mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 12:21:19 +00:00
Merge branch 'next'
This commit is contained in:
commit
da6a2be075
28 changed files with 921 additions and 1013 deletions
33
SRB2.cbp
33
SRB2.cbp
|
@ -2815,6 +2815,39 @@ HW3SOUND for 3D hardware sound support
|
|||
<Option target="Debug Mingw64/DirectX" />
|
||||
<Option target="Release Mingw64/DirectX" />
|
||||
</Unit>
|
||||
<Unit filename="src/m_aatree.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Mingw/DirectX" />
|
||||
<Option target="Release Mingw/DirectX" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
<Option target="Debug Mingw64/DirectX" />
|
||||
<Option target="Release Mingw64/DirectX" />
|
||||
</Unit>
|
||||
<Unit filename="src/m_aatree.h">
|
||||
<Option target="Debug Native/SDL" />
|
||||
<Option target="Release Native/SDL" />
|
||||
<Option target="Debug Mingw/SDL" />
|
||||
<Option target="Release Mingw/SDL" />
|
||||
<Option target="Debug Mingw/DirectX" />
|
||||
<Option target="Release Mingw/DirectX" />
|
||||
<Option target="Debug Any/Dummy" />
|
||||
<Option target="Release Any/Dummy" />
|
||||
<Option target="Debug Linux/SDL" />
|
||||
<Option target="Release Linux/SDL" />
|
||||
<Option target="Debug Mingw64/SDL" />
|
||||
<Option target="Release Mingw64/SDL" />
|
||||
<Option target="Debug Mingw64/DirectX" />
|
||||
<Option target="Release Mingw64/DirectX" />
|
||||
</Unit>
|
||||
<Unit filename="src/m_anigif.c">
|
||||
<Option compilerVar="CC" />
|
||||
<Option target="Debug Native/SDL" />
|
||||
|
|
|
@ -22,6 +22,7 @@ set(SRB2_CORE_SOURCES
|
|||
i_tcp.c
|
||||
info.c
|
||||
lzf.c
|
||||
m_aatree.c
|
||||
m_anigif.c
|
||||
m_argv.c
|
||||
m_bbox.c
|
||||
|
@ -83,6 +84,7 @@ set(SRB2_CORE_HEADERS
|
|||
info.h
|
||||
keys.h
|
||||
lzf.h
|
||||
m_aatree.h
|
||||
m_anigif.h
|
||||
m_argv.h
|
||||
m_bbox.h
|
||||
|
|
|
@ -433,6 +433,7 @@ OBJS:=$(i_main_o) \
|
|||
$(OBJDIR)/hu_stuff.o \
|
||||
$(OBJDIR)/y_inter.o \
|
||||
$(OBJDIR)/st_stuff.o \
|
||||
$(OBJDIR)/m_aatree.o \
|
||||
$(OBJDIR)/m_anigif.o \
|
||||
$(OBJDIR)/m_argv.o \
|
||||
$(OBJDIR)/m_bbox.o \
|
||||
|
|
|
@ -8280,6 +8280,9 @@ static inline int lib_getenum(lua_State *L)
|
|||
} else if (fastcmp(word,"VERSIONSTRING")) {
|
||||
lua_pushstring(L, VERSIONSTRING);
|
||||
return 1;
|
||||
} else if (fastcmp(word, "token")) {
|
||||
lua_pushinteger(L, token);
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -149,9 +149,9 @@ extern FILE *logstream;
|
|||
// we use comprevision and compbranch instead.
|
||||
#else
|
||||
#define VERSION 201 // Game version
|
||||
#define SUBVERSION 15 // more precise version number
|
||||
#define VERSIONSTRING "v2.1.15"
|
||||
#define VERSIONSTRINGW L"v2.1.15"
|
||||
#define SUBVERSION 16 // more precise version number
|
||||
#define VERSIONSTRING "v2.1.16"
|
||||
#define VERSIONSTRINGW L"v2.1.16"
|
||||
// Hey! If you change this, add 1 to the MODVERSION below!
|
||||
// Otherwise we can't force updates!
|
||||
#endif
|
||||
|
@ -213,7 +213,7 @@ extern FILE *logstream;
|
|||
// it's only for detection of the version the player is using so the MS can alert them of an update.
|
||||
// Only set it higher, not lower, obviously.
|
||||
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
|
||||
#define MODVERSION 20
|
||||
#define MODVERSION 21
|
||||
|
||||
// =========================================================================
|
||||
|
||||
|
@ -431,6 +431,12 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
|
|||
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
|
||||
#define ESLOPE
|
||||
|
||||
#ifdef ESLOPE
|
||||
/// Backwards compatibility with SRB2CB's slope linedef types.
|
||||
/// \note A simple shim that prints a warning.
|
||||
#define ESLOPE_TYPESHIM
|
||||
#endif
|
||||
|
||||
/// Delete file while the game is running.
|
||||
/// \note EXTREMELY buggy, tends to crash game.
|
||||
//#define DELFILE
|
||||
|
|
|
@ -986,6 +986,7 @@ static const char *credits[] = {
|
|||
"\"chi.miru\"", // Red's secret weapon, the REAL reason slopes exist (also helped port drawing code from ZDoom)
|
||||
"Andrew \"orospakr\" Clunis",
|
||||
"Gregor \"Oogaland\" Dick",
|
||||
"Vivian \"toaster\" Grannell",
|
||||
"Julio \"Chaos Zero 64\" Guir",
|
||||
"\"Kalaron\"", // Coded some of Sryder13's collection of OpenGL fixes, especially fog
|
||||
"Matthew \"Shuffle\" Marsalko",
|
||||
|
|
|
@ -437,6 +437,16 @@ static int lib_pMobjFlip(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
static int lib_pGetMobjGravity(lua_State *L)
|
||||
{
|
||||
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
|
||||
//HUDSAFE
|
||||
if (!mobj)
|
||||
return LUA_ErrInvalid(L, "mobj_t");
|
||||
lua_pushfixed(L, P_GetMobjGravity(mobj));
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int lib_pWeaponOrPanel(lua_State *L)
|
||||
{
|
||||
mobjtype_t type = luaL_checkinteger(L, 1);
|
||||
|
@ -2008,6 +2018,7 @@ static luaL_Reg lib[] = {
|
|||
{"P_SPMAngle",lib_pSPMAngle},
|
||||
{"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile},
|
||||
{"P_MobjFlip",lib_pMobjFlip},
|
||||
{"P_GetMobjGravity",lib_pGetMobjGravity},
|
||||
{"P_WeaponOrPanel",lib_pWeaponOrPanel},
|
||||
{"P_FlashPal",lib_pFlashPal},
|
||||
{"P_GetClosestAxis",lib_pGetClosestAxis},
|
||||
|
|
167
src/m_aatree.c
Normal file
167
src/m_aatree.c
Normal file
|
@ -0,0 +1,167 @@
|
|||
// SONIC ROBO BLAST 2
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) 1993-1996 by id Software, Inc.
|
||||
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
||||
// Copyright (C) 1999-2016 by Sonic Team Junior.
|
||||
//
|
||||
// This program is free software distributed under the
|
||||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file m_aatree.h
|
||||
/// \brief AA trees code
|
||||
|
||||
#include "m_aatree.h"
|
||||
#include "z_zone.h"
|
||||
|
||||
// A partial implementation of AA trees,
|
||||
// according to the algorithms given on Wikipedia.
|
||||
// http://en.wikipedia.org/wiki/AA_tree
|
||||
|
||||
typedef struct aatree_node_s
|
||||
{
|
||||
INT32 level;
|
||||
INT32 key;
|
||||
void* value;
|
||||
|
||||
struct aatree_node_s *left, *right;
|
||||
} aatree_node_t;
|
||||
|
||||
struct aatree_s
|
||||
{
|
||||
aatree_node_t *root;
|
||||
UINT32 flags;
|
||||
};
|
||||
|
||||
aatree_t *M_AATreeAlloc(UINT32 flags)
|
||||
{
|
||||
aatree_t *aatree = Z_Malloc(sizeof (aatree_t), PU_STATIC, NULL);
|
||||
aatree->root = NULL;
|
||||
aatree->flags = flags;
|
||||
return aatree;
|
||||
}
|
||||
|
||||
static void M_AATreeFree_Node(aatree_node_t *node)
|
||||
{
|
||||
if (node->left) M_AATreeFree_Node(node->left);
|
||||
if (node->right) M_AATreeFree_Node(node->right);
|
||||
Z_Free(node);
|
||||
}
|
||||
|
||||
void M_AATreeFree(aatree_t *aatree)
|
||||
{
|
||||
if (aatree->root)
|
||||
M_AATreeFree_Node(aatree->root);
|
||||
|
||||
Z_Free(aatree);
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSkew(aatree_node_t *node)
|
||||
{
|
||||
if (node && node->left && node->left->level == node->level)
|
||||
{
|
||||
// Not allowed: horizontal left-link. Reverse the
|
||||
// horizontal link and hook the orphan back in.
|
||||
aatree_node_t *oldleft = node->left;
|
||||
node->left = oldleft->right;
|
||||
oldleft->right = node;
|
||||
|
||||
return oldleft;
|
||||
}
|
||||
|
||||
// No change needed.
