redone gravity in shmup

This commit is contained in:
Zeno Rogue 2019-05-05 17:37:51 +02:00
parent e3023ba1f8
commit 6253c6c3e3
3 changed files with 71 additions and 8 deletions

View File

@ -589,6 +589,7 @@ bool passable(cell *w, cell *from, flagtype flags) {
}
if(from && strictlyAgainstGravity(w, from, vrevdir, flags)
&& !((flags & P_ISPLAYER) && shmup::on)
&& !F(P_GRAVITY | P_BLOW | P_JUMP1 | P_JUMP2 | P_FLYING | P_BULLET | P_AETHER)
) return false;

View File

@ -4119,6 +4119,13 @@ void drawBoat(cell *c, const transmatrix*& Vboat, transmatrix& Vboat0, transmatr
queuepoly(Vboat0, shBoatInner, incol);
}
void shmup_gravity_floor(cell *c) {
if(DIM == 2 && cellEdgeUnstable(c))
set_floor(shMFloor);
else
set_floor(shFullFloor);
}
void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
cells_drawn++;
@ -4671,7 +4678,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
break;
case laMountain:
set_towerfloor(c, euclid ? celldist : c->master->alt ? celldistAltPlus : celldist);
if(shmup::on)
shmup_gravity_floor(c);
else
set_towerfloor(c, euclid ? celldist : c->master->alt ? celldistAltPlus : celldist);
break;
case laEmerald:
@ -4832,7 +4842,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
break;
case laEndorian:
if(c->wall == waTrunk)
if(shmup::on)
shmup_gravity_floor(c);
else if(c->wall == waTrunk)
set_floor(shFloor);
else if(c->wall == waCanopy || c->wall == waSolidBranch || c->wall == waWeakBranch)
@ -4843,7 +4856,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
break;
case laIvoryTower: case laDungeon: case laWestWall:
set_towerfloor(c);
if(shmup::on)
shmup_gravity_floor(c);
else
set_towerfloor(c);
break;
case laBrownian:

View File

@ -1309,7 +1309,7 @@ bool airCurrents(transmatrix& nat, monster *m, int delta) {
bool carried = false;
cell *c = m->base;
#if CAP_COMPLEX2
if(c->land == laWestWall) {
if(false && c->land == laWestWall) {
cell *c2 = ts::left_of(c, westwall::coastvalEdge1);
double spd = SCALE * delta / 900.;
@ -1543,7 +1543,11 @@ static const int reflectflag = P_MIRRORWALL;
void movePlayer(monster *m, int delta) {
bool inertia_based = m->base->land == laAsteroids;
bool falling = isGravityLand(m->base) && cellEdgeUnstable(m->base);
if(m->base->land == laWestWall) falling = true;
if(items[itOrbAether]) falling = false;
bool inertia_based = falling || m->base->land == laAsteroids;
cpid = m->pid;
@ -1754,9 +1758,49 @@ void movePlayer(monster *m, int delta) {
hyperpoint avg_inertia;
if(inertia_based && canmove) {
using namespace hyperpoint_vec;
avg_inertia = m->inertia;
m->inertia[frontdir()] += playergo[cpid] / 1000;
avg_inertia[frontdir()] += playergo[cpid] / 2000;
ld coef = m->base->land == laWestWall ? 0.65 : falling ? 0.15 : 1;
coef /= 1000;
m->inertia[frontdir()] += coef * playergo[cpid];
avg_inertia[frontdir()] += coef * playergo[cpid] / 2;
if(falling) {
vector<cell*> below;
manual_celllister mcl;
mcl.add(m->base);
for(int i=0; i<isize(mcl.lst); i++) {
cell *c = mcl.lst[i];
bool go = false;
if(c->land == laMountain) {
int d = celldistAlt(c);
forCellEx(c2, c) if(celldistAlt(c2) > d && gmatrix.count(c2))
go = true, mcl.add(c2);
}
else {
int d = coastvalEdge(c);
forCellEx(c2, c) if(coastvalEdge(c2) < d && gmatrix.count(c2))
go = true, mcl.add(c2);
}
if(!go) below.push_back(c);
}
ld cinertia = hypot_d(DIM, m->inertia);
hyperpoint drag = m->inertia * cinertia * delta / -1. / SCALE;
m->inertia += drag;
avg_inertia += drag/2;
transmatrix T = inverse(m->pat);
ld xp = SCALE / 60000. / isize(below) * delta / 15;
ld yp = 0;
if(cwt.at->land == laDungeon) xp = -xp;
if(cwt.at->land == laWestWall) yp = xp * 1, xp *= 0.7;
for(cell *c2: below) if(c2 != m->base) {
hyperpoint h = rspintox(T * tC0(gmatrix[c2])) * hpxy(xp, yp);
m->inertia += h;
avg_inertia += h/2;
}
}
// if(inertia_based) m->inertia = spin(-playerturn[cpid]) * m->inertia;
}
for(int igo=0; igo<IGO && !go; igo++) {
@ -1871,9 +1915,11 @@ void movePlayer(monster *m, int delta) {
if(!go || abs(playergo[cpid]) < 1e-3 || abs(playerturn[cpid]) > 1e-3) bulltime[cpid] = curtime;
if(!go) {
using namespace hyperpoint_vec;
playergo[cpid] = playergoturn[cpid] = playerstrafe[cpid] = 0;
if(DIM == 3) playerturn[cpid] = playerturny[cpid] = 0;
m->inertia = Hypc;
if(falling) m->inertia = m->inertia * -1;
else m->inertia = Hypc;
}
if(go) {