent e60b3e1b88
commit e5a32eb699
3 changed files with 45 additions and 51 deletions

View File

@ -1039,23 +1039,20 @@ static void K_KartItemRouletteByDistance(player_t *player, ticcmd_t *cmd)
//{ SRB2kart p_user.c Stuff
void K_SwapMomentum(mobj_t *mobj1, mobj_t *mobj2, boolean bounce)
void K_KartBilliards(mobj_t *mobj1, mobj_t *mobj2, boolean bounce)
{
fixed_t newx, newy;
mobj_t *fx;
fixed_t ndistx, ndisty, ndistlength;
fixed_t a1, a2;
fixed_t optimizedP;
fixed_t mass1, mass2;
if (mobj1 == NULL || mobj2 == NULL)
if (!mobj1 || !mobj2)
return;
fixed_t meanX = (mobj1->momx + mobj2->momx) / 2;
fixed_t meanY = (mobj1->momy + mobj2->momy) / 2;
fixed_t deltaV1 = P_AproxDistance((mobj1->momx - meanX), (mobj1->momy - meanY));
fixed_t deltaV2 = P_AproxDistance((mobj2->momx - meanX), (mobj2->momy - meanY));
//fixed_t clashvolume = (deltaV1 / FRACUNIT) * 8; // In case you want to do a scaling bump sound volume.
if (cv_collidesounds.value == 1)
{
S_StartSound(mobj1, cv_collidesoundnum.value);
//S_StartSound(mobj2, cv_collidesoundnum.value);
}
fx = P_SpawnMobj(mobj1->x/2 + mobj2->x/2, mobj1->y/2 + mobj2->y/2, mobj1->z/2 + mobj2->z/2, MT_BUMP);
@ -1064,45 +1061,42 @@ void K_SwapMomentum(mobj_t *mobj1, mobj_t *mobj2, boolean bounce)
else
fx->eflags &= ~MFE_VERTICALFLIP;
fx->scale = mobj1->scale;
if (deltaV1 < (cv_collideminimum.value * FRACUNIT / 2))
{
fixed_t a = 0;
if (deltaV1 != 0)
a = FixedDiv((cv_collideminimum.value * FRACUNIT / 2), deltaV1);
else if (deltaV2 != 0)
a = FixedDiv((cv_collideminimum.value * FRACUNIT / 2), deltaV2);
else
a = 0;
fixed_t deltax1 = (mobj1->momx - meanX);
fixed_t deltax2 = (mobj2->momx - meanX);
fixed_t deltay1 = (mobj1->momy - meanY);
fixed_t deltay2 = (mobj2->momy - meanY);
mobj1->momx = meanX + FixedMul(deltax1, a);
mobj1->momy = meanY + FixedMul(deltay1, a);
mobj2->momx = meanX + FixedMul(deltax2, a);
mobj2->momy = meanY + FixedMul(deltay2, a);
}
/*
if (mobj1->player && mobj2->player) // Weight is applicable if both are players
{
fixed_t m1w = 15 + mobj1->player->kartweight;
fixed_t m2w = 15 + mobj2->player->kartweight;
newx = FixedMul(mobj1->momx, FixedDiv(m1w*FRACUNIT, m2w*FRACUNIT));
newy = FixedMul(mobj1->momy, FixedDiv(m1w*FRACUNIT, m2w*FRACUNIT));
mobj1->momx = FixedMul(mobj2->momx, FixedDiv(m2w*FRACUNIT, m1w*FRACUNIT));
mobj1->momy = FixedMul(mobj2->momy, FixedDiv(m2w*FRACUNIT, m1w*FRACUNIT));
}
else*/
//{
newx = mobj1->momx;
newy = mobj1->momy;
mobj1->momx = mobj2->momx;
mobj1->momy = mobj2->momy;
//}
mobj2->momx = newx;
mobj2->momy = newy;
mass1 = mass2 = 1*FRACUNIT;
if (mobj1->player)
mass1 = (1+mobj1->player->kartweight*20)*FRACUNIT;
if (mobj2->player)
mass2 = (1+mobj2->player->kartweight*20)*FRACUNIT;
// find normalised vector from centre of each mobj
ndistx = mobj1->x - mobj2->x;
ndisty = mobj1->y - mobj2->y;
ndistlength = P_AproxDistance(ndistx, ndisty);
ndistx = FixedDiv(ndistx, ndistlength);
ndisty = FixedDiv(ndisty, ndistlength);
// find length of the component from the movement along n
a1 = FixedMul(mobj1->momx, ndistx) + FixedMul(mobj1->momy, ndisty);
a2 = FixedMul(mobj2->momx, ndistx) + FixedMul(mobj2->momy, ndisty);
optimizedP = FixedDiv(FixedMul(2*FRACUNIT, a1 - a2), mass1 + mass2);
// calculate new movement of mobj1
mobj1->momx = mobj1->momx - FixedMul(FixedMul(optimizedP, mass2), ndistx);
mobj1->momy = mobj1->momy - FixedMul(FixedMul(optimizedP, mass2), ndisty);
// calculate new movement of mobj2
mobj2->momx = mobj2->momx + FixedMul(FixedMul(optimizedP, mass1), ndistx);
mobj2->momy = mobj2->momy + FixedMul(FixedMul(optimizedP, mass1), ndisty);
// In addition to knocking players based on their momentum into each other
// I will bounce them away from each other based on weight
optimizedP = FixedDiv(cv_collideminimum.value*FRACUNIT, mass1 + mass2); // reuse these variables for helping decide bounce speed
a1 = FixedMul(optimizedP, mass2);
a2 = FixedMul(optimizedP, mass1);
P_Thrust(mobj1, R_PointToAngle2(mobj1->x, mobj1->y, mobj2->x, mobj2->y)+ANGLE_180, a1);
P_Thrust(mobj2, R_PointToAngle2(mobj1->x, mobj1->y, mobj2->x, mobj2->y), a2);
if (bounce == true) // Perform a Goomba Bounce.
mobj1->momz = -mobj1->momz;
else

View File

@ -15,7 +15,7 @@ UINT8 K_GetKartColorByName(const char *name);
void K_RegisterKartStuff(void);
void K_SwapMomentum(mobj_t *mobj1, mobj_t *mobj2, boolean bounce);
void K_KartBilliards(mobj_t *mobj1, mobj_t *mobj2, boolean bounce);
void K_KartPlayerThink(player_t *player, ticcmd_t *cmd);
void K_SpinPlayer(player_t *player, mobj_t *source);
void K_SquishPlayer(player_t *player, mobj_t *source);

View File

@ -1608,11 +1608,11 @@ static boolean PIT_CheckThing(mobj_t *thing)
}
if (P_IsObjectOnGround(thing) && tmthing->momz < 0)
K_SwapMomentum(tmthing, thing, true);
K_KartBilliards(tmthing, thing, true);
else if (P_IsObjectOnGround(tmthing) && thing->momz < 0)
K_SwapMomentum(thing, tmthing, true);
K_KartBilliards(thing, tmthing, true);
else
K_SwapMomentum(tmthing, thing, false);
K_KartBilliards(tmthing, thing, false);
thing->player->kartstuff[k_justbumped] = 6;
tmthing->player->kartstuff[k_justbumped] = 6;