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https://git.do.srb2.org/KartKrew/Kart-Public.git
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Merge branch 'toast_slopes' into 'next'
Some slope improvements/fixes (plus P_GetMobjGravity)
Dear Red, I did some things.
* Made the slope flag SL_NOPHYSICS actually have an effect like we wanted to, but didn't get around to implementing yet - activated by setting the slope's linedef flags to have ML_NOSONIC.
* Made downhill slope thrusts proportional to an object's gravity and friction.
* To make the above happen - seperated out the gravity value finding code in P_CheckGravity into a seperate function, P_GetMobjGravity. (p_mobj.c, p_local.h) I also made this function available to Lua.
* Turned those PANIC n console messages (which would inevitably be followed up with a crash, since we're accessing invalid memory immediately after) into a descriptive I_Error.
* Put the SRB2CB type-shimming behind an ESLOPE_TYPESHIM ifdef.
* Removed SPRINGCLEAN-ifdef'd code.
* Cleaned up some eosteric comments.
* NEW SINCE RED +1'd THIS: The teetering code now takes slopes into account pretty well. There are edge circumstances as outlined in commit 9d221f4f3f
, but this is unilaterally better behaviour in every way and the teetering code was kind of a mess anyways.
* NEW SINCE RED AND ALAM +1'd THIS: P_ReverseQuantiseMomentumToSlope. Simple function that replaces the inverse angle stuff (which also wasn't using InvAngle, just ANGLE_MAX - angle - which is inaccurate!!)
Current testing files available at /toaster/slptst3.wad and /toaster/gravitytest.lua on the ftp.
I want to do more to the branch like implement SL_ANCHORVERTEX in the near future, but this is probably safe to merge in its current state.
See merge request !77
This commit is contained in:
commit
26b3f2e0dc
8 changed files with 171 additions and 376 deletions
|
@ -431,6 +431,12 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// Kalaron/Eternity Engine slope code (SRB2CB ported)
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#define ESLOPE
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#ifdef ESLOPE
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/// Backwards compatibility with SRB2CB's slope linedef types.
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/// \note A simple shim that prints a warning.
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#define ESLOPE_TYPESHIM
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#endif
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/// Delete file while the game is running.
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/// \note EXTREMELY buggy, tends to crash game.
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//#define DELFILE
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@ -986,6 +986,7 @@ static const char *credits[] = {
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"\"chi.miru\"", // Red's secret weapon, the REAL reason slopes exist (also helped port drawing code from ZDoom)
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"Andrew \"orospakr\" Clunis",
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"Gregor \"Oogaland\" Dick",
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"Vivian \"toaster\" Grannell",
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"Julio \"Chaos Zero 64\" Guir",
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"\"Kalaron\"", // Coded some of Sryder13's collection of OpenGL fixes, especially fog
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"Matthew \"Shuffle\" Marsalko",
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@ -437,6 +437,16 @@ static int lib_pMobjFlip(lua_State *L)
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return 1;
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}
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static int lib_pGetMobjGravity(lua_State *L)
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{
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mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
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//HUDSAFE
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if (!mobj)
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return LUA_ErrInvalid(L, "mobj_t");
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lua_pushfixed(L, P_GetMobjGravity(mobj));
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return 1;
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}
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static int lib_pWeaponOrPanel(lua_State *L)
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{
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mobjtype_t type = luaL_checkinteger(L, 1);
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@ -2008,6 +2018,7 @@ static luaL_Reg lib[] = {
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{"P_SPMAngle",lib_pSPMAngle},
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{"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile},
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{"P_MobjFlip",lib_pMobjFlip},
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{"P_GetMobjGravity",lib_pGetMobjGravity},
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{"P_WeaponOrPanel",lib_pWeaponOrPanel},
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{"P_FlashPal",lib_pFlashPal},
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{"P_GetClosestAxis",lib_pGetClosestAxis},
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@ -251,6 +251,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
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#endif
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void P_ColorTeamMissile(mobj_t *missile, player_t *source);
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SINT8 P_MobjFlip(mobj_t *mobj);
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fixed_t P_GetMobjGravity(mobj_t *mo);
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boolean P_WeaponOrPanel(mobjtype_t type);
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boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
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64
src/p_mobj.c
64
src/p_mobj.c
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@ -1252,13 +1252,12 @@ static void P_PlayerFlip(mobj_t *mo)
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}
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//
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// P_CheckGravity
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// P_GetMobjGravity
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//
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// Checks the current gravity state
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// of the object. If affect is true,
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// a gravity force will be applied.
