Merge branch 'ring-burst-reverse-gravity' into 'master'

Fix caltrop dropping in reverse gravity as well as not disappearing under some slope conditions

See merge request KartKrew/Kart!388
This commit is contained in:
Sal 2021-02-18 18:07:47 -05:00
commit 3ea8e23337
3 changed files with 57 additions and 27 deletions

View file

@ -2138,7 +2138,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
static void P_FlingBurst
( player_t *player,
angle_t fa,
fixed_t z,
mobjtype_t objType,
tic_t objFuse,
fixed_t objScale,
@ -2149,18 +2148,17 @@ static void P_FlingBurst
fixed_t momxy = 5<<FRACBITS, momz = 12<<FRACBITS; // base horizonal/vertical thrusts
INT32 mx = (i + 1) >> 1;
z = player->mo->z;
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - mobjinfo[objType].height;
mo = P_SpawnMobj(player->mo->x, player->mo->y, z, objType);
mo = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, objType);
mo->threshold = 10; // not useful for spikes
mo->fuse = objFuse;
P_SetTarget(&mo->target, player->mo);
mo->destscale = objScale;
P_SetScale(mo, objScale);
if (objScale != FRACUNIT)
{
P_SetScale(mo, FixedMul(objScale, mo->scale));
mo->destscale = mo->scale;
}
/*
0: 0
@ -2197,7 +2195,6 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
INT32 num_fling_rings;
INT32 i;
angle_t fa;
fixed_t z;
// Rings shouldn't be in Battle!
if (gametyperules & GTR_SPHERES)
@ -2223,19 +2220,13 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
// determine first angle
fa = player->mo->angle + ((P_RandomByte() & 1) ? -ANGLE_90 : ANGLE_90);
z = player->mo->z;
if (player->mo->eflags & MFE_VERTICALFLIP)
z += player->mo->height - mobjinfo[MT_RING].height;
for (i = 0; i < num_fling_rings; i++)
{
P_FlingBurst(player, fa, z,
MT_FLINGRING, 60*TICRATE, player->mo->scale, i);
P_FlingBurst(player, fa, MT_FLINGRING, 60*TICRATE, FRACUNIT, i);
}
while (i < num_rings)
{
P_FlingBurst(player, fa, z,
MT_DEBTSPIKE, 0, 3 * player->mo->scale / 2, i++);
P_FlingBurst(player, fa, MT_DEBTSPIKE, 0, 3 * FRACUNIT / 2, i++);
}
}

View file

@ -158,6 +158,7 @@ boolean P_IsObjectInGoop(mobj_t *mo);
boolean P_IsObjectOnGround(mobj_t *mo);
boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec);
boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec); // SRB2Kart
#define P_IsObjectFlipped(o) ((o)->eflags & MFE_VERTICALFLIP)
boolean P_InQuicksand(mobj_t *mo);
boolean P_PlayerHitFloor(player_t *player, boolean dorollstuff);
@ -521,5 +522,9 @@ void P_Thrust(mobj_t *mo, angle_t angle, fixed_t move);
void P_ExplodeMissile(mobj_t *mo);
void P_CheckGravity(mobj_t *mo, boolean affect);
void P_SetPitchRollFromSlope(mobj_t *mo, pslope_t *slope);
fixed_t P_ScaleFromMap(fixed_t n, fixed_t scale);
fixed_t P_GetMobjHead(const mobj_t *);
fixed_t P_GetMobjFeet(const mobj_t *);
fixed_t P_GetMobjGround(const mobj_t *);
#endif // __P_LOCAL__

View file

@ -2296,11 +2296,6 @@ boolean P_ZMovement(mobj_t *mo)
{
mom.x = mom.y = 0;
mom.z = -mom.z/2;
if (mo->fuse == 0)
{
mo->fuse = 90;
}
}
else if (mo->flags & MF_MISSILE)
{
@ -6267,6 +6262,12 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
else
A_AttractChase(mobj);
break;
case MT_DEBTSPIKE:
if (mobj->fuse == 0 && P_GetMobjFeet(mobj) == P_GetMobjGround(mobj))
{
mobj->fuse = 90;
}
break;
case MT_EMBLEM:
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
@ -12748,6 +12749,15 @@ void P_FlashPal(player_t *pl, UINT16 type, UINT16 duration)
pl->flashpal = type;
}
//
// P_ScaleFromMap
// Scales a number relative to the mapobjectscale.
//
fixed_t P_ScaleFromMap(fixed_t n, fixed_t scale)
{
return FixedMul(n, FixedDiv(scale, mapobjectscale));
}
//
// P_SpawnMobjFromMobj
// Spawns an object with offsets relative to the position of another object.
@ -12765,16 +12775,40 @@ mobj_t *P_SpawnMobjFromMobj(mobj_t *mobj, fixed_t xofs, fixed_t yofs, fixed_t zo
if (!newmobj)
return NULL;
newmobj->destscale = P_ScaleFromMap(mobj->destscale, newmobj->destscale);
P_SetScale(newmobj, P_ScaleFromMap(mobj->scale, newmobj->scale));
if (mobj->eflags & MFE_VERTICALFLIP)
{
fixed_t elementheight = FixedMul(newmobj->info->height, mobj->scale);
newmobj->eflags |= MFE_VERTICALFLIP;
newmobj->flags2 |= MF2_OBJECTFLIP;
newmobj->z = mobj->z + mobj->height - zofs - elementheight;
newmobj->z = mobj->z + mobj->height - zofs - newmobj->height;
}
newmobj->destscale = mobj->destscale;
P_SetScale(newmobj, mobj->scale);
return newmobj;
}
//
// P_GetMobjHead & P_GetMobjFeet
// Returns the top and bottom of an object, follows appearance, not physics,
// in reverse gravity.
//
fixed_t P_GetMobjHead(const mobj_t *mobj)
{
return P_IsObjectFlipped(mobj) ? mobj->z : mobj->z + mobj->height;
}
fixed_t P_GetMobjFeet(const mobj_t *mobj)
{
return P_IsObjectFlipped(mobj) ? mobj->z + mobj->height : mobj->z;
}
//
// P_GetMobjGround
// Returns the object's floor, or ceiling in reverse gravity.
//
fixed_t P_GetMobjGround(const mobj_t *mobj)
{
return P_IsObjectFlipped(mobj) ? mobj->ceilingz : mobj->floorz;
}