Collision with FOF slopes (might be unfinished, idk)

This commit is contained in:
RedEnchilada 2015-05-17 11:53:28 -05:00
parent 8ba5b66853
commit d138f7e14f
4 changed files with 323 additions and 67 deletions

View file

@ -234,6 +234,8 @@ void P_SceneryThinker(mobj_t *mobj);
fixed_t P_GetFloorZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t *line);
fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line_t *line);
fixed_t P_GetFOFTopZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line);
fixed_t P_GetFOFBottomZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line);
boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover);
boolean P_CheckDeathPitCollide(mobj_t *mo);

View file

@ -1244,15 +1244,8 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
if (!(rover->flags & FF_EXISTS))
continue;
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, thing->x, thing->y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, thing->x, thing->y);
#endif*/
fixed_t topheight = P_GetFOFTopZ(thing, newsubsec->sector, rover, x, y, NULL);
fixed_t bottomheight = P_GetFOFBottomZ(thing, newsubsec->sector, rover, x, y, NULL);
if (rover->flags & FF_GOOWATER && !(thing->flags & MF_NOGRAVITY))
{
@ -1276,7 +1269,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
if (tmfloorz < topheight - sinklevel) {
tmfloorz = topheight - sinklevel;
#ifdef ESLOPE
tmfloorslope = NULL;
tmfloorslope = *rover->t_slope;
#endif
}
}
@ -1285,7 +1278,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
if (tmceilingz > bottomheight + sinklevel) {
tmceilingz = bottomheight + sinklevel;
#ifdef ESLOPE
tmceilingslope = NULL;
tmceilingslope = *rover->b_slope;
#endif
}
}
@ -1327,7 +1320,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
{
tmfloorz = tmdropoffz = topheight;
#ifdef ESLOPE
tmfloorslope = NULL;
tmfloorslope = *rover->t_slope;
#endif
}
if (bottomheight < tmceilingz && abs(delta1) >= abs(delta2)
@ -1336,7 +1329,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
{
tmceilingz = tmdrpoffceilz = bottomheight;
#ifdef ESLOPE
tmceilingslope = NULL;
tmceilingslope = *rover->b_slope;
#endif
}
}
@ -4010,12 +4003,12 @@ fixed_t P_FloorzAtPos(fixed_t x, fixed_t y, fixed_t z, fixed_t height)
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, x, y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, x, y);
#endif*/
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, x, y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, x, y);
#endif
if (rover->flags & FF_QUICKSAND)
{

View file

@ -659,6 +659,10 @@ void P_LineOpening(line_t *linedef)
fixed_t highestfloor = openbottom;
fixed_t lowestfloor = lowfloor;
fixed_t delta1, delta2;
#ifdef ESLOPE
pslope_t *ceilingslope = opentopslope;
pslope_t *floorslope = openbottomslope;
#endif
// Check for frontsector's fake floors
for (rover = front->ffloors; rover; rover = rover->next)
@ -672,32 +676,32 @@ void P_LineOpening(line_t *linedef)
|| (rover->flags & FF_BLOCKOTHERS && !tmthing->player)))
continue;
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, camera.x, camera.y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, camera.x, camera.y);
#endif*/
fixed_t topheight = P_GetFOFTopZ(tmthing, front, rover, tmx, tmy, linedef);
fixed_t bottomheight = P_GetFOFBottomZ(tmthing, front, rover, tmx, tmy, linedef);
delta1 = abs(tmthing->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
{
if (bottomheight < lowestceiling)
if (bottomheight < lowestceiling) {
lowestceiling = bottomheight;
#ifdef ESLOPE
ceilingslope = *rover->b_slope;
#endif
}
else if (bottomheight < highestceiling)
highestceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
{
if (topheight > highestfloor)
if (topheight > highestfloor) {
highestfloor = topheight;
#ifdef ESLOPE
floorslope = *rover->t_slope;
#endif
}
else if (topheight > lowestfloor)
lowestfloor = topheight;
}
@ -715,32 +719,32 @@ void P_LineOpening(line_t *linedef)
|| (rover->flags & FF_BLOCKOTHERS && !tmthing->player)))
continue;
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, tmthing->x, tmthing->y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, tmthing->x, tmthing->y);
#endif*/
fixed_t topheight = P_GetFOFTopZ(tmthing, back, rover, tmx, tmy, linedef);
fixed_t bottomheight = P_GetFOFBottomZ(tmthing, back, rover, tmx, tmy, linedef);
delta1 = abs(tmthing->z - (bottomheight + ((topheight - bottomheight)/2)));
delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
{
if (bottomheight < lowestceiling)
if (bottomheight < lowestceiling) {
lowestceiling = bottomheight;
#ifdef ESLOPE
ceilingslope = *rover->b_slope;
#endif
}
else if (bottomheight < highestceiling)
highestceiling = bottomheight;
}
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
{
if (topheight > highestfloor)
if (topheight > highestfloor) {
highestfloor = topheight;
#ifdef ESLOPE
floorslope = *rover->t_slope;
#endif
}
else if (topheight > lowestfloor)
lowestfloor = topheight;
}
@ -754,13 +758,21 @@ void P_LineOpening(line_t *linedef)
delta1 = abs(tmthing->z - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
delta2 = abs(thingtop - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
if (polysec->floorheight < lowestceiling && delta1 >= delta2)
if (polysec->floorheight < lowestceiling && delta1 >= delta2) {
lowestceiling = polysec->floorheight;
#ifdef ESLOPE
ceilingslope = NULL;
#endif
}
else if (polysec->floorheight < highestceiling && delta1 >= delta2)
highestceiling = polysec->floorheight;
if (polysec->ceilingheight > highestfloor && delta1 < delta2)
if (polysec->ceilingheight > highestfloor && delta1 < delta2) {
highestfloor = polysec->ceilingheight;
#ifdef ESLOPE
floorslope = NULL;
#endif
}
else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
lowestfloor = polysec->ceilingheight;
}
@ -771,14 +783,14 @@ void P_LineOpening(line_t *linedef)
if (highestfloor > openbottom) {
openbottom = highestfloor;
#ifdef ESLOPE
openbottomslope = NULL;
openbottomslope = floorslope;
#endif
}
if (lowestceiling < opentop) {
opentop = lowestceiling;
#ifdef ESLOPE
opentopslope = NULL;
opentopslope = ceilingslope;
#endif
}