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// Returns the current gravity
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// value of the object.
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//
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void P_CheckGravity(mobj_t *mo, boolean affect)
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fixed_t P_GetMobjGravity(mobj_t *mo)
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{
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fixed_t gravityadd = 0;
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boolean no3dfloorgrav = true; // Custom gravity
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@ -1317,9 +1316,6 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
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if (mo->eflags & MFE_UNDERWATER && !goopgravity)
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gravityadd = gravityadd/3;
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if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
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gravityadd <<= 1;
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if (mo->player)
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{
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if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
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@ -1400,12 +1396,31 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
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if (goopgravity)
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gravityadd = -gravityadd/5;
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if (affect)
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mo->momz += FixedMul(gravityadd, mo->scale);
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if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
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P_PlayerFlip(mo);
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gravityadd = FixedMul(gravityadd, mo->scale);
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return gravityadd;
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}
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//
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// P_CheckGravity
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//
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// Checks the current gravity state
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// of the object. If affect is true,
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// a gravity force will be applied.
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//
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void P_CheckGravity(mobj_t *mo, boolean affect)
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{
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fixed_t gravityadd = P_GetMobjGravity(mo);
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if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
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gravityadd <<= 1;
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if (affect)
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mo->momz += gravityadd;
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if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop)
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{
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mo->momz = 0;
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@ -1480,7 +1495,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
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&& abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale)
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&& (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(player->pflags & PF_SPINNING))
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#ifdef ESLOPE
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&& !(player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
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&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2))
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#endif
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)
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{
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@ -2154,16 +2169,6 @@ static boolean P_ZMovement(mobj_t *mo)
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I_Assert(mo != NULL);
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I_Assert(!P_MobjWasRemoved(mo));
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#ifdef ESLOPE
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if (mo->standingslope)
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{
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if (mo->flags & MF_NOCLIPHEIGHT)
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mo->standingslope = NULL;
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else if (!P_IsObjectOnGround(mo))
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P_SlopeLaunch(mo);
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}
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#endif
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// Intercept the stupid 'fall through 3dfloors' bug
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if (mo->subsector->sector->ffloors)
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P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
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@ -2178,6 +2183,16 @@ static boolean P_ZMovement(mobj_t *mo)
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}
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mo->z += mo->momz;
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#ifdef ESLOPE
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if (mo->standingslope)
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{
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if (mo->flags & MF_NOCLIPHEIGHT)
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mo->standingslope = NULL;
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else if (!P_IsObjectOnGround(mo))
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P_SlopeLaunch(mo);
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}
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#endif
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switch (mo->type)
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{
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case MT_THROWNBOUNCE:
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@ -2364,10 +2379,7 @@ static boolean P_ZMovement(mobj_t *mo)
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if ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) {
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mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
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// Reverse quantizing might could use its own function later
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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P_QuantizeMomentumToSlope(&mom, mo->standingslope);
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mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
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P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
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}
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#endif
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353
src/p_slopes.c
353
src/p_slopes.c
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@ -199,7 +199,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
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// Find furthest vertex from the reference line. It, along with the two ends
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// of the line, will define the plane.
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// SRB2CBTODO: Use a formula to get the slope to slide objects depending on how steep
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for(i = 0; i < sector->linecount; i++)
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{
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line_t *li = sector->lines[i];
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@ -231,7 +230,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
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//
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// Creates one or more slopes based on the given line type and front/back
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// sectors.
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// Kalaron: Check if dynamic slopes need recalculation
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//
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void P_SpawnSlope_Line(int linenum)
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{
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@ -276,7 +274,6 @@ void P_SpawnSlope_Line(int linenum)
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ny = -FixedDiv(line->dx, len);
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}
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// SRB2CBTODO: Transform origin relative to the bounds of an individual FOF
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origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
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origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
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@ -327,7 +324,7 @@ void P_SpawnSlope_Line(int linenum)
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// fslope->normal is a 3D line perpendicular to the 3D vector
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// Sync the linedata of the line that started this slope
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// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
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// TODO: Anything special for control sector based slopes later?
