Hopefully better Jawz behaviour

Moved the movement code for it out of the thinker and into A_JawzChase to have it all in a consistent place.
This commit is contained in:
Sryder 2019-07-07 21:56:23 +01:00
parent fbc5b9f880
commit d6382107d3
2 changed files with 90 additions and 50 deletions

View file

@ -8309,7 +8309,11 @@ void A_ItemPop(mobj_t *actor)
void A_JawzChase(mobj_t *actor)
{
const fixed_t currentspeed = R_PointToDist2(0, 0, actor->momx, actor->momy);
player_t *player;
fixed_t thrustamount = 0;
fixed_t frictionsafety = (actor->friction == 0) ? 1 : actor->friction;
fixed_t topspeed = actor->movefactor;
#ifdef HAVE_BLUA
if (LUA_CallAction("A_JawzChase", actor))
return;
@ -8322,20 +8326,102 @@ void A_JawzChase(mobj_t *actor)
if (actor->tracer->health)
{
const angle_t targetangle = R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y);
mobj_t *ret;
angle_t angledelta = actor->angle - targetangle;
boolean turnclockwise = true;
if (G_RaceGametype())
{
const fixed_t distbarrier = FixedMul(512*mapobjectscale, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
const fixed_t distaway = P_AproxDistance(actor->tracer->x - actor->x, actor->tracer->y - actor->y);
if (distaway < distbarrier)
{
if (actor->tracer->player)
{
fixed_t speeddifference = abs(topspeed - min(actor->tracer->player->speed, K_GetKartSpeed(actor->tracer->player, false)));
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
}
}
}
if (angledelta != 0)
{
angle_t MAX_JAWZ_TURN = ANGLE_90/15; // We can turn a maximum of 6 degrees per frame at regular max speed
// MAX_JAWZ_TURN gets stronger the slower the top speed of jawz
if (topspeed < actor->movefactor)
{
if (topspeed == 0)
{
MAX_JAWZ_TURN = ANGLE_180;
}
else
{
fixed_t anglemultiplier = FixedDiv(actor->movefactor, topspeed);
MAX_JAWZ_TURN += FixedAngle(FixedMul(AngleFixed(MAX_JAWZ_TURN), anglemultiplier));
}
}
if (angledelta > ANGLE_180)
{
angledelta = InvAngle(angledelta);
turnclockwise = false;
}
if (angledelta > MAX_JAWZ_TURN)
{
angledelta = MAX_JAWZ_TURN;
}
if (turnclockwise)
{
actor->angle -= angledelta;
}
else
{
actor->angle += angledelta;
}
}
CONS_Printf("ad: %d\n", angledelta);
ret = P_SpawnMobj(actor->tracer->x, actor->tracer->y, actor->tracer->z, MT_PLAYERRETICULE);
P_SetTarget(&ret->target, actor->tracer);
ret->frame |= ((leveltime % 10) / 2) + 5;
ret->color = actor->cvmem;
P_Thrust(actor, R_PointToAngle2(actor->x, actor->y, actor->tracer->x, actor->tracer->y), (7*actor->movefactor)/64);
return;
}
else
P_SetTarget(&actor->tracer, NULL);
}
if (!P_IsObjectOnGround(actor))
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (currentspeed >= topspeed)
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
}
if (!actor->tracer)
{
actor->angle = R_PointToAngle2(0, 0, actor->momx, actor->momy);
}
P_Thrust(actor, actor->angle, thrustamount);
if ((actor->tracer != NULL) && (actor->tracer->health > 0))
return;
if (actor->extravalue1) // Disable looking by setting this
return;

View file

@ -7989,12 +7989,6 @@ void P_MobjThinker(mobj_t *mobj)
case MT_JAWZ:
{
sector_t *sec2;
fixed_t topspeed = mobj->movefactor;
fixed_t distbarrier = 512*mapobjectscale;
fixed_t distaway;
const fixed_t currentspeed = R_PointToDist2(0, 0, mobj->momx, mobj->momy);
fixed_t thrustamount = 0;
fixed_t frictionsafety = (mobj->friction == 0) ? 1 : mobj->friction;
mobj_t *ghost = P_SpawnGhostMobj(mobj);
if (mobj->target && !P_MobjWasRemoved(mobj->target) && mobj->target->player)
@ -8008,47 +8002,7 @@ void P_MobjThinker(mobj_t *mobj)
if (leveltime % TICRATE == 0)
S_StartSound(mobj, mobj->info->activesound);
distbarrier = FixedMul(distbarrier, FRACUNIT + ((gamespeed-1) * (FRACUNIT/4)));
if (!P_IsObjectOnGround(mobj))
{
// No friction in the air
frictionsafety = FRACUNIT;
}
if (G_RaceGametype() && mobj->tracer)
{
distaway = P_AproxDistance(mobj->tracer->x - mobj->x, mobj->tracer->y - mobj->y);
if (distaway < distbarrier)
{
if (mobj->tracer->player)
{
fixed_t speeddifference = abs(topspeed - min(mobj->tracer->player->speed, K_GetKartSpeed(mobj->tracer->player, false)));
topspeed = topspeed - FixedMul(speeddifference, FRACUNIT-FixedDiv(distaway, distbarrier));
}
}
}
// Don't thrust at ALL if we're in the barrier range and above top speed, harsher slowdown
if ((currentspeed >= topspeed) && (topspeed == mobj->movefactor))
{
// Thrust as if you were at top speed, slow down naturally
thrustamount = FixedDiv(topspeed, frictionsafety) - topspeed;
}
else
{
const fixed_t beatfriction = FixedDiv(currentspeed, frictionsafety) - currentspeed;
// Thrust to immediately get to top speed
thrustamount = beatfriction + FixedDiv(topspeed - currentspeed, frictionsafety);
}
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_Thrust(mobj, mobj->angle, thrustamount);
if (mobj->tracer)
mobj->angle = R_PointToAngle2(mobj->x, mobj->y, mobj->tracer->x, mobj->tracer->y);
else
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
// Movement handling has ALL been moved to A_JawzChase
K_DriftDustHandling(mobj);