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redone gravity in shmup
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e3023ba1f8
commit
6253c6c3e3
1
game.cpp
1
game.cpp
@ -589,6 +589,7 @@ bool passable(cell *w, cell *from, flagtype flags) {
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}
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if(from && strictlyAgainstGravity(w, from, vrevdir, flags)
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&& !((flags & P_ISPLAYER) && shmup::on)
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&& !F(P_GRAVITY | P_BLOW | P_JUMP1 | P_JUMP2 | P_FLYING | P_BULLET | P_AETHER)
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) return false;
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22
graph.cpp
22
graph.cpp
@ -4119,6 +4119,13 @@ void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatr
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queuepoly(Vboat0, shBoatInner, incol);
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}
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void shmup_gravity_floor(cell *c) {
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if(DIM == 2 && cellEdgeUnstable(c))
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set_floor(shMFloor);
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else
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set_floor(shFullFloor);
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}
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void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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cells_drawn++;
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@ -4671,7 +4678,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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break;
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case laMountain:
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set_towerfloor(c, euclid ? celldist : c->master->alt ? celldistAltPlus : celldist);
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if(shmup::on)
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shmup_gravity_floor(c);
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else
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set_towerfloor(c, euclid ? celldist : c->master->alt ? celldistAltPlus : celldist);
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break;
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case laEmerald:
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@ -4832,7 +4842,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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break;
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case laEndorian:
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if(c->wall == waTrunk)
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if(shmup::on)
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shmup_gravity_floor(c);
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else if(c->wall == waTrunk)
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set_floor(shFloor);
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else if(c->wall == waCanopy || c->wall == waSolidBranch || c->wall == waWeakBranch)
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@ -4843,7 +4856,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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break;
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case laIvoryTower: case laDungeon: case laWestWall:
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set_towerfloor(c);
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if(shmup::on)
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shmup_gravity_floor(c);
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else
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set_towerfloor(c);
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break;
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case laBrownian:
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56
shmup.cpp
56
shmup.cpp
@ -1309,7 +1309,7 @@ bool airCurrents(transmatrix& nat, monster *m, int delta) {
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bool carried = false;
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cell *c = m->base;
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#if CAP_COMPLEX2
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if(c->land == laWestWall) {
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if(false && c->land == laWestWall) {
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cell *c2 = ts::left_of(c, westwall::coastvalEdge1);
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double spd = SCALE * delta / 900.;
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@ -1543,7 +1543,11 @@ static const int reflectflag = P_MIRRORWALL;
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void movePlayer(monster *m, int delta) {
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bool inertia_based = m->base->land == laAsteroids;
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bool falling = isGravityLand(m->base) && cellEdgeUnstable(m->base);
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if(m->base->land == laWestWall) falling = true;
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if(items[itOrbAether]) falling = false;
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bool inertia_based = falling || m->base->land == laAsteroids;
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cpid = m->pid;
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@ -1754,9 +1758,49 @@ void movePlayer(monster *m, int delta) {
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hyperpoint avg_inertia;
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if(inertia_based && canmove) {
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using namespace hyperpoint_vec;
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avg_inertia = m->inertia;
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m->inertia[frontdir()] += playergo[cpid] / 1000;
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avg_inertia[frontdir()] += playergo[cpid] / 2000;
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ld coef = m->base->land == laWestWall ? 0.65 : falling ? 0.15 : 1;
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coef /= 1000;
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m->inertia[frontdir()] += coef * playergo[cpid];
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avg_inertia[frontdir()] += coef * playergo[cpid] / 2;
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if(falling) {
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vector<cell*> below;
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manual_celllister mcl;
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mcl.add(m->base);
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for(int i=0; i<isize(mcl.lst); i++) {
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cell *c = mcl.lst[i];
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bool go = false;
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if(c->land == laMountain) {
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int d = celldistAlt(c);
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forCellEx(c2, c) if(celldistAlt(c2) > d && gmatrix.count(c2))
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go = true, mcl.add(c2);
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}
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else {
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int d = coastvalEdge(c);
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forCellEx(c2, c) if(coastvalEdge(c2) < d && gmatrix.count(c2))
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go = true, mcl.add(c2);
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}
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if(!go) below.push_back(c);
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}
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ld cinertia = hypot_d(DIM, m->inertia);
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hyperpoint drag = m->inertia * cinertia * delta / -1. / SCALE;
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m->inertia += drag;
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avg_inertia += drag/2;
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transmatrix T = inverse(m->pat);
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ld xp = SCALE / 60000. / isize(below) * delta / 15;
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ld yp = 0;
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if(cwt.at->land == laDungeon) xp = -xp;
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if(cwt.at->land == laWestWall) yp = xp * 1, xp *= 0.7;
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for(cell *c2: below) if(c2 != m->base) {
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hyperpoint h = rspintox(T * tC0(gmatrix[c2])) * hpxy(xp, yp);
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m->inertia += h;
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avg_inertia += h/2;
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}
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}
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// if(inertia_based) m->inertia = spin(-playerturn[cpid]) * m->inertia;
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}
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for(int igo=0; igo<IGO && !go; igo++) {
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@ -1871,9 +1915,11 @@ void movePlayer(monster *m, int delta) {
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if(!go || abs(playergo[cpid]) < 1e-3 || abs(playerturn[cpid]) > 1e-3) bulltime[cpid] = curtime;
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if(!go) {
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using namespace hyperpoint_vec;
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playergo[cpid] = playergoturn[cpid] = playerstrafe[cpid] = 0;
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if(DIM == 3) playerturn[cpid] = playerturny[cpid] = 0;
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m->inertia = Hypc;
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if(falling) m->inertia = m->inertia * -1;
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else m->inertia = Hypc;
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}
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if(go) {
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