|
||||
return node;
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSplit(aatree_node_t *node)
|
||||
{
|
||||
if (node && node->right && node->right->right && node->level == node->right->right->level)
|
||||
{
|
||||
// Not allowed: two consecutive horizontal right-links.
|
||||
// The middle one becomes the new root at this point,
|
||||
// with suitable adjustments below.
|
||||
|
||||
aatree_node_t *oldright = node->right;
|
||||
node->right = oldright->left;
|
||||
oldright->left = node;
|
||||
oldright->level++;
|
||||
|
||||
return oldright;
|
||||
}
|
||||
|
||||
// No change needed.
|
||||
return node;
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSet_Node(aatree_node_t *node, UINT32 flags, INT32 key, void* value)
|
||||
{
|
||||
if (!node)
|
||||
{
|
||||
// Nothing here, so just add where we are
|
||||
|
||||
node = Z_Malloc(sizeof (aatree_node_t), PU_STATIC, NULL);
|
||||
node->level = 1;
|
||||
node->key = key;
|
||||
if (value && (flags & AATREE_ZUSER)) Z_SetUser(value, &node->value);
|
||||
else node->value = value;
|
||||
node->left = node->right = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key < node->key)
|
||||
node->left = M_AATreeSet_Node(node->left, flags, key, value);
|
||||
else if (key > node->key)
|
||||
node->right = M_AATreeSet_Node(node->right, flags, key, value);
|
||||
else
|
||||
{
|
||||
if (value && (flags & AATREE_ZUSER)) Z_SetUser(value, &node->value);
|
||||
else node->value = value;
|
||||
}
|
||||
|
||||
node = M_AATreeSkew(node);
|
||||
node = M_AATreeSplit(node);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void M_AATreeSet(aatree_t *aatree, INT32 key, void* value)
|
||||
{
|
||||
aatree->root = M_AATreeSet_Node(aatree->root, aatree->flags, key, value);
|
||||
}
|
||||
|
||||
// Caveat: we don't distinguish between nodes that don't exists
|
||||
// and nodes with value == NULL.
|
||||
static void *M_AATreeGet_Node(aatree_node_t *node, INT32 key)
|
||||
{
|
||||
if (node)
|
||||
{
|
||||
if (node->key == key)
|
||||
return node->value;
|
||||
else if(node->key < key)
|
||||
return M_AATreeGet_Node(node->right, key);
|
||||
else
|
||||
return M_AATreeGet_Node(node->left, key);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void *M_AATreeGet(aatree_t *aatree, INT32 key)
|
||||
{
|
||||
return M_AATreeGet_Node(aatree->root, key);
|
||||
}
|
||||
|
||||
|
||||
static void M_AATreeIterate_Node(aatree_node_t *node, aatree_iter_t callback)
|
||||
{
|
||||
if (node->left) M_AATreeIterate_Node(node->left, callback);
|
||||
callback(node->key, node->value);
|
||||
if (node->right) M_AATreeIterate_Node(node->right, callback);
|
||||
}
|
||||
|
||||
void M_AATreeIterate(aatree_t *aatree, aatree_iter_t callback)
|
||||
{
|
||||
if (aatree->root)
|
||||
M_AATreeIterate_Node(aatree->root, callback);
|
||||
}
|
31
src/m_aatree.h
Normal file
31
src/m_aatree.h
Normal file
|
@ -0,0 +1,31 @@
|
|||
// SONIC ROBO BLAST 2
|
||||
//-----------------------------------------------------------------------------
|
||||
// Copyright (C) 1993-1996 by id Software, Inc.
|
||||
// Copyright (C) 1998-2000 by DooM Legacy Team.
|
||||
// Copyright (C) 1999-2016 by Sonic Team Junior.
|
||||
//
|
||||
// This program is free software distributed under the
|
||||
// terms of the GNU General Public License, version 2.
|
||||
// See the 'LICENSE' file for more details.
|
||||
//-----------------------------------------------------------------------------
|
||||
/// \file m_aatree.h
|
||||
/// \brief AA trees code
|
||||
|
||||
#ifndef __M_AATREE__
|
||||
#define __M_AATREE__
|
||||
|
||||
#include "doomtype.h"
|
||||
|
||||
// Flags for AA trees.
|
||||
#define AATREE_ZUSER 1 // Treat values as z_zone-allocated blocks and set their user fields
|
||||
|
||||
typedef struct aatree_s aatree_t;
|
||||
typedef void (*aatree_iter_t)(INT32 key, void *value);
|
||||
|
||||
aatree_t *M_AATreeAlloc(UINT32 flags);
|
||||
void M_AATreeFree(aatree_t *aatree);
|
||||
void M_AATreeSet(aatree_t *aatree, INT32 key, void* value);
|
||||
void *M_AATreeGet(aatree_t *aatree, INT32 key);
|
||||
void M_AATreeIterate(aatree_t *aatree, aatree_iter_t callback);
|
||||
|
||||
#endif
|
155
src/m_misc.c
155
src/m_misc.c
|
@ -2323,158 +2323,3 @@ void M_SetupMemcpy(void)
|
|||
M_Memcpy = cpu_cpy;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
// A partial implementation of AA trees,
|
||||
// according to the algorithms given on Wikipedia.
|
||||
// http://en.wikipedia.org/wiki/AA_tree
|
||||
|
||||
|
||||
|
||||
typedef struct aatree_node_s
|
||||
{
|
||||
INT32 level;
|
||||
INT32 key;
|
||||
void* value;
|
||||
|
||||
struct aatree_node_s *left, *right;
|
||||
} aatree_node_t;
|
||||
|
||||
struct aatree_s
|
||||
{
|
||||
aatree_node_t *root;
|
||||
UINT32 flags;
|
||||
};
|
||||
|
||||
aatree_t *M_AATreeAlloc(UINT32 flags)
|
||||
{
|
||||
aatree_t *aatree = Z_Malloc(sizeof (aatree_t), PU_STATIC, NULL);
|
||||
aatree->root = NULL;
|
||||
aatree->flags = flags;
|
||||
return aatree;
|
||||
}
|
||||
|
||||
static void M_AATreeFree_Node(aatree_node_t *node)
|
||||
{
|
||||
if (node->left) M_AATreeFree_Node(node->left);
|
||||
if (node->right) M_AATreeFree_Node(node->right);
|
||||
Z_Free(node);
|
||||
}
|
||||
|
||||
void M_AATreeFree(aatree_t *aatree)
|
||||
{
|
||||
if (aatree->root)
|
||||
M_AATreeFree_Node(aatree->root);
|
||||
|
||||
Z_Free(aatree);
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSkew(aatree_node_t *node)
|
||||
{
|
||||
if (node && node->left && node->left->level == node->level)
|
||||
{
|
||||
// Not allowed: horizontal left-link. Reverse the
|
||||
// horizontal link and hook the orphan back in.
|
||||
aatree_node_t *oldleft = node->left;
|
||||
node->left = oldleft->right;
|
||||
oldleft->right = node;
|
||||
|
||||
return oldleft;
|
||||
}
|
||||
|
||||
// No change needed.
|
||||
return node;
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSplit(aatree_node_t *node)
|
||||
{
|
||||
if (node && node->right && node->right->right && node->level == node->right->right->level)
|
||||
{
|
||||
// Not allowed: two consecutive horizontal right-links.
|
||||
// The middle one becomes the new root at this point,
|
||||
// with suitable adjustments below.
|
||||
|
||||
aatree_node_t *oldright = node->right;
|
||||
node->right = oldright->left;
|
||||
oldright->left = node;
|
||||
oldright->level++;
|
||||
|
||||
return oldright;
|
||||
}
|
||||
|
||||
// No change needed.
|
||||
return node;
|
||||
}
|
||||
|
||||
static aatree_node_t *M_AATreeSet_Node(aatree_node_t *node, UINT32 flags, INT32 key, void* value)
|
||||
{
|
||||
if (!node)
|
||||
{
|
||||
// Nothing here, so just add where we are
|
||||
|
||||
node = Z_Malloc(sizeof (aatree_node_t), PU_STATIC, NULL);
|
||||
node->level = 1;
|
||||
node->key = key;
|
||||
if (value && (flags & AATREE_ZUSER)) Z_SetUser(value, &node->value);
|
||||
else node->value = value;
|
||||
node->left = node->right = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (key < node->key)
|
||||
node->left = M_AATreeSet_Node(node->left, flags, key, value);
|
||||
else if (key > node->key)
|
||||
node->right = M_AATreeSet_Node(node->right, flags, key, value);
|
||||
else
|
||||
{
|
||||
if (value && (flags & AATREE_ZUSER)) Z_SetUser(value, &node->value);
|
||||
else node->value = value;
|
||||
}
|
||||
|
||||
node = M_AATreeSkew(node);
|
||||
node = M_AATreeSplit(node);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
void M_AATreeSet(aatree_t *aatree, INT32 key, void* value)
|
||||
{
|
||||
aatree->root = M_AATreeSet_Node(aatree->root, aatree->flags, key, value);
|
||||
}
|
||||
|
||||
// Caveat: we don't distinguish between nodes that don't exists
|
||||
// and nodes with value == NULL.
