Polish ring spill

More circular by using pitch, takes gravity into account, actually has a code path for ring loss that's more than 5 rings
This commit is contained in:
Sally Coolatta 2023-09-23 14:49:28 -04:00
parent c6897688d0
commit 6c9a253ebf

View file

@ -2828,6 +2828,9 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
return true;
}
#define RING_LAYER_SIDE_SIZE (3)
#define RING_LAYER_SIZE (RING_LAYER_SIDE_SIZE * 2)
static void P_FlingBurst
( player_t *player,
angle_t fa,
@ -2836,16 +2839,11 @@ static void P_FlingBurst
fixed_t objScale,
INT32 i)
{
mobj_t *mo;
fixed_t ns;
fixed_t momxy = 5<<FRACBITS, momz = 12<<FRACBITS; // base horizonal/vertical thrusts
INT32 mx = (i + 1) >> 1;
mo = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, objType);
mobj_t *mo = P_SpawnMobjFromMobj(player->mo, 0, 0, 0, objType);
P_SetTarget(&mo->target, player->mo);
mo->threshold = 10; // not useful for spikes
mo->fuse = objFuse;
P_SetTarget(&mo->target, player->mo);
// We want everything from P_SpawnMobjFromMobj except scale.
objScale = FixedMul(objScale, FixedDiv(mapobjectscale, player->mo->scale));
@ -2856,27 +2854,20 @@ static void P_FlingBurst
mo->destscale = mo->scale;
}
/*
0: 0
1: 1 = (1+1)/2 = 1
2: 1 = (2+1)/2 = 1
3: 2 = (3+1)/2 = 2
4: 2 = (4+1)/2 = 2
5: 3 = (4+1)/2 = 2
*/
// Angle / height offset changes every other ring
momxy -= mx * FRACUNIT;
momz += mx * (2<<FRACBITS);
if (i & 1)
{
fa += ANGLE_180;
}
ns = FixedMul(momxy, player->mo->scale);
mo->momx = (mo->target->momx/2) + FixedMul(FINECOSINE(fa>>ANGLETOFINESHIFT), ns);
mo->momy = (mo->target->momy/2) + FixedMul(FINESINE(fa>>ANGLETOFINESHIFT), ns);
// Pitch offset changes every other ring
angle_t offset = ANGLE_90 / (RING_LAYER_SIDE_SIZE + 2);
angle_t fp = offset + (((i / 2) % RING_LAYER_SIDE_SIZE) * (offset * 3 >> 1));
ns = FixedMul(momz, player->mo->scale);
mo->momz = (mo->target->momz/2) + ((ns) * P_MobjFlip(mo));
const UINT8 layer = i / RING_LAYER_SIZE;
const fixed_t thrust = (13 * mo->scale) + (7 * mo->scale * layer);
mo->momx = (player->mo->momx / 2) + FixedMul(FixedMul(thrust, FINECOSINE(fp >> ANGLETOFINESHIFT)), FINECOSINE(fa >> ANGLETOFINESHIFT));
mo->momy = (player->mo->momy / 2) + FixedMul(FixedMul(thrust, FINECOSINE(fp >> ANGLETOFINESHIFT)), FINESINE(fa >> ANGLETOFINESHIFT));
mo->momz = (player->mo->momz / 2) + (FixedMul(thrust, FINESINE(fp >> ANGLETOFINESHIFT)) * P_MobjFlip(mo));
}
/** Spills an injured player's rings.
@ -2888,7 +2879,7 @@ static void P_FlingBurst
*/
void P_PlayerRingBurst(player_t *player, INT32 num_rings)
{
INT32 num_fling_rings;
INT32 spill_total, num_fling_rings;
INT32 i;
angle_t fa;
@ -2910,8 +2901,8 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
else if (num_rings <= 0)
return;
num_rings = -P_GivePlayerRings(player, -num_rings);
num_fling_rings = num_rings+min(0, player->rings);
spill_total = -P_GivePlayerRings(player, -num_rings);
num_fling_rings = spill_total + min(0, player->rings);
// determine first angle
fa = player->mo->angle + ((P_RandomByte(PR_ITEM_RINGS) & 1) ? -ANGLE_90 : ANGLE_90);
@ -2921,7 +2912,7 @@ void P_PlayerRingBurst(player_t *player, INT32 num_rings)
P_FlingBurst(player, fa, MT_FLINGRING, 60*TICRATE, FRACUNIT, i);
}
while (i < num_rings)
while (i < spill_total)
{
P_FlingBurst(player, fa, MT_DEBTSPIKE, 0, 3 * FRACUNIT / 2, i++);
}