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fslope->sourceline = line;
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// To find the real highz/lowz of a slope, you need to check all the vertexes
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@ -379,7 +376,7 @@ void P_SpawnSlope_Line(int linenum)
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cslope->refpos = 2;
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// Sync the linedata of the line that started this slope
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// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
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// TODO: Anything special for control sector based slopes later?
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cslope->sourceline = line;
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// Remember the way the slope is formed
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@ -445,7 +442,7 @@ void P_SpawnSlope_Line(int linenum)
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fslope->refpos = 3;
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// Sync the linedata of the line that started this slope
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// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
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// TODO: Anything special for control sector based slopes later?
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fslope->sourceline = line;
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// Remember the way the slope is formed
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@ -488,7 +485,7 @@ void P_SpawnSlope_Line(int linenum)
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cslope->refpos = 4;
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// Sync the linedata of the line that started this slope
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// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
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// TODO: Anything special for control sector based slopes later?
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cslope->sourceline = line;
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// Remember the way the slope is formed
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|
@ -554,16 +551,11 @@ static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag
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ret->vertices[2] = mt;
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}
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if (!ret->vertices[0])
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CONS_Printf("PANIC 0\n");
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if (!ret->vertices[1])
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CONS_Printf("PANIC 1\n");
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if (!ret->vertices[2])
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CONS_Printf("PANIC 2\n");
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// Now set heights for each vertex, because they haven't been set yet
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for (i = 0; i < 3; i++) {
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mt = ret->vertices[i];
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if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?)
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I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
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if (mt->extrainfo)
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mt->z = mt->options;
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else
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|
@ -623,265 +615,10 @@ pslope_t *P_SlopeById(UINT16 id)
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return ret;
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}
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#ifdef SPRINGCLEAN
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#include "byteptr.h"
|
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|
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#include "p_setup.h"
|
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#include "p_local.h"
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|
||||
//==========================================================================
|
||||
//
|
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// P_SetSlopesFromVertexHeights
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//
|
||||
//==========================================================================
|
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void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum)
|
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{
|
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mapthing_t *mt;
|
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boolean vt_found = false;
|
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size_t i, j, k, l, q;
|
||||
|
||||
//size_t i;
|
||||
//mapthing_t *mt;
|
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char *data;
|
||||
char *datastart;
|
||||
|
||||
// SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10
|
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// anything else seems to make a map not load properly,
|
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// but this hard-coded value MUST have some reason for being what it is
|
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size_t snummapthings = W_LumpLength(lumpnum) / (5 * sizeof (short));
|
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mapthing_t *smapthings = Z_Calloc(snummapthings * sizeof (*smapthings), PU_LEVEL, NULL);
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fixed_t x, y;
|
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sector_t *sector;
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// Spawn axis points first so they are
|
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// at the front of the list for fast searching.
|
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data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
||||
mt = smapthings;
|
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for (i = 0; i < snummapthings; i++, mt++)
|
||||
{
|
||||
mt->x = READINT16(data);
|
||||
mt->y = READINT16(data);
|
||||
mt->angle = READINT16(data);
|
||||
mt->type = READINT16(data);
|
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mt->options = READINT16(data);
|
||||
// mt->z hasn't been set yet!
|
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//mt->extrainfo = (byte)(mt->type >> 12); // slope things are special, they have a bigger range of types
|
||||
|
||||
//mt->type &= 4095; // SRB2CBTODO: WHAT IS THIS???? Mobj type limits?!!!!
