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https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'spike-fixes' into 'master'
Bigger wall spikes hitbox, improved collision; entire spike hitbox hurts player, tumbles airborne; renderhitbox papercollision See merge request KartKrew/Kart!1629
This commit is contained in:
commit
9ed05b5c21
6 changed files with 134 additions and 114 deletions
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@ -9360,7 +9360,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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sfx_mspogo, // deathsound
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2*TICRATE, // speed
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14*FRACUNIT, // radius
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64*FRACUNIT, // height
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90*FRACUNIT, // height
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0, // display offset
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4, // mass
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0, // damage
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@ -9386,7 +9386,7 @@ mobjinfo_t mobjinfo[NUMMOBJTYPES] =
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S_WALLSPIKED2, // xdeathstate
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sfx_mspogo, // deathsound
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2*TICRATE, // speed
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16*FRACUNIT, // radius
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48*FRACUNIT, // radius
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14*FRACUNIT, // height
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0, // display offset
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4, // mass
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25
src/k_kart.c
25
src/k_kart.c
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@ -998,7 +998,7 @@ boolean K_KartBouncing(mobj_t *mobj1, mobj_t *mobj2)
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boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj)
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{
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const fixed_t minBump = 25*mapobjectscale;
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fixed_t distx, disty, dist;
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fixed_t distx, disty;
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fixed_t force;
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if ((!bounceMobj || P_MobjWasRemoved(bounceMobj))
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@ -1034,16 +1034,29 @@ boolean K_KartSolidBounce(mobj_t *bounceMobj, mobj_t *solidMobj)
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return false;
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}
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{
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// Normalize to the desired push value.
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fixed_t normalisedx;
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fixed_t normalisedy;
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fixed_t bounceSpeed;
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// Multiply by force
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distx = FixedMul(force, distx);
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disty = FixedMul(force, disty);
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dist = FixedHypot(distx, disty);
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fixed_t dist = FixedHypot(distx, disty);
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normalisedx = FixedDiv(distx, dist);
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normalisedy = FixedDiv(disty, dist);
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if (solidMobj->type == MT_WALLSPIKE)
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{
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// Normalize to the desired push value.
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fixed_t normalisedx = FixedDiv(distx, dist);
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fixed_t normalisedy = FixedDiv(disty, dist);
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fixed_t bounceSpeed;
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fixed_t co = FCOS(solidMobj->angle);
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fixed_t si = FSIN(solidMobj->angle);
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// Always thrust out toward the tip
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normalisedx = FixedMul(normalisedx, abs(si)) - co;
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normalisedy = FixedMul(normalisedy, abs(co)) - si;
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}
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bounceSpeed = FixedHypot(bounceMobj->momx, bounceMobj->momy);
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bounceSpeed = FixedMul(bounceSpeed, (FRACUNIT - (FRACUNIT>>2) - (FRACUNIT>>3)));
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122
src/p_map.c
122
src/p_map.c
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@ -659,23 +659,6 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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&& (tm.thing->type == MT_BLENDEYE_MAIN || tm.thing->type == MT_BLENDEYE_EYE || tm.thing->type == MT_BLENDEYE_PUYO))
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return BMIT_CONTINUE;
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// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
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if (tm.thing->type == MT_SPIKE && tm.thing->flags & MF_SOLID)
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{
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if (thing->z > tm.thing->z + tm.thing->height)
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return BMIT_CONTINUE; // overhead
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if (thing->z + thing->height < tm.thing->z)
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return BMIT_CONTINUE; // underneath
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if (tm.thing->eflags & MFE_VERTICALFLIP)
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P_SetOrigin(thing, thing->x, thing->y, tm.thing->z - thing->height - FixedMul(FRACUNIT, tm.thing->scale));
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else
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P_SetOrigin(thing, thing->x, thing->y, tm.thing->z + tm.thing->height + FixedMul(FRACUNIT, tm.thing->scale));
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if (thing->flags & MF_SHOOTABLE)
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P_DamageMobj(thing, tm.thing, tm.thing, 1, 0);
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return BMIT_CONTINUE;
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}
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if (thing->flags & MF_PAIN)
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{ // Player touches painful thing sitting on the floor
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// see if it went over / under
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@ -1326,77 +1309,64 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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}
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// Sprite Spikes!
