mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
Merge branch 'rings_slopechange' into 'master'
Slippery Slopes See merge request KartKrew/Kart!161
This commit is contained in:
commit
c7ed907e81
5 changed files with 170 additions and 68 deletions
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@ -1637,7 +1637,7 @@ static void K_DrawDraftCombiring(player_t *player, player_t *victim, fixed_t cur
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curx += stepx;
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cury += stepy;
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curz += stepz;
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offset = abs(offset-1) % 3;
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n--;
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}
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@ -2320,6 +2320,9 @@ fixed_t K_3dKartMovement(player_t *player, boolean onground, fixed_t forwardmove
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// ACCELCODE!!!1!11!
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oldspeed = R_PointToDist2(0, 0, player->rmomx, player->rmomy); // FixedMul(P_AproxDistance(player->rmomx, player->rmomy), player->mo->scale);
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// Don't calculate the acceleration as ever being above top speed
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if (oldspeed > p_speed)
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oldspeed = p_speed;
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newspeed = FixedDiv(FixedDiv(FixedMul(oldspeed, accelmax - p_accel) + FixedMul(p_speed, p_accel), accelmax), ORIG_FRICTION);
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if (player->kartstuff[k_pogospring]) // Pogo Spring minimum/maximum thrust
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@ -3414,7 +3417,7 @@ void K_SpawnDraftDust(mobj_t *mo)
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ang = mo->player->frameangle;
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if (mo->player->kartstuff[k_drift] != 0)
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if (mo->player->kartstuff[k_drift] != 0)
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{
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drifting = true;
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ang += (mo->player->kartstuff[k_drift] * ((ANGLE_270 + ANGLE_22h) / 5)); // -112.5 doesn't work. I fucking HATE SRB2 angles
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@ -8321,7 +8321,11 @@ void A_ItemPop(mobj_t *actor)
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void A_JawzChase(mobj_t *actor)
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{
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const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
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player_t *player;
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
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fixed_t topspeed = actor->movefactor;
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#ifdef HAVE_BLUA
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if (LUA_CallAction("A_JawzChase", actor))
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return;
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@ -8334,20 +8338,100 @@ void A_JawzChase(mobj_t *actor)
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if (actor->tracer->health)
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{
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const angle_t targetangle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
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mobj_t *ret;
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angle_t angledelta = actor->angle - targetangle;
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boolean turnclockwise = true;
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if (G_RaceGametype())
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{
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const fixed_t distbarrier = FixedMul(512*mapobjectscale, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
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const fixed_t distaway = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
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if (distaway < distbarrier)
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{
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if (actor->tracer->player)
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{
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fixed_t speeddifference = abs(topspeed - min(actor->tracer->player->speed, K_GetKartSpeed(actor->tracer->player, false)));
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topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
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}
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}
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}
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if (angledelta != 0)
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{
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angle_t MAX_JAWZ_TURN = ANGLE_90/15; // We can turn a maximum of 6 degrees per frame at regular max speed
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// MAX_JAWZ_TURN gets stronger the slower the top speed of jawz
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if (topspeed < actor->movefactor)
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{
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if (topspeed == 0)
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{
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MAX_JAWZ_TURN = ANGLE_180;
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}
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else
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{
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fixed_t anglemultiplier = FixedDiv(actor->movefactor, topspeed);
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MAX_JAWZ_TURN += FixedAngle(FixedMul(AngleFixed(MAX_JAWZ_TURN), anglemultiplier));
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}
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}
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if (angledelta > ANGLE_180)
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{
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angledelta = InvAngle(angledelta);
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turnclockwise = false;
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}
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if (angledelta > MAX_JAWZ_TURN)
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{
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angledelta = MAX_JAWZ_TURN;
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}
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if (turnclockwise)
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{
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actor->angle -= angledelta;
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}
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else
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{
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actor->angle += angledelta;
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}
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}
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ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
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P_SetTarget(&ret->target, actor->tracer);
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ret->frame |= ((leveltime % 10) / 2) + 5;
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ret->color = actor->cvmem;
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P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), (7*actor->movefactor)/64);
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return;
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}
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else
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P_SetTarget(&actor->tracer, NULL);
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}
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if (!P_IsObjectOnGround(actor))
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= topspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
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}
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if (!actor->tracer)
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{
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actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
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}
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P_Thrust(actor, actor->angle, thrustamount);
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if ((actor->tracer != NULL) && (actor->tracer->health > 0))
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return;
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if (actor->extravalue1) // Disable looking by setting this
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return;
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87
src/p_mobj.c
87
src/p_mobj.c
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@ -1937,7 +1937,7 @@ void P_XYMovement(mobj_t *mo)
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#endif
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//{ SRB2kart stuff
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if (mo->type == MT_ORBINAUT || mo->type == MT_JAWZ_DUD || mo->type == MT_JAWZ || mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
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if (mo->type == MT_BALLHOG || mo->type == MT_FLINGRING) //(mo->type == MT_JAWZ && !mo->tracer))
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return;
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if (mo->player && (mo->player->kartstuff[k_spinouttimer] && !mo->player->kartstuff[k_wipeoutslow]) && mo->player->speed <= K_GetKartSpeed(mo->player, false)/2)
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@ -7935,9 +7935,18 @@ void P_MobjThinker(mobj_t *mobj)
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else
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{
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fixed_t finalspeed = mobj->movefactor;
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t thrustamount = 0;
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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ghost->colorized = true; // already has color!