|
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x = mt->x*FRACUNIT;
|
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y = mt->y*FRACUNIT;
|
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sector = R_PointInSubsector(x, y)->sector;
|
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// Z for objects
|
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#ifdef ESLOPE
|
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if (sector->f_slope)
|
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mt->z = (short)(P_GetZAt(sector->f_slope, x, y)>>FRACBITS);
|
||||
else
|
||||
#endif
|
||||
mt->z = (short)(sector->floorheight>>FRACBITS);
|
||||
|
||||
mt->z = mt->z + (mt->options >> ZSHIFT);
|
||||
|
||||
if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ) // THING_VertexFloorZ
|
||||
{
|
||||
for(l = 0; l < numvertexes; l++)
|
||||
{
|
||||
if (vertexes[l].x == mt->x*FRACUNIT && vertexes[l].y == mt->y*FRACUNIT)
|
||||
{
|
||||
if (mt->type == THING_VertexFloorZ)
|
||||
{
|
||||
vertexes[l].z = mt->z*FRACUNIT;
|
||||
//I_Error("Z value: %i", vertexes[l].z/FRACUNIT);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexes[l].z = mt->z*FRACUNIT; // celing floor
|
||||
}
|
||||
vt_found = true;
|
||||
}
|
||||
}
|
||||
//mt->type = 0; // VPHYSICS: Dynamic slopes
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (vt_found)
|
||||
{
|
||||
for (k = 0; k < numsectors; k++)
|
||||
{
|
||||
sector_t *sec = §ors[k];
|
||||
if (sec->linecount != 3) continue; // only works with triangular sectors
|
||||
|
||||
v3float_t vt1, vt2, vt3; // cross = ret->normalf
|
||||
v3float_t vec1, vec2;
|
||||
|
||||
int vi1, vi2, vi3;
|
||||
|
||||
vi1 = (int)(sec->lines[0]->v1 - vertexes);
|
||||
vi2 = (int)(sec->lines[0]->v2 - vertexes);
|
||||
vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
|
||||
(int)(sec->lines[1]->v2 - vertexes) : (int)(sec->lines[1]->v1 - vertexes);
|
||||
|
||||
//if (vertexes[vi1].z)
|
||||
// I_Error("OSNAP %i", vertexes[vi1].z/FRACUNIT);
|
||||
//if (vertexes[vi2].z)
|
||||
// I_Error("OSNAP %i", vertexes[vi2].z/FRACUNIT);
|
||||
//if (vertexes[vi3].z)
|
||||
// I_Error("OSNAP %i", vertexes[vi3].z/FRACUNIT);
|
||||
|
||||
//I_Error("%i, %i", mt->z*FRACUNIT, vertexes[vi1].z);
|
||||
|
||||
//I_Error("%i, %i, %i", mt->x, mt->y, mt->z);
|
||||
//P_SpawnMobj(mt->x*FRACUNIT, mt->y*FRACUNIT, mt->z*FRACUNIT, MT_RING);
|
||||
|
||||
// TODO: Make sure not to spawn in the same place 2x! (we need an object in every vertex of the
|
||||
// triangle sector to setup the real vertex slopes
|
||||
// Check for the vertexes of all sectors
|
||||
for(q = 0; q < numvertexes; q++)
|
||||
{
|
||||
if (vertexes[q].x == mt->x*FRACUNIT && vertexes[q].y == mt->y*FRACUNIT)
|
||||
{
|
||||
//I_Error("yeah %i", vertexes[q].z);
|
||||
P_SpawnMobj(vertexes[q].x, vertexes[q].y, vertexes[q].z, MT_RING);
|
||||
#if 0
|
||||
if ((mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
|
||||
P_SpawnMobj(vertexes[vi1].x, vertexes[vi1].y, vertexes[vi1].z, MT_RING);
|
||||
else if ((mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
|
||||
P_SpawnMobj(vertexes[vi2].x, vertexes[vi2].y, vertexes[vi2].z, MT_BOUNCETV);
|
||||
else if ((mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
|
||||
&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z))
|
||||
P_SpawnMobj(vertexes[vi3].x, vertexes[vi3].y, vertexes[vi3].z, MT_GFZFLOWER1);
|
||||
else
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
vt1.x = FIXED_TO_FLOAT(vertexes[vi1].x);
|
||||
vt1.y = FIXED_TO_FLOAT(vertexes[vi1].y);
|
||||
vt2.x = FIXED_TO_FLOAT(vertexes[vi2].x);
|
||||
vt2.y = FIXED_TO_FLOAT(vertexes[vi2].y);
|
||||
vt3.x = FIXED_TO_FLOAT(vertexes[vi3].x);
|
||||
vt3.y = FIXED_TO_FLOAT(vertexes[vi3].y);
|
||||
|
||||
for(j = 0; j < 2; j++)
|
||||
{
|
||||
|
||||