|
||||
static void *M_AATreeGet_Node(aatree_node_t *node, INT32 key)
|
||||
{
|
||||
if (node)
|
||||
{
|
||||
if (node->key == key)
|
||||
return node->value;
|
||||
else if(node->key < key)
|
||||
return M_AATreeGet_Node(node->right, key);
|
||||
else
|
||||
return M_AATreeGet_Node(node->left, key);
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void *M_AATreeGet(aatree_t *aatree, INT32 key)
|
||||
{
|
||||
return M_AATreeGet_Node(aatree->root, key);
|
||||
}
|
||||
|
||||
|
||||
static void M_AATreeIterate_Node(aatree_node_t *node, aatree_iter_t callback)
|
||||
{
|
||||
if (node->left) M_AATreeIterate_Node(node->left, callback);
|
||||
callback(node->key, node->value);
|
||||
if (node->right) M_AATreeIterate_Node(node->right, callback);
|
||||
}
|
||||
|
||||
void M_AATreeIterate(aatree_t *aatree, aatree_iter_t callback)
|
||||
{
|
||||
if (aatree->root)
|
||||
M_AATreeIterate_Node(aatree->root, callback);
|
||||
}
|
||||
|
|
13
src/m_misc.h
13
src/m_misc.h
|
@ -96,19 +96,6 @@ void M_SetupMemcpy(void);
|
|||
// counting bits, for weapon ammo code, usually
|
||||
FUNCMATH UINT8 M_CountBits(UINT32 num, UINT8 size);
|
||||
|
||||
// Flags for AA trees.
|
||||
#define AATREE_ZUSER 1 // Treat values as z_zone-allocated blocks and set their user fields
|
||||
|
||||
typedef struct aatree_s aatree_t;
|
||||
typedef void (*aatree_iter_t)(INT32 key, void *value);
|
||||
|
||||
aatree_t *M_AATreeAlloc(UINT32 flags);
|
||||
void M_AATreeFree(aatree_t *aatree);
|
||||
void M_AATreeSet(aatree_t *aatree, INT32 key, void* value);
|
||||
void *M_AATreeGet(aatree_t *aatree, INT32 key);
|
||||
void M_AATreeIterate(aatree_t *aatree, aatree_iter_t callback);
|
||||
|
||||
// Nasty cyclic dependency workaround. This must come after aatree stuff.
|
||||
#include "w_wad.h"
|
||||
extern char configfile[MAX_WADPATH];
|
||||
|
||||
|
|
|
@ -1163,7 +1163,7 @@ void T_SpikeSector(levelspecthink_t *spikes)
|
|||
|
||||
node = spikes->sector->touching_thinglist; // things touching this sector
|
||||
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (!thing->player)
|
||||
|
@ -1316,7 +1316,7 @@ void T_BridgeThinker(levelspecthink_t *bridge)
|
|||
controlsec = §ors[k];
|
||||
|
||||
// Is a player standing on me?
|
||||
for (node = sector->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -1739,7 +1739,7 @@ wegotit:
|
|||
static mobj_t *SearchMarioNode(msecnode_t *node)
|
||||
{
|
||||
mobj_t *thing = NULL;
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
// Things which should NEVER be ejected from a MarioBlock, by type.
|
||||
switch (node->m_thing->type)
|
||||
|
@ -2003,7 +2003,7 @@ void T_NoEnemiesSector(levelspecthink_t *nobaddies)
|
|||
goto foundenemy;
|
||||
}
|
||||
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2288,7 +2288,7 @@ void T_RaiseSector(levelspecthink_t *raise)
|
|||
sector = §ors[i];
|
||||
|
||||
// Is a player standing on me?
|
||||
for (node = sector->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
|
|
@ -251,6 +251,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
|
|||
#endif
|
||||
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
|
||||
SINT8 P_MobjFlip(mobj_t *mobj);
|
||||
fixed_t P_GetMobjGravity(mobj_t *mo);
|
||||
FUNCMATH boolean P_WeaponOrPanel(mobjtype_t type);
|
||||
|
||||
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);
|
||||
|
|
117
src/p_map.c
117
src/p_map.c
|
@ -129,6 +129,10 @@ boolean P_DoSpring(mobj_t *spring, mobj_t *object)
|
|||
return false;
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // Okay, now we can't return - no launching off at silly angles for you.
|
||||
#endif
|
||||
|
||||
object->eflags |= MFE_SPRUNG; // apply this flag asap!
|
||||
spring->flags &= ~(MF_SOLID|MF_SPECIAL); // De-solidify
|
||||
|
||||
|
@ -232,20 +236,24 @@ static void P_DoFanAndGasJet(mobj_t *spring, mobj_t *object)
|
|||
if (p && object->state == &states[object->info->painstate]) // can't use fans and gas jets when player is in pain!
|
||||
return;
|
||||
|
||||
// is object below thruster's position? if not, calculate distance between their bottoms
|
||||
// is object's top below thruster's position? if not, calculate distance between their bottoms
|
||||
if (spring->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (object->z + object->height > spring->z + spring->height)
|
||||
if (object->z > spring->z + spring->height)
|
||||
return;
|
||||
zdist = (spring->z + spring->height) - (object->z + object->height);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (object->z < spring->z)
|
||||
if (object->z + object->height < spring->z)
|
||||
return;
|
||||
zdist = object->z - spring->z;
|
||||
}
|
||||
|
||||
#ifdef ESLOPE
|
||||
object->standingslope = NULL; // No launching off at silly angles for you.
|
||||
#endif
|
||||
|
||||
switch (spring->type)
|
||||
{
|
||||
case MT_FAN: // fan
|
||||
|
@ -2423,6 +2431,8 @@ isblocking:
|
|||
//
|
||||
// P_IsClimbingValid
|
||||
//
|
||||
// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
|
||||
//
|
||||
static boolean P_IsClimbingValid(player_t *player, angle_t angle)
|
||||
{
|
||||
fixed_t platx, platy;
|
||||
|
@ -2647,6 +2657,7 @@ isblocking:
|
|||
// see about climbing on the wall
|
||||
if (!(checkline->flags & ML_NOCLIMB))
|
||||
{
|
||||
boolean canclimb; // FUCK C90
|
||||
angle_t climbangle, climbline;
|
||||
INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
|
||||
|
||||
|
@ -2657,9 +2668,11 @@ isblocking:
|
|||
|
||||
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
|
||||
|
||||
canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
|
||||
|
||||
if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|
||||
|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
|
||||
&& P_IsClimbingValid(slidemo->player, climbangle))
|
||||
&& canclimb)
|
||||
{
|
||||
slidemo->angle = climbangle;
|
||||
if (!demoplayback || P_AnalogMove(slidemo->player))
|
||||
|
@ -3365,7 +3378,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
for (i = 0; i < sector->numattached; i++)
|
||||
{
|
||||
sec = §ors[sector->attached[i]];
|
||||
for (n = sec->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
n->visited = false;
|
||||
|
||||
sec->moved = true;
|
||||
|
@ -3377,7 +3390,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
|
||||
do
|
||||
{
|
||||
for (n = sec->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
if (!n->visited)
|
||||
{
|
||||
n->visited = true;
|
||||
|
@ -3398,12 +3411,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
// Mark all things invalid
|
||||
sector->moved = true;
|
||||
|
||||
for (n = sector->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
n->visited = false;
|
||||
|
||||
do
|
||||
{
|
||||
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
|
||||
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
|
||||
if (!n->visited) // unprocessed thing found
|
||||
{
|
||||
n->visited = true; // mark thing as processed
|
||||
|
@ -3427,7 +3440,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
for (i = 0; i < sector->numattached; i++)
|
||||
{
|
||||
sec = §ors[sector->attached[i]];
|
||||
for (n = sec->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
n->visited = false;
|
||||
|
||||
sec->moved = true;
|
||||
|
@ -3439,7 +3452,7 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
|
||||
do
|
||||
{
|
||||
for (n = sec->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sec->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
if (!n->visited)
|
||||
{
|
||||
n->visited = true;
|
||||
|
@ -3457,12 +3470,12 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
|
|||
// Mark all things invalid
|
||||
sector->moved = true;
|
||||
|
||||
for (n = sector->touching_thinglist; n; n = n->m_snext)
|
||||
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next)
|
||||
n->visited = false;
|
||||
|
||||
do
|
||||
{
|
||||
for (n = sector->touching_thinglist; n; n = n->m_snext) // go through list
|
||||
for (n = sector->touching_thinglist; n; n = n->m_thinglist_next) // go through list
|
||||
if (!n->visited) // unprocessed thing found
|
||||
{
|
||||
n->visited = true; // mark thing as processed
|
||||
|
@ -3502,7 +3515,7 @@ static msecnode_t *P_GetSecnode(void)
|
|||
if (headsecnode)
|
||||
{
|
||||
node = headsecnode;
|
||||
headsecnode = headsecnode->m_snext;
|
||||
headsecnode = headsecnode->m_thinglist_next;
|
||||
}
|
||||
else
|
||||
node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
|
||||
|
@ -3516,7 +3529,7 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
|
|||
if (headprecipsecnode)
|
||||
{
|
||||
node = headprecipsecnode;
|
||||
headprecipsecnode = headprecipsecnode->m_snext;
|
||||
headprecipsecnode = headprecipsecnode->m_thinglist_next;
|
||||
}
|
||||
else
|
||||
node = Z_Calloc(sizeof (*node), PU_LEVEL, NULL);
|
||||
|
@ -3527,14 +3540,14 @@ static mprecipsecnode_t *P_GetPrecipSecnode(void)
|
|||
|
||||
static inline void P_PutSecnode(msecnode_t *node)
|
||||
{
|
||||
node->m_snext = headsecnode;
|
||||
node->m_thinglist_next = headsecnode;
|
||||
headsecnode = node;
|
||||
}
|
||||
|
||||
// Tails 08-25-2002
|
||||
static inline void P_PutPrecipSecnode(mprecipsecnode_t *node)
|
||||
{
|
||||
node->m_snext = headprecipsecnode;
|
||||
node->m_thinglist_next = headprecipsecnode;
|
||||
headprecipsecnode = node;
|
||||
}
|
||||
|
||||
|
@ -3555,7 +3568,7 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
|
|||
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
||||
return nextnode;
|
||||
}
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
// Couldn't find an existing node for this sector. Add one at the head
|
||||
|
@ -3568,17 +3581,17 @@ static msecnode_t *P_AddSecnode(sector_t *s, mobj_t *thing, msecnode_t *nextnode
|
|||
|
||||
node->m_sector = s; // sector
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = NULL; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
node->m_sectorlist_prev = NULL; // prev node on Thing thread
|
||||
node->m_sectorlist_next = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
nextnode->m_sectorlist_prev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of sector thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = NULL; // prev node on sector thread
|
||||
node->m_snext = s->touching_thinglist; // next node on sector thread
|
||||
node->m_thinglist_prev = NULL; // prev node on sector thread
|
||||
node->m_thinglist_next = s->touching_thinglist; // next node on sector thread
|
||||
if (s->touching_thinglist)
|
||||
node->m_snext->m_sprev = node;
|
||||
node->m_thinglist_next->m_thinglist_prev = node;
|
||||
s->touching_thinglist = node;
|
||||
return node;
|
||||
}
|
||||
|
@ -3596,7 +3609,7 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
|
|||
node->m_thing = thing; // Yes. Setting m_thing says 'keep it'.