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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if (mobj->health <= 5)
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{
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@ -7946,7 +7955,19 @@ void P_MobjThinker(mobj_t *mobj)
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finalspeed = FixedMul(finalspeed, FRACUNIT-FRACUNIT/4);
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}
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P_InstaThrust(mobj, mobj->angle, finalspeed);
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if (currentspeed >= finalspeed)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(finalspeed, frictionsafety) - finalspeed;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(finalspeed - currentspeed, frictionsafety);
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}
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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@ -7968,9 +7989,6 @@ void P_MobjThinker(mobj_t *mobj)
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case MT_JAWZ:
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{
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sector_t *sec2;
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fixed_t topspeed = mobj->movefactor;
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fixed_t distbarrier = 512*mapobjectscale;
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fixed_t distaway;
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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@ -7984,37 +8002,7 @@ void P_MobjThinker(mobj_t *mobj)
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if (leveltime % TICRATE == 0)
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S_StartSound(mobj, mobj->info->activesound);
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distbarrier = FixedMul(distbarrier, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
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if (G_RaceGametype() && mobj->tracer)
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{
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distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
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if (distaway < distbarrier)
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{
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if (mobj->tracer->player)
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{
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fixed_t speeddifference = abs(topspeed - min(mobj->tracer->player->speed, K_GetKartSpeed(mobj->tracer->player, false)));
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topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
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}
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}
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}
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if (G_BattleGametype())
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{
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mobj->friction -= 1228;
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if (mobj->friction > FRACUNIT)
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mobj->friction = FRACUNIT;
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if (mobj->friction < 0)
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mobj->friction = 0;
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_InstaThrust(mobj, mobj->angle, topspeed);
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if (mobj->tracer)
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mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
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else
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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// Movement handling has ALL been moved to A_JawzChase
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K_DriftDustHandling(mobj);
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@ -8042,6 +8030,9 @@ void P_MobjThinker(mobj_t *mobj)
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else
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{
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mobj_t *ghost = P_SpawnGhostMobj(mobj);
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const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
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fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
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fixed_t thrustamount = 0;
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if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
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{
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@ -8049,8 +8040,26 @@ void P_MobjThinker(mobj_t *mobj)
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ghost->colorized = true;
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}
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if (!grounded)
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{
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// No friction in the air
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frictionsafety = FRACUNIT;
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}
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if (currentspeed >= mobj->movefactor)
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{
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// Thrust as if you were at top speed, slow down naturally
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thrustamount = FixedDiv(mobj->movefactor, frictionsafety) - mobj->movefactor;
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}
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else
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{
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const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
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// Thrust to immediately get to top speed
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thrustamount = beatfriction + FixedDiv(mobj->movefactor - currentspeed, frictionsafety);
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}
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mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
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P_InstaThrust(mobj, mobj->angle, mobj->movefactor);
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P_Thrust(mobj, mobj->angle, thrustamount);
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if (grounded)
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{
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@ -9447,7 +9456,9 @@ for (i = ((mobj->flags2 & MF2_STRONGBOX) ? strongboxamt : weakboxamt); i; --i) s
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|| mobj->type == MT_BIGTUMBLEWEED
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|| mobj->type == MT_LITTLETUMBLEWEED
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|| mobj->type == MT_CANNONBALLDECOR
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|| mobj->type == MT_FALLINGROCK) {
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|| mobj->type == MT_FALLINGROCK
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|| mobj->type == MT_ORBINAUT
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|| mobj->type == MT_JAWZ || mobj->type == MT_JAWZ_DUD) {
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P_TryMove(mobj, mobj->x, mobj->y, true); // Sets mo->standingslope correctly