fixed_t z3;
|
||||
//I_Error("Lo hicimos");
|
||||
|
||||
vt1.z = mt->z;//FIXED_TO_FLOAT(j==0 ? sec->floorheight : sec->ceilingheight);
|
||||
vt2.z = mt->z;//FIXED_TO_FLOAT(j==0? sec->floorheight : sec->ceilingheight);
|
||||
z3 = mt->z;//j==0? sec->floorheight : sec->ceilingheight; // Destination height
|
||||
vt3.z = FIXED_TO_FLOAT(z3);
|
||||
|
||||
if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
|
||||
{
|
||||
vec1.x = vt2.x - vt3.x;
|
||||
vec1.y = vt2.y - vt3.y;
|
||||
vec1.z = vt2.z - vt3.z;
|
||||
|
||||
vec2.x = vt1.x - vt3.x;
|
||||
vec2.y = vt1.y - vt3.y;
|
||||
vec2.z = vt1.z - vt3.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
vec1.x = vt1.x - vt3.x;
|
||||
vec1.y = vt1.y - vt3.y;
|
||||
vec1.z = vt1.z - vt3.z;
|
||||
|
||||
vec2.x = vt2.x - vt3.x;
|
||||
vec2.y = vt2.y - vt3.y;
|
||||
vec2.z = vt2.z - vt3.z;
|
||||
}
|
||||
|
||||
|
||||
pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL);
|
||||
memset(ret, 0, sizeof(*ret));
|
||||
|
||||
{
|
||||
M_CrossProduct3f(&ret->normalf, &vec1, &vec2);
|
||||
|
||||
// Cross product length
|
||||
float len = (float)sqrt(ret->normalf.x * ret->normalf.x +
|
||||
ret->normalf.y * ret->normalf.y +
|
||||
ret->normalf.z * ret->normalf.z);
|
||||
|
||||
if (len == 0)
|
||||
{
|
||||
// Only happens when all vertices in this sector are on the same line.
|
||||
// Let's just ignore this case.
|
||||
//CONS_Printf("Slope thing at (%d,%d) lies directly on its target line.\n", (int)(x>>16), (int)(y>>16));
|
||||
return;
|
||||
}
|
||||
// cross/len
|
||||
ret->normalf.x /= len;
|
||||
ret->normalf.y /= len;
|
||||
ret->normalf.z /= len;
|
||||
|
||||
// ZDoom cross = ret->normalf
|
||||
// Fix backward normals
|
||||
if ((ret->normalf.z < 0 && j == 0) || (ret->normalf.z > 0 && j == 1))
|
||||
{
|
||||
// cross = -cross
|
||||
ret->normalf.x = -ret->normalf.x;
|
||||
ret->normalf.y = -ret->normalf.x;
|
||||
ret->normalf.z = -ret->normalf.x;
|
||||
}
|
||||
}
|
||||
|
||||
secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL);
|
||||
|
||||
srcplane->a = FLOAT_TO_FIXED (ret->normalf.x);
|
||||
srcplane->b = FLOAT_TO_FIXED (ret->normalf.y);
|
||||
srcplane->c = FLOAT_TO_FIXED (ret->normalf.z);
|
||||
//srcplane->ic = FixedDiv(FRACUNIT, srcplane->c);
|
||||
srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
|
||||
srcplane->b, vertexes[vi3].y,
|
||||
srcplane->c, z3);
|
||||
|
||||
if (j == 0)
|
||||
{
|
||||
sec->f_slope = ret;
|
||||
sec->f_slope->secplane = *srcplane;
|
||||
}
|
||||
else if (j == 1)
|
||||
{
|
||||
sec->c_slope = ret;
|
||||
sec->c_slope->secplane = *srcplane;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
Z_Free(datastart);
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes
|
||||
void P_ResetDynamicSlopes(void) {
|
||||
size_t i;
|
||||
#if 1 // Rewrite old specials to new ones, and give a console warning
|
||||
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
|
||||
boolean warned = false;
|
||||
#endif
|
||||
|
||||
|
@ -894,7 +631,7 @@ void P_ResetDynamicSlopes(void) {
|
|||
{
|
||||
switch (lines[i].special)
|
||||
{
|
||||
#if 1 // Rewrite old specials to new ones, and give a console warning
|
||||
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
|
||||
#define WARNME if (!warned) {warned = true; CONS_Alert(CONS_WARNING, "This level uses old slope specials.\nA conversion will be needed before 2.2's release.\n");}
|
||||
case 386:
|
||||
case 387:
|
||||
|
@ -1018,7 +755,11 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y)
|
|||
// When given a vector, rotates it and aligns it to a slope
|
||||
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
||||
{
|
||||
vector3_t axis;
|
||||
vector3_t axis; // Fuck you, C90.
|
||||
|
||||
if (slope->flags & SL_NOPHYSICS)
|
||||
return; // No physics, no quantizing.