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// Do not return because solidity code comes below.
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if (tm.thing->type == MT_SPIKE && tm.thing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
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if ((tm.thing->type == MT_SPIKE || tm.thing->type == MT_WALLSPIKE) && (tm.thing->flags & MF_SOLID)) // spike pops up
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{
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if (tm.thing->eflags & MFE_VERTICALFLIP)
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{
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if (thing->z + thing->height <= tm.thing->z + FixedMul(FRACUNIT, tm.thing->scale)
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&& thing->z + thing->height + thing->momz >= tm.thing->z + FixedMul(FRACUNIT, tm.thing->scale) + tm.thing->momz)
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P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE);
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}
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else if (thing->z >= tm.thing->z + tm.thing->height - FixedMul(FRACUNIT, tm.thing->scale)
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&& thing->z + thing->momz <= tm.thing->z + tm.thing->height - FixedMul(FRACUNIT, tm.thing->scale) + tm.thing->momz)
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P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE);
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}
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else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tm.thing->player) // unfortunate player falls into spike?!
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{
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if (thing->eflags & MFE_VERTICALFLIP)
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{
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if (tm.thing->z + tm.thing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
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&& tm.thing->z + tm.thing->height + tm.thing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale))
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P_DamageMobj(tm.thing, thing, thing, 1, DMG_TUMBLE);
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}
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else if (tm.thing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
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&& tm.thing->z + tm.thing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale))
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P_DamageMobj(tm.thing, thing, thing, 1, DMG_TUMBLE);
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}
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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return BMIT_CONTINUE; // overhead
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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if (tm.thing->type == MT_WALLSPIKE && tm.thing->flags & MF_SOLID && thing->player) // wall spike impales player
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if (thing->flags & MF_SHOOTABLE)
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{
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fixed_t bottomz, topz;
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bottomz = tm.thing->z;
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topz = tm.thing->z + tm.thing->height;
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if (tm.thing->eflags & MFE_VERTICALFLIP)
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bottomz -= FixedMul(FRACUNIT, tm.thing->scale);
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if (P_MobjFlip(thing) == P_MobjFlip(tm.thing))
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{
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if (P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE))
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{
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// FIXME: None of this is correct for wall spikes,
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// but I don't feel like testing that right now.
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// Increase vertical momentum for a strong effect
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thing->momz += (tm.thing->height / 2) * P_MobjFlip(tm.thing);
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// Teleport on top of the spikes
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P_MoveOrigin(
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thing,
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thing->x,
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thing->y,
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tm.thing->z + (P_MobjFlip(thing) > 0 ? tm.thing->height : -thing->height)
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);
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}
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}
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else
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topz += FixedMul(FRACUNIT, tm.thing->scale);
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if (thing->z + thing->height > bottomz // above bottom
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&& thing->z < topz) // below top
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// don't check angle, the player was clearly in the way in this case
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{
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P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_NORMAL);
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}
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else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tm.thing->player)
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}
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return BMIT_CONTINUE;
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}
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else if ((thing->type == MT_SPIKE || thing->type == MT_WALLSPIKE) &&
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(thing->flags & MF_SOLID) && (tm.thing->flags & MF_SHOOTABLE)) // stationary spike
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{
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fixed_t bottomz, topz;
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angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tm.thing->x, tm.thing->y);
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// see if it went over / under
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if (tm.thing->z > thing->z + thing->height)
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return BMIT_CONTINUE; // overhead
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if (tm.thing->z + tm.thing->height < thing->z)
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return BMIT_CONTINUE; // underneath
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if (P_PlayerInPain(tm.thing->player) && (tm.thing->momx || tm.thing->momy))
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if (tm.thing->player && tm.thing->player && tm.thing->player->tumbleBounces > 0)
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{
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angle_t playerangle = R_PointToAngle2(0, 0, tm.thing->momx, tm.thing->momy) - touchangle;
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if (playerangle > ANGLE_180)
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playerangle = InvAngle(playerangle);
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if (playerangle < ANGLE_90)
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return BMIT_CONTINUE; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
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return BMIT_CONTINUE;
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}
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bottomz = thing->z;
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topz = thing->z + thing->height;
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if (thing->eflags & MFE_VERTICALFLIP)
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bottomz -= FixedMul(FRACUNIT, thing->scale);
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if (!P_IsObjectOnGround(tm.thing) && tm.thing->momz * P_MobjFlip(tm.thing) < 0) // fell into it
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{
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P_DamageMobj(tm.thing, thing, thing, 1, DMG_TUMBLE);
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return BMIT_CONTINUE;
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}
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else
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topz += FixedMul(FRACUNIT, thing->scale);
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if (tm.thing->z + tm.thing->height > bottomz // above bottom
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&& tm.thing->z < topz // below top
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&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
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{ // use base as a reference point to determine what angle you touched the spike at
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touchangle = thing->angle - touchangle;
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if (touchangle > ANGLE_180)
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touchangle = InvAngle(touchangle);
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if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
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{
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// Do not return because solidity code comes below.
