MT_SPIKE, MT_WALLSPIKE: entire hitbox hurts, hurt all objects, tumbles objects that fall onto spikes

This commit is contained in:
James R 2023-11-15 15:41:52 -08:00
parent 4065f56b98
commit c4e4c9e9b0

View file

@ -659,23 +659,6 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
&& (tm.thing->type == MT_BLENDEYE_MAIN || tm.thing->type == MT_BLENDEYE_EYE || tm.thing->type == MT_BLENDEYE_PUYO))
return BMIT_CONTINUE;
// When solid spikes move, assume they just popped up and teleport things on top of them to hurt.
if (tm.thing->type == MT_SPIKE && tm.thing->flags & MF_SOLID)
{
if (thing->z > tm.thing->z + tm.thing->height)
return BMIT_CONTINUE; // overhead
if (thing->z + thing->height < tm.thing->z)
return BMIT_CONTINUE; // underneath
if (tm.thing->eflags & MFE_VERTICALFLIP)
P_SetOrigin(thing, thing->x, thing->y, tm.thing->z - thing->height - FixedMul(FRACUNIT, tm.thing->scale));
else
P_SetOrigin(thing, thing->x, thing->y, tm.thing->z + tm.thing->height + FixedMul(FRACUNIT, tm.thing->scale));
if (thing->flags & MF_SHOOTABLE)
P_DamageMobj(thing, tm.thing, tm.thing, 1, 0);
return BMIT_CONTINUE;
}
if (thing->flags & MF_PAIN)
{ // Player touches painful thing sitting on the floor
// see if it went over / under
@ -1326,78 +1309,65 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
}
// Sprite Spikes!
// Do not return because solidity code comes below.
if (tm.thing->type == MT_SPIKE && tm.thing->flags & MF_SOLID && thing->player) // moving spike rams into player?!
if ((tm.thing->type == MT_SPIKE || tm.thing->type == MT_WALLSPIKE) && (tm.thing->flags & MF_SOLID)) // spike pops up
{
if (tm.thing->eflags & MFE_VERTICALFLIP)
// see if it went over / under
if (tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (tm.thing->z + tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (thing->flags & MF_SHOOTABLE)
{
if (thing->z + thing->height <= tm.thing->z + FixedMul(FRACUNIT, tm.thing->scale)
&& thing->z + thing->height + thing->momz >= tm.thing->z + FixedMul(FRACUNIT, tm.thing->scale) + tm.thing->momz)
P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE);
if (P_MobjFlip(thing) == P_MobjFlip(tm.thing))
{
if (P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE))
{
// FIXME: None of this is correct for wall spikes,
// but I don't feel like testing that right now.
// Increase vertical momentum for a strong effect
thing->momz += (tm.thing->height / 2) * P_MobjFlip(tm.thing);
// Teleport on top of the spikes
P_MoveOrigin(
thing,
thing->x,
thing->y,
tm.thing->z + (P_MobjFlip(thing) > 0 ? tm.thing->height : -thing->height)
);
}
}
else
{
P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_NORMAL);
}
}
else if (thing->z >= tm.thing->z + tm.thing->height - FixedMul(FRACUNIT, tm.thing->scale)
&& thing->z + thing->momz <= tm.thing->z + tm.thing->height - FixedMul(FRACUNIT, tm.thing->scale) + tm.thing->momz)
P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_TUMBLE);
return BMIT_CONTINUE;
}
else if (thing->type == MT_SPIKE && thing->flags & MF_SOLID && tm.thing->player) // unfortunate player falls into spike?!
else if ((thing->type == MT_SPIKE || thing->type == MT_WALLSPIKE) &&
(thing->flags & MF_SOLID) && (tm.thing->flags & MF_SHOOTABLE)) // stationary spike
{
if (thing->eflags & MFE_VERTICALFLIP)
// see if it went over / under
if (tm.thing->z > thing->z + thing->height)
return BMIT_CONTINUE; // overhead
if (tm.thing->z + tm.thing->height < thing->z)
return BMIT_CONTINUE; // underneath
if (tm.thing->player && tm.thing->player && tm.thing->player->tumbleBounces > 0)
{
if (tm.thing->z + tm.thing->height <= thing->z - FixedMul(FRACUNIT, thing->scale)
&& tm.thing->z + tm.thing->height + tm.thing->momz >= thing->z - FixedMul(FRACUNIT, thing->scale))
P_DamageMobj(tm.thing, thing, thing, 1, DMG_TUMBLE);
return BMIT_CONTINUE;
}
else if (tm.thing->z >= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale)
&& tm.thing->z + tm.thing->momz <= thing->z + thing->height + FixedMul(FRACUNIT, thing->scale))
if (!P_IsObjectOnGround(tm.thing) && tm.thing->momz * P_MobjFlip(tm.thing) < 0) // fell into it
{
P_DamageMobj(tm.thing, thing, thing, 1, DMG_TUMBLE);
}
if (tm.thing->type == MT_WALLSPIKE && tm.thing->flags & MF_SOLID && thing->player) // wall spike impales player
{
fixed_t bottomz, topz;
bottomz = tm.thing->z;
topz = tm.thing->z + tm.thing->height;
if (tm.thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, tm.thing->scale);
else
topz += FixedMul(FRACUNIT, tm.thing->scale);
if (thing->z + thing->height > bottomz // above bottom
&& thing->z < topz) // below top
// don't check angle, the player was clearly in the way in this case
P_DamageMobj(thing, tm.thing, tm.thing, 1, DMG_NORMAL);
}
else if (thing->type == MT_WALLSPIKE && thing->flags & MF_SOLID && tm.thing->player)
{
fixed_t bottomz, topz;
angle_t touchangle = R_PointToAngle2(thing->tracer->x, thing->tracer->y, tm.thing->x, tm.thing->y);
if (P_PlayerInPain(tm.thing->player) && (tm.thing->momx || tm.thing->momy))
{
angle_t playerangle = R_PointToAngle2(0, 0, tm.thing->momx, tm.thing->momy) - touchangle;
if (playerangle > ANGLE_180)
playerangle = InvAngle(playerangle);
if (playerangle < ANGLE_90)
return BMIT_CONTINUE; // Yes, this is intentionally outside the z-height check. No standing on spikes whilst moving away from them.
return BMIT_CONTINUE;
}
bottomz = thing->z;
topz = thing->z + thing->height;
if (thing->eflags & MFE_VERTICALFLIP)
bottomz -= FixedMul(FRACUNIT, thing->scale);
else
topz += FixedMul(FRACUNIT, thing->scale);
if (tm.thing->z + tm.thing->height > bottomz // above bottom
&& tm.thing->z < topz // below top
&& !P_MobjWasRemoved(thing->tracer)) // this probably wouldn't work if we didn't have a tracer
{ // use base as a reference point to determine what angle you touched the spike at
touchangle = thing->angle - touchangle;
if (touchangle > ANGLE_180)
touchangle = InvAngle(touchangle);
if (touchangle <= ANGLE_22h) // if you touched it at this close an angle, you get poked!
P_DamageMobj(tm.thing, thing, thing, 1, DMG_NORMAL);
{
// Do not return because solidity code comes below.
P_DamageMobj(tm.thing, thing, thing, 1, DMG_NORMAL);
}
}