|
||||
|
||||
axis.x = -slope->d.y;
|
||||
axis.y = slope->d.x;
|
||||
axis.z = 0;
|
||||
|
@ -1026,24 +767,38 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
|||
FV3_Rotate(momentum, &axis, slope->zangle >> ANGLETOFINESHIFT);
|
||||
}
|
||||
|
||||
//
|
||||
// P_ReverseQuantizeMomentumToSlope
|
||||
//
|
||||
// When given a vector, rotates and aligns it to a flat surface (from being relative to a given slope)
|
||||
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
||||
{
|
||||
slope->zangle = InvAngle(slope->zangle);
|
||||
P_QuantizeMomentumToSlope(momentum, slope);
|
||||
slope->zangle = InvAngle(slope->zangle);
|
||||
}
|
||||
|
||||
//
|
||||
// P_SlopeLaunch
|
||||
//
|
||||
// Handles slope ejection for objects
|
||||
void P_SlopeLaunch(mobj_t *mo)
|
||||
{
|
||||
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
|
||||
// vertical launch given from slopes while increasing the horizontal launch
|
||||
// given. Good for SRB2's gravity and horizontal speeds.
|
||||
vector3_t slopemom;
|
||||
slopemom.x = mo->momx;
|
||||
slopemom.y = mo->momy;
|
||||
slopemom.z = mo->momz*2;
|
||||
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
|
||||
if (!(mo->standingslope->flags & SL_NOPHYSICS)) // If there's physics, time for launching.
|
||||
{
|
||||
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
|
||||
// vertical launch given from slopes while increasing the horizontal launch
|
||||
// given. Good for SRB2's gravity and horizontal speeds.
|
||||
vector3_t slopemom;
|
||||
slopemom.x = mo->momx;
|
||||
slopemom.y = mo->momy;
|
||||
slopemom.z = mo->momz*2;
|
||||
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
|
||||
|
||||
mo->momx = slopemom.x;
|
||||
mo->momy = slopemom.y;
|
||||
mo->momz = slopemom.z/2;
|
||||
mo->momx = slopemom.x;
|
||||
mo->momy = slopemom.y;
|
||||
mo->momz = slopemom.z/2;
|
||||
}
|
||||
|
||||
//CONS_Printf("Launched off of slope.\n");
|
||||
mo->standingslope = NULL;
|
||||
|
@ -1052,17 +807,21 @@ void P_SlopeLaunch(mobj_t *mo)
|
|||
// Function to help handle landing on slopes
|
||||
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
||||
{
|
||||
vector3_t mom;
|
||||
vector3_t mom; // Ditto.
|
||||
|
||||
if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
|
||||
if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
|
||||
thing->momz = -P_MobjFlip(thing);
|
||||
thing->standingslope = slope;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
mom.x = thing->momx;
|
||||
mom.y = thing->momy;
|
||||
mom.z = thing->momz*2;
|
||||
|
||||
//CONS_Printf("langing on slope\n");
|
||||
|
||||
// Reverse quantizing might could use its own function later
|
||||
slope->zangle = ANGLE_MAX-slope->zangle;
|
||||
P_QuantizeMomentumToSlope(&mom, slope);
|
||||
slope->zangle = ANGLE_MAX-slope->zangle;
|
||||
P_ReverseQuantizeMomentumToSlope(&mom, slope);
|
||||
|
||||
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
|
||||
thing->momx = mom.x;
|
||||
|
@ -1082,6 +841,9 @@ void P_ButteredSlope(mobj_t *mo)
|
|||
if (!mo->standingslope)
|
||||
return;
|
||||
|
||||
if (mo->standingslope->flags & SL_NOPHYSICS)
|
||||
return; // No physics, no butter.
|
||||
|
||||
if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
|
||||
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
|
||||
|
||||
|
@ -1106,8 +868,6 @@ void P_ButteredSlope(mobj_t *mo)
|
|||
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
|
||||
}
|
||||
|
||||
//CONS_Printf("%d\n", mult);
|
||||
|
||||
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
|
||||
}
|
||||
|
||||
|
@ -1115,10 +875,11 @@ void P_ButteredSlope(mobj_t *mo)
|
|||
thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
|
||||
// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
|
||||
|
||||
// Multiply by gravity
|
||||
thrust = FixedMul(thrust, gravity); // TODO account for per-sector gravity etc
|
||||
// Multiply by scale (gravity strength depends on mobj scale)
|
||||
thrust = FixedMul(thrust, mo->scale);
|
||||
// Let's get the gravity strength for the object...
|
||||
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
|
||||
|
||||
// ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same).
|
||||
thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION));
|
||||
|
||||
P_Thrust(mo, mo->standingslope->xydirection, thrust);
|
||||
}
|
||||
|
|
|
@ -21,26 +21,6 @@ void P_RunDynamicSlopes(void);
|
|||
// sectors.
|
||||
void P_SpawnSlope_Line(int linenum);
|
||||
|
||||
#ifdef SPRINGCLEAN
|
||||
// Loads just map objects that make slopes,
|
||||
// terrain affecting objects have to be spawned first
|
||||
void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum);
|
||||
|
||||
typedef enum
|
||||
{
|
||||
THING_SlopeFloorPointLine = 9500,
|
||||
THING_SlopeCeilingPointLine = 9501,
|
||||
THING_SetFloorSlope = 9502,
|
||||
THING_SetCeilingSlope = 9503,
|
||||
THING_CopyFloorPlane = 9510,
|
||||
THING_CopyCeilingPlane = 9511,
|
||||
THING_VavoomFloor=1500,
|
||||
THING_VavoomCeiling=1501,
|
||||
THING_VertexFloorZ=1504,
|
||||
THING_VertexCeilingZ=1505,
|
||||
} slopething_e;
|
||||
#endif
|
||||
|
||||
//
|
||||
// P_CopySectorSlope
|
||||
//
|
||||
|
@ -55,6 +35,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y);
|
|||
|
||||
// Lots of physics-based bullshit
|
||||
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
|
||||
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
|
||||
void P_SlopeLaunch(mobj_t *mo);
|
||||
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
|
||||
void P_ButteredSlope(mobj_t *mo);
|
||||
|
|
90
src/p_user.c
90
src/p_user.c
|
@ -1851,12 +1851,8 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
momentum.y = player->mo->momy;
|
||||
momentum.z = player->mo->momz*2;
|
||||
|
||||
if (slope) {
|
||||
// Reverse quantizing might could use its own function later
|
||||
slope->zangle = ANGLE_MAX-slope->zangle;
|
||||
P_QuantizeMomentumToSlope(&momentum, slope);
|
||||
slope->zangle = ANGLE_MAX-slope->zangle;
|
||||
}
|
||||
if (slope)
|
||||
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
|
||||
|
||||
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
|
||||
#else
|
||||
|
@ -2856,16 +2852,18 @@ static void P_DoTeeter(player_t *player)
|
|||
{
|
||||
boolean teeter = false;
|
||||
boolean roverfloor; // solid 3d floors?
|
||||
fixed_t floorheight, ceilingheight;
|
||||
fixed_t topheight, bottomheight; // for 3d floor usage
|
||||
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
|
||||
|
||||
if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
|
||||
teeter = true;
|
||||
else // Let's do some checks...
|
||||
{
|
||||
subsector_t *subsec[4]; // changed abcd into array instead
|
||||
UINT8 i;
|
||||
|
||||
subsec[0] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
subsec[1] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
subsec[2] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
subsec[3] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
sector_t *sec;
|
||||
fixed_t highestceilingheight = INT32_MIN;
|
||||
fixed_t lowestfloorheight = INT32_MAX;
|
||||
|
||||
teeter = false;
|
||||
roverfloor = false;
|
||||
|
@ -2873,13 +2871,43 @@ static void P_DoTeeter(player_t *player)
|
|||
{
|
||||
ffloor_t *rover;
|
||||
|
||||
if (!(subsec[i]->sector->ffloors))
|
||||
#define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1
|
||||
#define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1
|
||||
fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale));
|
||||
#undef xsign
|
||||
#undef ysign
|
||||
|
||||
sec = R_PointInSubsector(checkx, checky)->sector;
|
||||
|
||||
ceilingheight = sec->ceilingheight;
|
||||
floorheight = sec->floorheight;
|
||||
#ifdef ESLOPE
|
||||
if (sec->c_slope)
|
||||
ceilingheight = P_GetZAt(sec->c_slope, checkx, checky);
|
||||
if (sec->f_slope)
|
||||
floorheight = P_GetZAt(sec->f_slope, checkx, checky);
|
||||
#endif
|
||||
highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight;
|
||||
lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight;
|
||||
|
||||
if (!(sec->ffloors))
|
||||
continue; // move on to the next subsector
|
||||
|
||||
for (rover = subsec[i]->sector->ffloors; rover; rover = rover->next)
|
||||
for (rover = sec->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
topheight = *rover->topheight;
|
||||
bottomheight = *rover->bottomheight;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