|
||||
return nextnode;
|
||||
}
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
// Couldn't find an existing node for this sector. Add one at the head
|
||||
|
@ -3609,17 +3622,17 @@ static mprecipsecnode_t *P_AddPrecipSecnode(sector_t *s, precipmobj_t *thing, mp
|
|||
|
||||
node->m_sector = s; // sector
|
||||
node->m_thing = thing; // mobj
|
||||
node->m_tprev = NULL; // prev node on Thing thread
|
||||
node->m_tnext = nextnode; // next node on Thing thread
|
||||
node->m_sectorlist_prev = NULL; // prev node on Thing thread
|
||||
node->m_sectorlist_next = nextnode; // next node on Thing thread
|
||||
if (nextnode)
|
||||
nextnode->m_tprev = node; // set back link on Thing
|
||||
nextnode->m_sectorlist_prev = node; // set back link on Thing
|
||||
|
||||
// Add new node at head of sector thread starting at s->touching_thinglist
|
||||
|
||||
node->m_sprev = NULL; // prev node on sector thread
|
||||
node->m_snext = s->touching_preciplist; // next node on sector thread
|
||||
node->m_thinglist_prev = NULL; // prev node on sector thread
|
||||
node->m_thinglist_next = s->touching_preciplist; // next node on sector thread
|
||||
if (s->touching_preciplist)
|
||||
node->m_snext->m_sprev = node;
|
||||
node->m_thinglist_next->m_thinglist_prev = node;
|
||||
s->touching_preciplist = node;
|
||||
return node;
|
||||
}
|
||||
|
@ -3641,24 +3654,24 @@ static msecnode_t *P_DelSecnode(msecnode_t *node)
|
|||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from mobj_t->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
tp = node->m_sectorlist_prev;
|
||||
tn = node->m_sectorlist_next;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
tp->m_sectorlist_next = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
tn->m_sectorlist_prev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
sp = node->m_thinglist_prev;
|
||||
sn = node->m_thinglist_next;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
sp->m_thinglist_next = sn;
|
||||
else
|
||||
node->m_sector->touching_thinglist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
sn->m_thinglist_prev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
|
@ -3680,24 +3693,24 @@ static mprecipsecnode_t *P_DelPrecipSecnode(mprecipsecnode_t *node)
|
|||
// Unlink from the Thing thread. The Thing thread begins at
|
||||
// sector_list and not from mobj_t->touching_sectorlist.
|
||||
|
||||
tp = node->m_tprev;
|
||||
tn = node->m_tnext;
|
||||
tp = node->m_sectorlist_prev;
|
||||
tn = node->m_sectorlist_next;
|
||||
if (tp)
|
||||
tp->m_tnext = tn;
|
||||
tp->m_sectorlist_next = tn;
|
||||
if (tn)
|
||||
tn->m_tprev = tp;
|
||||
tn->m_sectorlist_prev = tp;
|
||||
|
||||
// Unlink from the sector thread. This thread begins at
|
||||
// sector_t->touching_thinglist.
|
||||
|
||||
sp = node->m_sprev;
|
||||
sn = node->m_snext;
|
||||
sp = node->m_thinglist_prev;
|
||||
sn = node->m_thinglist_next;
|
||||
if (sp)
|
||||
sp->m_snext = sn;
|
||||
sp->m_thinglist_next = sn;
|
||||
else
|
||||
node->m_sector->touching_preciplist = sn;
|
||||
if (sn)
|
||||
sn->m_sprev = sp;
|
||||
sn->m_thinglist_prev = sp;
|
||||
|
||||
// Return this node to the freelist
|
||||
|
||||
|
@ -3812,7 +3825,7 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
P_SetTarget(&tmthing, thing);
|
||||
|
@ -3850,11 +3863,11 @@ void P_CreateSecNodeList(mobj_t *thing, fixed_t x, fixed_t y)
|
|||
if (!node->m_thing)
|
||||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
sector_list = node->m_sectorlist_next;
|
||||
node = P_DelSecnode(node);
|
||||
}
|
||||
else
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
/* cph -
|
||||
|
@ -3895,7 +3908,7 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|||
while (node)
|
||||
{
|
||||
node->m_thing = NULL;
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
tmprecipthing = thing;
|
||||
|
@ -3929,11 +3942,11 @@ void P_CreatePrecipSecNodeList(precipmobj_t *thing,fixed_t x,fixed_t y)
|
|||
if (!node->m_thing)
|
||||
{
|
||||
if (node == precipsector_list)
|
||||
precipsector_list = node->m_tnext;
|
||||
precipsector_list = node->m_sectorlist_next;
|
||||
node = P_DelPrecipSecnode(node);
|
||||
}
|
||||
else
|
||||
node = node->m_tnext;
|
||||
node = node->m_sectorlist_next;
|
||||
}
|
||||
|
||||
/* cph -
|
||||
|
|
92
src/p_mobj.c
92
src/p_mobj.c
|
@ -1252,13 +1252,12 @@ static void P_PlayerFlip(mobj_t *mo)
|
|||
}
|
||||
|
||||
//
|
||||
// P_CheckGravity
|
||||
// P_GetMobjGravity
|
||||
//
|
||||
// Checks the current gravity state
|
||||
// of the object. If affect is true,
|
||||
// a gravity force will be applied.
|
||||
// Returns the current gravity
|
||||
// value of the object.
|
||||
//
|
||||
void P_CheckGravity(mobj_t *mo, boolean affect)
|
||||
fixed_t P_GetMobjGravity(mobj_t *mo)
|
||||
{
|
||||
fixed_t gravityadd = 0;
|
||||
boolean no3dfloorgrav = true; // Custom gravity
|
||||
|
@ -1317,9 +1316,6 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
|
|||
if (mo->eflags & MFE_UNDERWATER && !goopgravity)
|
||||
gravityadd = gravityadd/3;
|
||||
|
||||
if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
|
||||
gravityadd <<= 1;
|
||||
|
||||
if (mo->player)
|
||||
{
|
||||
if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
|
||||
|
@ -1400,12 +1396,31 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
|
|||
if (goopgravity)
|
||||
gravityadd = -gravityadd/5;
|
||||
|
||||
if (affect)
|
||||
mo->momz += FixedMul(gravityadd, mo->scale);
|
||||
|
||||
if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
|
||||
P_PlayerFlip(mo);
|
||||
|
||||
gravityadd = FixedMul(gravityadd, mo->scale);
|
||||
|
||||
return gravityadd;
|
||||
}
|
||||
|
||||
//
|
||||
// P_CheckGravity
|
||||
//
|
||||
// Checks the current gravity state
|
||||
// of the object. If affect is true,
|
||||
// a gravity force will be applied.