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//if (mobj->standingslope) CONS_Printf("slope physics on mobj\n");
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P_ButteredSlope(mobj);
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|
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@ -871,33 +871,31 @@ void P_ButteredSlope(mobj_t *mo)
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return; // don't slide down slopes if you can't touch them or you're not affected by gravity
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if (mo->player) {
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if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
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// Changed in kart to only not apply physics on very slight slopes (I think about 4 degree angles)
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if (abs(mo->standingslope->zdelta) < FRACUNIT/21 && !(mo->player->pflags & PF_SPINNING))
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return; // Don't slide on non-steep slopes unless spinning
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// This only means you can be stopped on slopes that aren't steeper than 45 degrees
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if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
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return; // Allow the player to stand still on slopes below a certain steepness
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}
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thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 15 / 16 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
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thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 4 / 5 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
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if (mo->player && (mo->player->pflags & PF_SPINNING)) {
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fixed_t mult = 0;
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if (mo->player) {
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fixed_t mult = FRACUNIT;
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if (mo->momx || mo->momy) {
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angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
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if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
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angle ^= ANGLE_180;
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mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
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mult = FRACUNIT + (FRACUNIT + FINECOSINE(angle>>ANGLETOFINESHIFT))*3/2;
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}
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thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
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thrust = FixedMul(thrust, mult);
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}
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if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
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thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
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// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
|
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// Let's get the gravity strength for the object...
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thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
|
||||
|
||||
|
|
|
|||
36
src/p_user.c
36
src/p_user.c
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@ -4186,27 +4186,33 @@ static void P_3dMovement(player_t *player)
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// If "no" to 2, normalize to topspeed, so we can't suddenly run faster than it of our own accord.
|
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// If "no" to 1, we're not reaching any limits yet, so ignore this entirely!
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// -Shadow Hog
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newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
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if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
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// Only do this forced cap of speed when in midair, the kart acceleration code takes into account friction, and
|
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// doesn't let you accelerate past top speed, so this is unnecessary on the ground, but in the air is needed to
|
||||
// allow for being able to change direction on spring jumps without being accelerated into the void - Sryder
|
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if (!P_IsObjectOnGround(player->mo))
|
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{
|
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fixed_t tempmomx, tempmomy;
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if (oldMagnitude > K_GetKartSpeed(player, true))
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newMagnitude = R_PointToDist2(player->mo->momx - player->cmomx, player->mo->momy - player->cmomy, 0, 0);
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if (newMagnitude > K_GetKartSpeed(player, true)) //topspeed)
|
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{
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||||
if (newMagnitude > oldMagnitude)
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fixed_t tempmomx, tempmomy;
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if (oldMagnitude > K_GetKartSpeed(player, true))
|
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{
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tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
|
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tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
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if (newMagnitude > oldMagnitude)
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{
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tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), oldMagnitude);
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tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), oldMagnitude);
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player->mo->momx = tempmomx + player->cmomx;
|
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player->mo->momy = tempmomy + player->cmomy;
|
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}
|
||||
// else do nothing
|
||||
}
|
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else
|
||||
{
|
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tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
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tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
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player->mo->momx = tempmomx + player->cmomx;
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player->mo->momy = tempmomy + player->cmomy;
|
||||
}
|
||||
// else do nothing
|
||||
}
|
||||
else
|
||||
{
|
||||
tempmomx = FixedMul(FixedDiv(player->mo->momx - player->cmomx, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
tempmomy = FixedMul(FixedDiv(player->mo->momy - player->cmomy, newMagnitude), K_GetKartSpeed(player, true)); //topspeed)
|
||||
player->mo->momx = tempmomx + player->cmomx;
|
||||
player->mo->momy = tempmomy + player->cmomy;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue