Add movement inertia mod

This commit is contained in:
Miloslav Ciz 2022-01-31 20:59:51 +01:00
parent 2e0359129d
commit d935208f83
1 changed files with 65 additions and 0 deletions

View File

@ -0,0 +1,65 @@
This is a mod for game Anarch that adds simple movement inertia, made by
drummyfish, released under CC0 1.0, diff made against version 1.02d.
diff --git a/constants.h b/constants.h
index 956baa0..00737f1 100644
--- a/constants.h
+++ b/constants.h
@@ -141,6 +141,17 @@
*/
#define SFG_DAMAGE_RANDOMNESS 64
+/**
+ Specifies the amount of movement inertia, every frame 1 /
+ SFG_MOVEMENT_INERTIA_AMOUNT th of the desired move direction will contribute
+ to the current movement state.
+*/
+#if SFG_FPS >= 45
+ #define SFG_MOVEMENT_INERTIA_AMOUNT 16
+#else
+ #define SFG_MOVEMENT_INERTIA_AMOUNT 8
+#endif
+
/**
Height of monster collision BBox in RCL_Units.
*/
diff --git a/game.h b/game.h
index 24285cb..65c9ebf 100755
--- a/game.h
+++ b/game.h
@@ -421,6 +421,7 @@ struct
int8_t squarePosition[2];
RCL_Vector2D direction;
RCL_Unit verticalSpeed;
+ RCL_Vector2D movementForce; ///< for movement inertia
RCL_Unit previousVerticalSpeed; /**< Vertical speed in previous frame, needed
for determining whether player is in the
air. */
@@ -1391,6 +1392,9 @@ void SFG_initPlayer()
SFG_player.camera.direction = SFG_currentLevel.levelPointer->playerStart[2] *
(RCL_UNITS_PER_SQUARE / 256);
+ SFG_player.movementForce.x = 0;
+ SFG_player.movementForce.y = 0;
+
SFG_recomputePLayerDirection();
SFG_player.previousVerticalSpeed = 0;
@@ -3549,7 +3553,16 @@ void SFG_gameStepPlaying()
SFG_player.camera.height +=
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
#else
- RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
+
+ SFG_player.movementForce.x =
+ (SFG_player.movementForce.x * (SFG_MOVEMENT_INERTIA_AMOUNT - 1) +
+ moveOffset.x) / SFG_MOVEMENT_INERTIA_AMOUNT;
+
+ SFG_player.movementForce.y =
+ (SFG_player.movementForce.y * (SFG_MOVEMENT_INERTIA_AMOUNT - 1) +
+ moveOffset.y) / SFG_MOVEMENT_INERTIA_AMOUNT;
+
+ RCL_moveCameraWithCollision(&(SFG_player.camera),SFG_player.movementForce,
verticalOffset,SFG_floorCollisionHeightAt,SFG_ceilingHeightAt,1,1);
SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;