View file

@ -706,12 +706,12 @@ boolean P_InsideANonSolidFFloor(mobj_t *mobj, ffloor_t *rover)
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, mobj->x, mobj->y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, mobj->x, mobj->y);
#endif*/
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
#endif
if (mobj->z > topheight)
return false;
@ -967,6 +967,251 @@ fixed_t P_GetCeilingZ(mobj_t *mobj, sector_t *sector, fixed_t x, fixed_t y, line
return sector->ceilingheight;
}
// Do the same as above, but for FOFs!
fixed_t P_GetFOFTopZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line) // SRB2CBTODO: This needs to be over all the code
{
I_Assert(mobj != NULL);
I_Assert(sector != NULL);
I_Assert(fof != NULL);
#ifdef ESLOPE
if (*fof->t_slope) {
fixed_t testx, testy;
pslope_t *slope = *fof->t_slope;
// Get the corner of the object that should be the highest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if (slope->zdelta > 0) {
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
// If the highest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == sector)
return P_GetZAt(slope, testx, testy);
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be lower than this
if (line == NULL)
return P_GetZAt(slope, x, y);
// Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching...
// The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box
// (assuming it isn't already inside), then test each point's slope Z and return the higher of the two.
{
vertex_t v1, v2;
v1.x = line->v1->x;
v1.y = line->v1->y;
v2.x = line->v2->x;
v2.y = line->v2->y;
/*CONS_Printf("BEFORE: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
);*/
if (abs(v1.x-x) > mobj->radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v1.x-x) - mobj->radius;
if (v1.x < x) { // Moving right
v1.x += diff;
v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v1.x -= diff;
v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v1.y-y) > mobj->radius) {
// v1's y is out of range, so rein it in
fixed_t diff = abs(v1.y-y) - mobj->radius;
if (v1.y < y) { // Moving up
v1.y += diff;
v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v1.y -= diff;
v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
if (abs(v2.x-x) > mobj->radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v2.x-x) - mobj->radius;
if (v2.x < x) { // Moving right
v2.x += diff;
v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v2.x -= diff;
v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v2.y-y) > mobj->radius) {
// v2's y is out of range, so rein it in
fixed_t diff = abs(v2.y-y) - mobj->radius;
if (v2.y < y) { // Moving up
v2.y += diff;
v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v2.y -= diff;
v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
/*CONS_Printf("AFTER: v1 = %f %f %f\n",
FIXED_TO_FLOAT(v1.x),
FIXED_TO_FLOAT(v1.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v1.x, v1.y))
);
CONS_Printf(" v2 = %f %f %f\n",
FIXED_TO_FLOAT(v2.x),
FIXED_TO_FLOAT(v2.y),
FIXED_TO_FLOAT(P_GetZAt(slope, v2.x, v2.y))
);*/
// Return the higher of the two points
return max(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
);
}
} else // Well, that makes it easy. Just get the top height
#endif
return *fof->topheight;
}
fixed_t P_GetFOFBottomZ(mobj_t *mobj, sector_t *sector, ffloor_t *fof, fixed_t x, fixed_t y, line_t *line) // SRB2CBTODO: This needs to be over all the code
{
I_Assert(mobj != NULL);
I_Assert(sector != NULL);
I_Assert(fof != NULL);
#ifdef ESLOPE
if (*fof->t_slope) {
fixed_t testx, testy;
pslope_t *slope = *fof->t_slope;
// Get the corner of the object that should be the lowest on the slope
if (slope->d.x < 0)
testx = mobj->radius;
else
testx = -mobj->radius;
if (slope->d.y < 0)
testy = mobj->radius;
else
testy = -mobj->radius;
if (slope->zdelta < 0) {
testx = -testx;
testy = -testy;
}
testx += x;
testy += y;
// If the lowest point is in the sector, then we have it easy! Just get the Z at that point
if (R_PointInSubsector(testx, testy)->sector == sector)
return P_GetZAt(slope, testx, testy);
// If we're just testing for base sector location (no collision line), just go for the center's spot...
// It'll get fixed when we test for collision anyway, and the final result can't be higher than this
if (line == NULL)
return P_GetZAt(slope, x, y);