|
||||
//
|
||||
void P_CheckGravity(mobj_t *mo, boolean affect)
|
||||
{
|
||||
fixed_t gravityadd = P_GetMobjGravity(mo);
|
||||
|
||||
if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
|
||||
gravityadd <<= 1;
|
||||
|
||||
if (affect)
|
||||
mo->momz += gravityadd;
|
||||
|
||||
if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop)
|
||||
{
|
||||
mo->momz = 0;
|
||||
|
@ -1480,7 +1495,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
|
|||
&& abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale)
|
||||
&& (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(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
|
||||
)
|
||||
{
|
||||
|
@ -1530,7 +1545,7 @@ static void P_PushableCheckBustables(mobj_t *mo)
|
|||
mo->y += mo->momy;
|
||||
P_SetThingPosition(mo);
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -2013,12 +2028,14 @@ static void P_AdjustMobjFloorZ_FFloors(mobj_t *mo, sector_t *sector, UINT8 motyp
|
|||
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))
|
||||
&& !(rover->flags & FF_REVERSEPLATFORM)
|
||||
&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_PLATFORM)))) // In reverse gravity, only clip for FOFs that are intangible from their bottom (the "top" you're falling through) if you're coming from above ("below" in your frame of reference)
|
||||
{
|
||||
mo->floorz = topheight;
|
||||
}
|
||||
if (bottomheight < mo->ceilingz && abs(delta1) >= abs(delta2)
|
||||
&& !(rover->flags & FF_PLATFORM))
|
||||
&& !(rover->flags & FF_PLATFORM)
|
||||
&& ((P_MobjFlip(mo)*mo->momz > 0) || (!(rover->flags & FF_REVERSEPLATFORM)))) // In normal gravity, only clip for FOFs that are intangible from the top if you're coming from below
|
||||
{
|
||||
mo->ceilingz = bottomheight;
|
||||
}
|
||||
|
@ -2152,16 +2169,6 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
I_Assert(mo != NULL);
|
||||
I_Assert(!P_MobjWasRemoved(mo));
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (mo->standingslope)
|
||||
{
|
||||
if (mo->flags & MF_NOCLIPHEIGHT)
|
||||
mo->standingslope = NULL;
|
||||
else if (!P_IsObjectOnGround(mo))
|
||||
P_SlopeLaunch(mo);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Intercept the stupid 'fall through 3dfloors' bug
|
||||
if (mo->subsector->sector->ffloors)
|
||||
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
|
||||
|
@ -2176,6 +2183,16 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
}
|
||||
mo->z += mo->momz;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (mo->standingslope)
|
||||
{
|
||||
if (mo->flags & MF_NOCLIPHEIGHT)
|
||||
mo->standingslope = NULL;
|
||||
else if (!P_IsObjectOnGround(mo))
|
||||
P_SlopeLaunch(mo);
|
||||
}
|
||||
#endif
|
||||
|
||||
switch (mo->type)
|
||||
{
|
||||
case MT_THROWNBOUNCE:
|
||||
|
@ -2245,6 +2262,7 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
case MT_BLUETEAMRING:
|
||||
case MT_FLINGRING:
|
||||
case MT_FLINGCOIN:
|
||||
case MT_FLINGEMERALD:
|
||||
// Remove flinged stuff from death pits.
|
||||
if (P_CheckDeathPitCollide(mo))
|
||||
{
|
||||
|
@ -2276,7 +2294,6 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
if (!(mo->momx || mo->momy || mo->momz))
|
||||
return true;
|
||||
break;
|
||||
case MT_FLINGEMERALD:
|
||||
case MT_NIGHTSWING:
|
||||
if (!(mo->momx || mo->momy || mo->momz))
|
||||
return true;
|
||||
|
@ -2359,13 +2376,10 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
|
||||
#ifdef ESLOPE
|
||||
P_CheckPosition(mo, mo->x, mo->y); // Sets mo->standingslope correctly
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) {
|
||||
if (((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) && (mo->type != MT_STEAM))
|
||||
{
|
||||
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
|
||||
|
||||
// Reverse quantizing might could use its own function later
|
||||
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
|
||||
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
|
||||
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
|
||||
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -2518,7 +2532,7 @@ static boolean P_ZMovement(mobj_t *mo)
|
|||
mom.z = tmfloorthing->momz;
|
||||
|
||||
#ifdef ESLOPE
|
||||
if (mo->standingslope) {
|
||||
if (mo->standingslope) { // MT_STEAM will never have a standingslope, see above.
|
||||
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
|
||||
}
|
||||
#endif
|
||||
|
@ -2703,7 +2717,7 @@ static void P_PlayerZMovement(mobj_t *mo)
|
|||
msecnode_t *node;
|
||||
boolean stopmovecut = false;
|
||||
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector_t *sec = node->m_sector;
|
||||
subsector_t *newsubsec;
|
||||
|
@ -2880,7 +2894,7 @@ nightsdone:
|
|||
if (CheckForMarioBlocks && !(netgame && mo->player->spectator)) // Only let the player punch
|
||||
{
|
||||
// Search the touching sectors, from side-to-side...
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
if (!node->m_sector->ffloors)
|
||||
|
@ -3648,7 +3662,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
if (!(netgame && mobj->player->spectator))
|
||||
{
|
||||
// Crumbling platforms
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
ffloor_t *rover;
|
||||
|
@ -3673,7 +3687,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
{
|
||||
boolean thereiswater = false;
|
||||
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
|
@ -3694,7 +3708,7 @@ static void P_PlayerMobjThinker(mobj_t *mobj)
|
|||
}
|
||||
if (thereiswater)
|
||||
{
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
|
@ -3807,7 +3821,7 @@ void P_RecalcPrecipInSector(sector_t *sector)
|
|||
|
||||
sector->moved = true; // Recalc lighting and things too, maybe
|
||||
|
||||
for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_snext)
|
||||
for (psecnode = sector->touching_preciplist; psecnode; psecnode = psecnode->m_thinglist_next)
|
||||
CalculatePrecipFloor(psecnode->m_thing);
|
||||
}
|
||||
|
||||
|
|
|
@ -1930,12 +1930,20 @@ static void P_GroupLines(void)
|
|||
|
||||
// allocate linebuffers for each sector
|
||||
for (i = 0, sector = sectors; i < numsectors; i++, sector++)
|
||||
{
|
||||
if (sector->linecount == 0) // no lines found?
|
||||
{
|
||||
sector->lines = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i));
|
||||
}
|
||||
else
|
||||
{
|
||||
sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
|
||||
|
||||
// zero the count, since we'll later use this to track how many we've recorded
|
||||
sector->linecount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// iterate through lines, assigning them to sectors' linebuffers,
|
||||
// and recalculate the counts in the process
|
||||
|
@ -1952,12 +1960,15 @@ static void P_GroupLines(void)
|
|||
{
|
||||
M_ClearBox(bbox);
|
||||
|
||||
if (sector->linecount != 0)
|
||||
{
|
||||
for (j = 0; j < sector->linecount; j++)
|
||||
{
|
||||
li = sector->lines[j];
|
||||
M_AddToBox(bbox, li->v1->x, li->v1->y);
|
||||
M_AddToBox(bbox, li->v2->x, li->v2->y);
|
||||
}
|
||||
}
|
||||
|
||||
// set the degenmobj_t to the middle of the bounding box
|
||||
sector->soundorg.x = (((bbox[BOXRIGHT]>>FRACBITS) + (bbox[BOXLEFT]>>FRACBITS))/2)<<FRACBITS;
|
||||
|
@ -1966,6 +1977,35 @@ static void P_GroupLines(void)
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// P_LoadReject
|
||||
//
|
||||
// Detect if the REJECT lump is valid,
|
||||
// if not, rejectmatrix will be NULL
|
||||
static void P_LoadReject(lumpnum_t lumpnum)
|
||||
{
|
||||
size_t count;
|
||||
const char *lumpname = W_CheckNameForNum(lumpnum);
|
||||
|
||||
// Check if the lump exists, and if it's named "REJECT"
|
||||
if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
|
||||
{
|
||||
rejectmatrix = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
|
||||
return;
|
||||
}
|
||||
|
||||
count = W_LumpLength(lumpnum);
|
||||
|
||||
if (!count) // zero length, someone probably used ZDBSP
|
||||
{
|
||||
rejectmatrix = NULL;
|
||||
CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
|
||||
}
|
||||
else
|
||||
rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
||||
}
|
||||
|
||||
#if 0
|
||||
static char *levellumps[] =
|
||||
{
|
||||
|
@ -2574,7 +2614,7 @@ boolean P_SetupLevel(boolean skipprecip)
|
|||
P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
|
||||
P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
|
||||
P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
|
||||
rejectmatrix = W_CacheLumpNum(lastloadedmaplumpnum + ML_REJECT, PU_LEVEL);
|
||||
P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
|
||||
P_GroupLines();
|
||||
|
||||
numdmstarts = numredctfstarts = numbluectfstarts = 0;
|
||||
|
|
|
@ -325,9 +325,12 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
|
|||
s2 = t2->subsector->sector;
|
||||
pnum = (s1-sectors)*numsectors + (s2-sectors);
|
||||
|
||||
if (rejectmatrix != NULL)
|
||||
{
|
||||
// Check in REJECT table.