|
||||
if (*rover->b_slope)
|
||||
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
|
||||
#endif
|
||||
|
||||
if (P_CheckSolidLava(player->mo, rover))
|
||||
;
|
||||
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
|
||||
|
@ -2887,12 +2915,12 @@ static void P_DoTeeter(player_t *player)
|
|||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (*rover->bottomheight > subsec[i]->sector->ceilingheight) // Above the ceiling
|
||||
if (bottomheight > ceilingheight) // Above the ceiling
|
||||
continue;
|
||||
|
||||
if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop
|
||||
|| (*rover->topheight < player->mo->z
|
||||
&& player->mo->z + player->mo->height < subsec[i]->sector->ceilingheight - tiptop))
|
||||
if (bottomheight > player->mo->z + player->mo->height + tiptop
|
||||
|| (topheight < player->mo->z
|
||||
&& player->mo->z + player->mo->height < ceilingheight - tiptop))
|
||||
{
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
|
@ -2906,12 +2934,12 @@ static void P_DoTeeter(player_t *player)
|
|||
}
|
||||
else
|
||||
{
|
||||
if (*rover->topheight < subsec[i]->sector->floorheight) // Below the floor
|
||||
if (topheight < floorheight) // Below the floor
|
||||
continue;
|
||||
|
||||
if (*rover->topheight < player->mo->z - tiptop
|
||||
|| (*rover->bottomheight > player->mo->z + player->mo->height
|
||||
&& player->mo->z > subsec[i]->sector->floorheight + tiptop))
|
||||
if (topheight < player->mo->z - tiptop
|
||||
|| (bottomheight > player->mo->z + player->mo->height
|
||||
&& player->mo->z > floorheight + tiptop))
|
||||
{
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
|
@ -2929,18 +2957,12 @@ static void P_DoTeeter(player_t *player)
|
|||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (!teeter && !roverfloor && (subsec[0]->sector->ceilingheight > player->mo->ceilingz + tiptop
|
||||
|| subsec[1]->sector->ceilingheight > player->mo->ceilingz + tiptop
|
||||
|| subsec[2]->sector->ceilingheight > player->mo->ceilingz + tiptop
|
||||
|| subsec[3]->sector->ceilingheight > player->mo->ceilingz + tiptop))
|
||||
if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop))
|
||||
teeter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!teeter && !roverfloor && (subsec[0]->sector->floorheight < player->mo->floorz - tiptop
|
||||
|| subsec[1]->sector->floorheight < player->mo->floorz - tiptop
|
||||
|| subsec[2]->sector->floorheight < player->mo->floorz - tiptop
|
||||
|| subsec[3]->sector->floorheight < player->mo->floorz - tiptop))
|
||||
if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop))
|
||||
teeter = true;
|
||||
}
|
||||
}
|
||||
|
@ -3670,7 +3692,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
|
|||
{
|
||||
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
|
||||
#ifdef ESLOPE
|
||||
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
||||
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
||||
#endif
|
||||
)
|
||||
{
|
||||
|
@ -3703,7 +3725,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
|
|||
else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
|
||||
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
|
||||
#ifdef ESLOPE
|
||||
|| (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
|
||||
|| (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
|
||||
#endif
|
||||
) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
|
||||
{
|
||||
|
@ -3719,7 +3741,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
|
|||
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
|
||||
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
|
||||
#ifdef ESLOPE
|
||||
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
||||
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
|
||||
#endif
|
||||
)
|
||||
{
|
||||
|
@ -4705,7 +4727,7 @@ static void P_3dMovement(player_t *player)
|
|||
|
||||
#ifdef ESLOPE
|
||||
if ((totalthrust.x || totalthrust.y)
|
||||
&& player->mo->standingslope && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
|
||||
&& player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
|
||||
// Factor thrust to slope, but only for the part pushing up it!
|
||||
// The rest is unaffected.
|
||||
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;
|
||||
|
|
Loading…
Reference in a new issue