// Alright, so we're sitting on a line that contains our slope sector, and need to figure out the highest point we're touching...
// The solution is simple! Get the line's vertices, and pull each one in along its line until it touches the object's bounding box
// (assuming it isn't already inside), then test each point's slope Z and return the lower of the two.
{
vertex_t v1, v2;
v1.x = line->v1->x;
v1.y = line->v1->y;
v2.x = line->v2->x;
v2.y = line->v2->y;
if (abs(v1.x-x) > mobj->radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v1.x-x) - mobj->radius;
if (v1.x < x) { // Moving right
v1.x += diff;
v1.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v1.x -= diff;
v1.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v1.y-y) > mobj->radius) {
// v1's y is out of range, so rein it in
fixed_t diff = abs(v1.y-y) - mobj->radius;
if (v1.y < y) { // Moving up
v1.y += diff;
v1.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v1.y -= diff;
v1.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
if (abs(v2.x-x) > mobj->radius) {
// v1's x is out of range, so rein it in
fixed_t diff = abs(v2.x-x) - mobj->radius;
if (v2.x < x) { // Moving right
v2.x += diff;
v2.y += FixedMul(diff, FixedDiv(line->dy, line->dx));
} else { // Moving left
v2.x -= diff;
v2.y -= FixedMul(diff, FixedDiv(line->dy, line->dx));
}
}
if (abs(v2.y-y) > mobj->radius) {
// v2's y is out of range, so rein it in
fixed_t diff = abs(v2.y-y) - mobj->radius;
if (v2.y < y) { // Moving up
v2.y += diff;
v2.x += FixedMul(diff, FixedDiv(line->dx, line->dy));
} else { // Moving down
v2.y -= diff;
v2.x -= FixedMul(diff, FixedDiv(line->dx, line->dy));
}
}
// Return the lower of the two points
return min(
P_GetZAt(slope, v1.x, v1.y),
P_GetZAt(slope, v2.x, v2.y)
);
}
} else // Well, that makes it easy. Just get the bottom height
#endif
return *fof->bottomheight;
}
static void P_PlayerFlip(mobj_t *mo)
{
if (!mo->player)
@ -1710,6 +1955,7 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
{
ffloor_t *rover;
fixed_t delta1, delta2, thingtop;
fixed_t topheight, bottomheight;
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
@ -1721,6 +1967,9 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
if (!(rover->flags & FF_EXISTS))
continue;
topheight = P_GetFOFTopZ(mo, sector, rover, mo->x, mo->y, NULL);
bottomheight = P_GetFOFBottomZ(mo, sector, rover, mo->x, mo->y, NULL);
if (mo->player && (P_CheckSolidLava(mo, rover) || P_CanRunOnWater(mo->player, rover))) // only the player should be affected
;
else if (motype != 0 && rover->flags & FF_SWIMMABLE) // "scenery" only
@ -1735,14 +1984,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
switch (motype)
{
case 2: // scenery does things differently for some reason
if (mo->z < *rover->topheight && *rover->bottomheight < thingtop)
if (mo->z < topheight && bottomheight < thingtop)
{
mo->floorz = mo->z;
continue;
}
break;
default:
if (mo->z < *rover->topheight && *rover->bottomheight < thingtop)
if (mo->z < topheight && bottomheight < thingtop)
{
if (mo->floorz < mo->z)
mo->floorz = mo->z;
@ -1751,17 +2000,17 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
}
}
delta1 = mo->z - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
delta2 = thingtop - (*rover->bottomheight + ((*rover->topheight - *rover->bottomheight)/2));
if (*rover->topheight > mo->floorz && abs(delta1) < abs(delta2)
delta1 = mo->z - (bottomheight + ((topheight - bottomheight)/2));
delta2 = thingtop - (bottomheight + ((topheight - bottomheight)/2));
if (topheight > mo->floorz && abs(delta1) < abs(delta2)
&& !(rover->flags & FF_REVERSEPLATFORM))
{
mo->floorz = *rover->topheight;
mo->floorz = topheight;
}
if (*rover->bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
&& !(rover->flags & FF_PLATFORM))
{
mo->ceilingz = *rover->bottomheight;
mo->ceilingz = bottomheight;
}
}
}
@ -2804,13 +3053,13 @@ void P_MobjCheckWater(mobj_t *mobj)
fixed_t topheight = *rover->topheight;
fixed_t bottomheight = *rover->bottomheight;
/*#ifdef ESLOPE
if (rover->t_slope)
topheight = P_GetZAt(rover->t_slope, mobj->x, mobj->y);
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, mobj->x, mobj->y);
if (rover->b_slope)
bottomheight = P_GetZAt(rover->b_slope, mobj->x, mobj->y);
#endif*/
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, mobj->x, mobj->y);
#endif
if (mobj->eflags & MFE_VERTICALFLIP)
{