|
||||
if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
|
||||
return false;
|
||||
}
|
||||
|
||||
// killough 11/98: shortcut for melee situations
|
||||
// same subsector? obviously visible
|
||||
|
|
331
src/p_slopes.c
331
src/p_slopes.c
|
@ -199,7 +199,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
|
|||
|
||||
// Find furthest vertex from the reference line. It, along with the two ends
|
||||
// of the line, will define the plane.
|
||||
// SRB2CBTODO: Use a formula to get the slope to slide objects depending on how steep
|
||||
for(i = 0; i < sector->linecount; i++)
|
||||
{
|
||||
line_t *li = sector->lines[i];
|
||||
|
@ -231,7 +230,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
|
|||
//
|
||||
// Creates one or more slopes based on the given line type and front/back
|
||||
// sectors.
|
||||
// Kalaron: Check if dynamic slopes need recalculation
|
||||
//
|
||||
void P_SpawnSlope_Line(int linenum)
|
||||
{
|
||||
|
@ -276,7 +274,6 @@ void P_SpawnSlope_Line(int linenum)
|
|||
ny = -FixedDiv(line->dx, len);
|
||||
}
|
||||
|
||||
// SRB2CBTODO: Transform origin relative to the bounds of an individual FOF
|
||||
origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
|
||||
origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
|
||||
|
||||
|
@ -327,7 +324,7 @@ void P_SpawnSlope_Line(int linenum)
|
|||
// fslope->normal is a 3D line perpendicular to the 3D vector
|
||||
|
||||
// Sync the linedata of the line that started this slope
|
||||
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
|
||||
// TODO: Anything special for control sector based slopes later?
|
||||
fslope->sourceline = line;
|
||||
|
||||
// To find the real highz/lowz of a slope, you need to check all the vertexes
|
||||
|
@ -379,7 +376,7 @@ void P_SpawnSlope_Line(int linenum)
|
|||
cslope->refpos = 2;
|
||||
|
||||
// Sync the linedata of the line that started this slope
|
||||
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
|
||||
// TODO: Anything special for control sector based slopes later?
|
||||
cslope->sourceline = line;
|
||||
|
||||
// Remember the way the slope is formed
|
||||
|
@ -445,7 +442,7 @@ void P_SpawnSlope_Line(int linenum)
|
|||
fslope->refpos = 3;
|
||||
|
||||
// Sync the linedata of the line that started this slope
|
||||
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
|
||||
// TODO: Anything special for control sector based slopes later?
|
||||
fslope->sourceline = line;
|
||||
|
||||
// Remember the way the slope is formed
|
||||
|
@ -488,7 +485,7 @@ void P_SpawnSlope_Line(int linenum)
|
|||
cslope->refpos = 4;
|
||||
|
||||
// Sync the linedata of the line that started this slope
|
||||
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
|
||||
// TODO: Anything special for control sector based slopes later?
|
||||
cslope->sourceline = line;
|
||||
|
||||
// Remember the way the slope is formed
|
||||
|
@ -554,16 +551,11 @@ static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag
|
|||
ret->vertices[2] = mt;
|
||||
}
|
||||
|
||||
if (!ret->vertices[0])
|
||||
CONS_Printf("PANIC 0\n");
|
||||
if (!ret->vertices[1])
|
||||
CONS_Printf("PANIC 1\n");
|
||||
if (!ret->vertices[2])
|
||||
CONS_Printf("PANIC 2\n");
|
||||
|
||||
// Now set heights for each vertex, because they haven't been set yet
|
||||
for (i = 0; i < 3; i++) {
|
||||
mt = ret->vertices[i];
|
||||
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?)
|
||||
I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
|
||||
if (mt->extrainfo)
|
||||
mt->z = mt->options;
|
||||
else
|
||||
|
@ -623,265 +615,10 @@ pslope_t *P_SlopeById(UINT16 id)
|
|||
return ret;
|
||||
}
|
||||
|
||||
#ifdef SPRINGCLEAN
|
||||
#include "byteptr.h"
|
||||
|
||||
#include "p_setup.h"
|
||||
#include "p_local.h"
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// P_SetSlopesFromVertexHeights
|
||||
//
|
||||
//==========================================================================
|
||||
void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum)
|
||||
{
|
||||
mapthing_t *mt;
|
||||
boolean vt_found = false;
|
||||
size_t i, j, k, l, q;
|
||||
|
||||
//size_t i;
|
||||
//mapthing_t *mt;
|
||||
char *data;
|
||||
char *datastart;
|
||||
|
||||
// SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10
|
||||
// anything else seems to make a map not load properly,
|
||||
// but this hard-coded value MUST have some reason for being what it is
|
||||
size_t snummapthings = W_LumpLength(lumpnum) / (5 * sizeof (short));
|
||||
mapthing_t *smapthings = Z_Calloc(snummapthings * sizeof (*smapthings), PU_LEVEL, NULL);
|
||||
fixed_t x, y;
|
||||
sector_t *sector;
|
||||
// Spawn axis points first so they are
|
||||
// at the front of the list for fast searching.
|
||||
data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL);
|
||||
mt = smapthings;
|
||||
for (i = 0; i < snummapthings; i++, mt++)
|
||||
{
|
||||
mt->x = READINT16(data);
|
||||
mt->y = READINT16(data);
|
||||
mt->angle = READINT16(data);
|
||||
mt->type = READINT16(data);
|
||||
mt->options = READINT16(data);
|
||||
// mt->z hasn't been set yet!
|
||||
//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?!!!!
|
||||
x = mt->x*FRACUNIT;
|
||||
y = mt->y*FRACUNIT;
|
||||
sector = R_PointInSubsector(x, y)->sector;
|
||||
// Z for objects
|
||||
#ifdef ESLOPE
|
||||
if (sector->f_slope)
|
||||
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;
|
||||
|
@ -1026,12 +767,25 @@ 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)
|
||||
{
|
||||
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.
|
||||
|
@ -1044,6 +798,7 @@ void P_SlopeLaunch(mobj_t *mo)
|
|||
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);
|
||||
|
|
105
src/p_spec.c
105
src/p_spec.c
|
@ -1642,7 +1642,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
mo = node->m_thing;
|
||||
if (mo->flags & MF_PUSHABLE)
|
||||
numpush++;
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
|
||||
if (triggerline->flags & ML_NOCLIMB) // Need at least or more
|
||||
|
@ -2434,10 +2434,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
if (rover->master->frontsector->tag != line->tag)
|
||||
continue;
|
||||
|
||||
if (mo->z > *rover->topheight)
|
||||
if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
if (mo->z + mo->height < *rover->bottomheight)
|
||||
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
continue;
|
||||
|
||||
foundit = true;
|
||||
|
@ -3144,7 +3144,7 @@ void P_SetupSignExit(player_t *player)
|
|||
thinker_t *think;
|
||||
INT32 numfound = 0;
|
||||
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->type != MT_SIGN)
|
||||
|
@ -3227,8 +3227,8 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
|
|||
if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum)
|
||||
continue;
|
||||
|
||||
if (mo->z <= *rover->topheight
|
||||
&& mo->z >= *rover->bottomheight)
|
||||
if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector)
|
||||
&& mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
@ -3262,12 +3262,17 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
{
|
||||
|
@ -3275,27 +3280,27 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight)
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != *rover->bottomheight)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight)))
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight)
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -3303,7 +3308,7 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
return rover->master->frontsector;
|
||||
}
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
||||
{
|
||||
|
@ -3317,12 +3322,17 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
// Hmm.. maybe there's a FOF that has it...
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
{
|
||||
|
@ -3330,27 +3340,27 @@ sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 n
|
|||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight)
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != *rover->bottomheight)
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight)))
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight)
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -4335,12 +4345,17 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!rover->master->frontsector->special)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, sector);
|
||||
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
||||
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
||||
|
@ -4349,27 +4364,27 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
|
|||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != *rover->topheight)
|
||||
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(mo->eflags & MFE_VERTICALFLIP)
|
||||
|| mo->z + mo->height != *rover->bottomheight)
|
||||
|| mo->z + mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == *rover->bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == *rover->topheight)))
|
||||
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
||||
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and intangible FOFs
|
||||
if (mo->z > *rover->topheight || (mo->z + mo->height) < *rover->bottomheight)
|
||||
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -4391,12 +4406,17 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
|||
|
||||
for (rover = sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
|
||||
if (!rover->master->frontsector->special)
|
||||
continue;
|
||||
|
||||
if (!(rover->flags & FF_EXISTS))
|
||||
continue;
|
||||
|
||||
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector);
|
||||
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector);
|
||||
|
||||
// Check the 3D floor's type...
|
||||
if (rover->flags & FF_BLOCKPLAYER)
|
||||
{
|
||||
|
@ -4404,27 +4424,27 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
|
|||
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
||||
{
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector))
|
||||
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
||||
continue;
|
||||
}
|
||||
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
||||
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
||||
{
|
||||
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
||||
|| player->mo->z + player->mo->height != P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector))
|
||||
|| player->mo->z + player->mo->height != bottomheight)
|
||||
continue;
|
||||
}
|
||||
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
||||
{
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector))
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector))))
|
||||
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
||||
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Water and DEATH FOG!!! heh
|
||||
if (player->mo->z > P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector) || (player->mo->z + player->mo->height) < P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector))
|
||||
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -4637,7 +4657,7 @@ void P_PlayerInSpecialSector(player_t *player)
|
|||
P_RunSpecialSectorCheck(player, sector);
|
||||
|
||||
// Iterate through touching_sectorlist
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
sector = node->m_sector;
|
||||
|
||||
|
@ -5276,11 +5296,19 @@ void T_LaserFlash(laserthink_t *flash)
|
|||
|
||||
sourcesec = ffloor->master->frontsector; // Less to type!
|
||||
|
||||
#ifdef ESLOPE
|
||||
top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y)
|
||||
: *ffloor->topheight;
|
||||
bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y)
|
||||
: *ffloor->bottomheight;
|
||||
sector->soundorg.z = (top + bottom)/2;
|
||||
#else
|
||||
sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2;
|
||||
#endif
|
||||
S_StartSound(§or->soundorg, sfx_laser);
|
||||
|
||||
// Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough*
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_snext)
|
||||
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6551,7 +6579,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6573,7 +6601,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6614,7 +6642,7 @@ void T_Scroll(scroll_t *s)
|
|||
sector_t *psec;
|
||||
psec = sectors + sect;
|
||||
|
||||
for (node = psec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6636,7 +6664,7 @@ void T_Scroll(scroll_t *s)
|
|||
|
||||
if (!is3dblock)
|
||||
{
|
||||
for (node = sec->touching_thinglist; node; node = node->m_snext)
|
||||
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
|
||||
|
@ -6875,6 +6903,11 @@ void T_Disappear(disappear_t *d)
|
|||
|
||||
if (!(lines[d->sourceline].flags & ML_NOCLIMB))
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
if (*rover->t_slope)
|
||||
sectors[s].soundorg.z = P_GetZAt(*rover->t_slope, sectors[s].soundorg.x, sectors[s].soundorg.y);
|
||||
else
|
||||
#endif
|
||||
sectors[s].soundorg.z = *rover->topheight;
|
||||
S_StartSound(§ors[s].soundorg, sfx_appear);
|
||||
}
|
||||
|
@ -6981,7 +7014,7 @@ void T_Friction(friction_t *f)
|
|||
{
|
||||
if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec))
|
||||
{
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -6999,7 +7032,7 @@ void T_Friction(friction_t *f)
|
|||
thing->movefactor = f->movefactor;
|
||||
}
|
||||
}
|
||||
node = node->m_snext;
|
||||
node = node->m_thinglist_next;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7339,7 +7372,7 @@ void T_Pusher(pusher_t *p)
|
|||
|
||||
// constant pushers p_wind and p_current
|
||||
node = sec->touching_thinglist; // things touching this sector
|
||||
for (; node; node = node->m_snext)
|
||||
for (; node; node = node->m_thinglist_next)
|
||||
{
|
||||
thing = node->m_thing;
|
||||
if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)
|
||||
|
|
227
src/p_user.c
227
src/p_user.c
|
@ -1684,7 +1684,7 @@ static void P_CheckBustableBlocks(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -1801,7 +1801,7 @@ static void P_CheckBouncySectors(player_t *player)
|
|||
player->mo->z += player->mo->momz;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -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
|
||||
|
@ -2284,9 +2280,9 @@ static void P_DoClimbing(player_t *player)
|
|||
platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
|
||||
platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
|
||||
|
||||
glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
|
||||
glidesector = R_IsPointInSubsector(player->mo->x + platx, player->mo->y + platy);
|
||||
|
||||
if (glidesector->sector != player->mo->subsector->sector)
|
||||
if (!glidesector || glidesector->sector != player->mo->subsector->sector)
|
||||
{
|
||||
boolean floorclimb;
|
||||
boolean thrust;
|
||||
|
@ -2298,6 +2294,8 @@ static void P_DoClimbing(player_t *player)
|
|||
boostup = false;
|
||||
skyclimber = false;
|
||||
|
||||
if (glidesector)
|
||||
{
|
||||
#ifdef ESLOPE
|
||||
floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
|
||||
: glidesector->sector->floorheight;
|
||||
|
@ -2590,6 +2588,9 @@ static void P_DoClimbing(player_t *player)
|
|||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
floorclimb = true;
|
||||
|
||||
if (player->lastsidehit != -1 && player->lastlinehit != -1)
|
||||
{
|
||||
|
@ -2849,94 +2850,20 @@ static boolean PIT_CheckSolidsTeeter(mobj_t *thing)
|
|||
//
|
||||
static void P_DoTeeter(player_t *player)
|
||||
{
|
||||
msecnode_t *node;
|
||||
boolean teeter = false;
|
||||
boolean roverfloor; // solid 3d floors?
|
||||
boolean checkedforteeter = false;
|
||||
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.
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
{
|
||||
// Ledge teetering. Check if any nearby sectors are low enough from your current one.
|
||||
checkedforteeter = true;
|
||||
roverfloor = false;
|
||||
if (node->m_sector->ffloors)
|
||||
{
|
||||
ffloor_t *rover;
|
||||
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
|
||||
if (P_CheckSolidLava(player->mo, rover))
|
||||
;
|
||||
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
|
||||
continue; // intangible 3d floor
|
||||
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (*rover->bottomheight > node->m_sector->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 < node->m_sector->ceilingheight - tiptop))
|
||||
{
|
||||
if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
}
|
||||
else
|
||||
else // Let's do some checks...
|
||||
{
|
||||
teeter = false;
|
||||
roverfloor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (*rover->topheight < node->m_sector->floorheight) // Below the floor
|
||||
continue;
|
||||
|
||||
if (*rover->topheight < player->mo->z - tiptop
|
||||
|| (*rover->bottomheight > player->mo->z + player->mo->height
|
||||
&& player->mo->z > node->m_sector->floorheight + tiptop))
|
||||
{
|
||||
teeter = true;
|
||||
roverfloor = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
teeter = false;
|
||||
roverfloor = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!teeter && !roverfloor)
|
||||
{
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
{
|
||||
if (node->m_sector->ceilingheight > player->mo->z + player->mo->height + tiptop)
|
||||
teeter = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (node->m_sector->floorheight < player->mo->z - tiptop)
|
||||
teeter = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (checkedforteeter && !teeter) // Backup code
|
||||
{
|
||||
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;
|
||||
|
@ -2944,13 +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))
|
||||
|
@ -2958,12 +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;
|
||||
|
@ -2977,12 +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;
|
||||
|
@ -3000,18 +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;
|
||||
}
|
||||
}
|
||||
|
@ -3147,7 +3098,7 @@ teeterdone:
|
|||
if ((player->mo->state == &states[S_PLAY_STND] || player->mo->state == &states[S_PLAY_TAP1] || player->mo->state == &states[S_PLAY_TAP2] || player->mo->state == &states[S_PLAY_SUPERSTAND]))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_TEETER1);
|
||||
}
|
||||
else if (checkedforteeter && (player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
|
||||
else if ((player->mo->state == &states[S_PLAY_TEETER1] || player->mo->state == &states[S_PLAY_TEETER2] || player->mo->state == &states[S_PLAY_SUPERTEETER]))
|
||||
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
|
||||
}
|
||||
|
||||
|
@ -3741,7 +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
|
||||
)
|
||||
{
|
||||
|
@ -3774,7 +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))
|
||||
{
|
||||
|
@ -3790,7 +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
|
||||
)
|
||||
{
|
||||
|
@ -4776,7 +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;
|
||||
|
@ -7037,7 +6988,7 @@ static void P_MovePlayer(player_t *player)
|
|||
player->mo->y += player->mo->momy;
|
||||
P_SetThingPosition(player->mo);
|
||||
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
|
||||
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
||||
{
|
||||
if (!node->m_sector)
|
||||
break;
|
||||
|
@ -8123,6 +8074,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
{
|
||||
fixed_t myfloorz, myceilingz;
|
||||
fixed_t midz = thiscam->z + (thiscam->z - mo->z)/2;
|
||||
fixed_t midx = ((mo->x>>FRACBITS) + (thiscam->x>>FRACBITS))<<(FRACBITS-1);
|
||||
fixed_t midy = ((mo->y>>FRACBITS) + (thiscam->y>>FRACBITS))<<(FRACBITS-1);
|
||||
|
||||
// Cameras use the heightsec's heights rather then the actual sector heights.
|
||||
// If you can see through it, why not move the camera through it too?
|
||||
|
@ -8138,8 +8091,8 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
}
|
||||
else
|
||||
{
|
||||
myfloorz = newsubsec->sector->floorheight;
|
||||
myceilingz = newsubsec->sector->ceilingheight;
|
||||
myfloorz = P_CameraGetFloorZ(thiscam, newsubsec->sector, midx, midy, NULL);
|
||||
myceilingz = P_CameraGetCeilingZ(thiscam, newsubsec->sector, midx, midy, NULL);
|
||||
}
|
||||
|
||||
// Check list of fake floors and see if floorz/ceilingz need to be altered.