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P_DamageMobj(tm.thing, thing, thing, 1, DMG_NORMAL);
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}
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}
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@ -13867,7 +13867,16 @@ static boolean P_SetupSpawnedMapThing(mapthing_t *mthing, mobj_t *mobj)
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// Use per-thing collision for spikes unless the intangible flag is checked.
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if (!(mthing->thing_args[2] & TMSF_INTANGIBLE) && !metalrecording)
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{
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const fixed_t kSpriteRadius = 16 * mobj->scale;
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fixed_t x = FixedMul(mobj->radius - kSpriteRadius, FCOS(mobj->angle));
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fixed_t y = FixedMul(mobj->radius - kSpriteRadius, FSIN(mobj->angle));
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mobj->sprxoff -= x;
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mobj->spryoff -= y;
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P_UnsetThingPosition(mobj);
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mobj->x += x;
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mobj->y += y;
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mobj->flags &= ~(MF_NOBLOCKMAP | MF_NOCLIPHEIGHT);
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mobj->flags |= MF_SOLID;
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P_SetThingPosition(mobj);
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11
src/r_bbox.c
11
src/r_bbox.c
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@ -204,6 +204,16 @@ void R_DrawThingBoundingBox(vissprite_t *vis)
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.color = R_GetBoundingBoxColor(vis->mobj),
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};
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if (vis->mobjflags & MF_PAPERCOLLISION)
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{
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// 0--1
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draw_bbox_col(&bb, 0, tx - rc, ty - rs); // left
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draw_bbox_col(&bb, 1, tx + rc, ty + rs); // right
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draw_bbox_row(&bb, 0, 1); // connect both
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}
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else
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{
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// 1--3
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// | |
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// 0--2
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@ -227,6 +237,7 @@ void R_DrawThingBoundingBox(vissprite_t *vis)
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draw_bbox_row(&bb, 1, 3);
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draw_bbox_row(&bb, 3, 2);
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draw_bbox_row(&bb, 2, 0);
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}
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}
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static boolean is_tangible (mobj_t *thing)
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@ -1586,13 +1586,22 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
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R_InterpolateMobjState(thing, FRACUNIT, &interp);
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}
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if (thing->flags & MF_PAPERCOLLISION)
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{
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// 0--1
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// start in the middle
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gx = interp.x - viewx;
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gy = interp.y - viewy;
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}
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else
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{
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// 1--3
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// | |
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// 0--2
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// start in the (0) corner
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gx = interp.x - thing->radius - viewx;
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gy = interp.y - thing->radius - viewy;
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}
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tz = FixedMul(gx, viewcos) + FixedMul(gy, viewsin);
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@ -1620,8 +1629,16 @@ static void R_ProjectBoundingBox(mobj_t *thing, vissprite_t *vis)
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box->gx = tx;
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box->gy = tz;
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if (thing->flags & MF_PAPERCOLLISION)
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{
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box->scale = FixedMul(thing->radius, FCOS(viewangle - interp.angle));
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box->xscale = FixedMul(thing->radius, FSIN(viewangle - interp.angle));
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}
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else
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{
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box->scale = 2 * FixedMul(thing->radius, viewsin);
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box->xscale = 2 * FixedMul(thing->radius, viewcos);
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}
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box->pz = interp.z;
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box->pzt = box->pz + box->thingheight;
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