|
||||
|
@ -8151,17 +8104,21 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
|
||||
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
if (!(rover->flags & FF_BLOCKOTHERS) || !(rover->flags & FF_EXISTS) || !(rover->flags & FF_RENDERALL) || GETSECSPECIAL(rover->master->frontsector->special, 4) == 12)
|
||||
continue;
|
||||
|
||||
delta1 = midz - (*rover->bottomheight
|
||||
+ ((*rover->topheight - *rover->bottomheight)/2));
|
||||
delta2 = thingtop - (*rover->bottomheight
|
||||
+ ((*rover->topheight - *rover->bottomheight)/2));
|
||||
if (*rover->topheight > myfloorz && abs(delta1) < abs(delta2))
|
||||
myfloorz = *rover->topheight;
|
||||
if (*rover->bottomheight < myceilingz && abs(delta1) >= abs(delta2))
|
||||
myceilingz = *rover->bottomheight;
|
||||
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
||||
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
||||
|
||||
delta1 = midz - (bottomheight
|
||||
+ ((topheight - bottomheight)/2));
|
||||
delta2 = thingtop - (bottomheight
|
||||
+ ((topheight - bottomheight)/2));
|
||||
if (topheight > myfloorz && abs(delta1) < abs(delta2))
|
||||
myfloorz = topheight;
|
||||
if (bottomheight < myceilingz && abs(delta1) >= abs(delta2))
|
||||
myceilingz = bottomheight;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -8275,18 +8232,22 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
|
||||
for (rover = newsubsec->sector->ffloors; rover; rover = rover->next)
|
||||
{
|
||||
fixed_t topheight, bottomheight;
|
||||
if ((rover->flags & FF_BLOCKOTHERS) && (rover->flags & FF_RENDERALL) && (rover->flags & FF_EXISTS) && GETSECSPECIAL(rover->master->frontsector->special, 4) != 12)
|
||||
{
|
||||
if (*rover->bottomheight - thiscam->height < z
|
||||
&& midz < *rover->bottomheight)
|
||||
z = *rover->bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
|
||||
topheight = P_CameraGetFOFTopZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
||||
bottomheight = P_CameraGetFOFBottomZ(thiscam, newsubsec->sector, rover, midx, midy, NULL);
|
||||
|
||||
else if (*rover->topheight + thiscam->height > z
|
||||
&& midz > *rover->topheight)
|
||||
z = *rover->topheight;
|
||||
if (bottomheight - thiscam->height < z
|
||||
&& midz < bottomheight)
|
||||
z = bottomheight - thiscam->height-FixedMul(11*FRACUNIT, mo->scale);
|
||||
|
||||
if ((mo->z >= *rover->topheight && midz < *rover->bottomheight)
|
||||
|| ((mo->z < *rover->bottomheight && mo->z+mo->height < *rover->topheight) && midz >= *rover->topheight))
|
||||
else if (topheight + thiscam->height > z
|
||||
&& midz > topheight)
|
||||
z = topheight;
|
||||
|
||||
if ((mo->z >= topheight && midz < bottomheight)
|
||||
|| ((mo->z < bottomheight && mo->z+mo->height < topheight) && midz >= topheight))
|
||||
{
|
||||
// Can't see
|
||||
if (!resetcalled)
|
||||
|
|
20
src/r_defs.h
20
src/r_defs.h
|
@ -500,10 +500,10 @@ typedef struct subsector_s
|
|||
// Sector list node showing all sectors an object appears in.
|
||||
//
|
||||
// There are two threads that flow through these nodes. The first thread
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_snext
|
||||
// starts at touching_thinglist in a sector_t and flows through the m_thinglist_next
|
||||
// links to find all mobjs that are entirely or partially in the sector.
|
||||
// The second thread starts at touching_sectorlist in an mobj_t and flows
|
||||
// through the m_tnext links to find all sectors a thing touches. This is
|
||||
// through the m_sectorlist_next links to find all sectors a thing touches. This is
|
||||
// useful when applying friction or push effects to sectors. These effects
|
||||
// can be done as thinkers that act upon all objects touching their sectors.
|
||||
// As an mobj moves through the world, these nodes are created and
|
||||
|
@ -515,10 +515,10 @@ typedef struct msecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct mobj_s *m_thing; // this object
|
||||
struct msecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct msecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct msecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct msecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct msecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} msecnode_t;
|
||||
|
||||
|
@ -526,10 +526,10 @@ typedef struct mprecipsecnode_s
|
|||
{
|
||||
sector_t *m_sector; // a sector containing this object
|
||||
struct precipmobj_s *m_thing; // this object
|
||||
struct mprecipsecnode_s *m_tprev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_tnext; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sprev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_snext; // next msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_sectorlist_prev; // prev msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_sectorlist_next; // next msecnode_t for this thing
|
||||
struct mprecipsecnode_s *m_thinglist_prev; // prev msecnode_t for this sector
|
||||
struct mprecipsecnode_s *m_thinglist_next; // next msecnode_t for this sector
|
||||
boolean visited; // used in search algorithms
|
||||
} mprecipsecnode_t;
|
||||
|
||||
|
|
|
@ -167,6 +167,7 @@
|
|||
<ClInclude Include="..\lzf.h" />
|
||||
<ClInclude Include="..\md5.h" />
|
||||
<ClInclude Include="..\mserv.h" />
|
||||
<ClInclude Include="..\m_aatree.h" />
|
||||
<ClInclude Include="..\m_anigif.h" />
|
||||
<ClInclude Include="..\m_argv.h" />
|
||||
<ClInclude Include="..\m_bbox.h" />
|
||||
|
@ -308,6 +309,7 @@
|
|||
<ClCompile Include="..\lzf.c" />
|
||||
<ClCompile Include="..\md5.c" />
|
||||
<ClCompile Include="..\mserv.c" />
|
||||
<ClCompile Include="..\m_aatree.c" />
|
||||
<ClCompile Include="..\m_anigif.c" />
|
||||
<ClCompile Include="..\m_argv.c" />
|
||||
<ClCompile Include="..\m_bbox.c" />
|
||||
|
|
|
@ -294,6 +294,9 @@
|
|||
<ClInclude Include="..\md5.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\m_aatree.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\m_anigif.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
|
@ -666,6 +669,9 @@
|
|||
<ClCompile Include="..\md5.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\m_aatree.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\m_anigif.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
@ -475,11 +475,11 @@ UINT16 W_LoadWadFile(const char *filename)
|
|||
//
|
||||
CONS_Printf(M_GetText("Added file %s (%u lumps)\n"), filename, numlumps);
|
||||
wadfiles[numwadfiles] = wadfile;
|
||||
W_LoadDehackedLumps(numwadfiles);
|
||||
numwadfiles++; // must come BEFORE W_LoadDehackedLumps, so any addfile called by COM_BufInsertText called by Lua doesn't overwrite what we just loaded
|
||||
W_LoadDehackedLumps(numwadfiles-1);
|
||||
|
||||
W_InvalidateLumpnumCache();
|
||||
|
||||
numwadfiles++;
|
||||
return wadfile->numlumps;
|
||||
}
|
||||
|
||||
|
|
|
@ -54,10 +54,8 @@ typedef struct
|
|||
|
||||
#define lumpcache_t void *
|
||||
|
||||
// Annoying cyclic dependency workaround: this inlcusion must come after
|
||||
// the definition of MAX_WADPATH.
|
||||
#ifdef HWRENDER
|
||||
#include "m_misc.h"
|
||||
#include "m_aatree.h"
|
||||
#endif
|
||||
|
||||
typedef struct wadfile_s
|
||||
|
|
|
@ -145,6 +145,7 @@
|
|||
<ClCompile Include="..\lzf.c" />
|
||||
<ClCompile Include="..\md5.c" />
|
||||
<ClCompile Include="..\mserv.c" />
|
||||
<ClCompile Include="..\m_aatree.c" />
|
||||
<ClCompile Include="..\m_anigif.c" />
|
||||
<ClCompile Include="..\m_argv.c" />
|
||||
<ClCompile Include="..\m_bbox.c" />
|
||||
|
@ -300,6 +301,7 @@
|
|||
<ClInclude Include="..\lzf.h" />
|
||||
<ClInclude Include="..\md5.h" />
|
||||
<ClInclude Include="..\mserv.h" />
|
||||
<ClInclude Include="..\m_aatree.h" />
|
||||
<ClInclude Include="..\m_anigif.h" />
|
||||
<ClInclude Include="..\m_argv.h" />
|
||||
<ClInclude Include="..\m_bbox.h" />
|
||||
|
|
|
@ -255,6 +255,9 @@
|
|||
<ClCompile Include="..\lua_skinlib.c">
|
||||
<Filter>LUA</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\m_aatree.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\m_anigif.c">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClCompile>
|
||||
|
@ -662,6 +665,9 @@
|
|||
<ClInclude Include="..\md5.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\m_aatree.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\m_anigif.h">
|
||||
<Filter>M_Misc</Filter>
|
||||
</ClInclude>
|
||||
|
|
Loading…
Reference in a new issue