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902 lines
26 KiB
C
902 lines
26 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2004 by Stephen McGranahan
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// Copyright (C) 2015-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_slopes.c
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/// \brief ZDoom + Eternity Engine Slopes, ported and enhanced by Kalaron
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#include "doomdef.h"
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#include "r_defs.h"
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#include "r_state.h"
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#include "m_bbox.h"
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#include "z_zone.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_slopes.h"
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#include "p_setup.h"
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#include "r_main.h"
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#include "p_maputl.h"
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#include "w_wad.h"
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#ifdef ESLOPE
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static pslope_t *slopelist = NULL;
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static UINT16 slopecount = 0;
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// Calculate line normal
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void P_CalculateSlopeNormal(pslope_t *slope) {
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slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
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slope->normal.x = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
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slope->normal.y = -FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
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}
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// With a vertex slope that has its vertices set, configure relevant slope info
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static void P_ReconfigureVertexSlope(pslope_t *slope)
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{
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vector3_t vec1, vec2;
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// Set slope normal
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vec1.x = (slope->vertices[1]->x - slope->vertices[0]->x) << FRACBITS;
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vec1.y = (slope->vertices[1]->y - slope->vertices[0]->y) << FRACBITS;
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vec1.z = (slope->vertices[1]->z - slope->vertices[0]->z) << FRACBITS;
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vec2.x = (slope->vertices[2]->x - slope->vertices[0]->x) << FRACBITS;
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vec2.y = (slope->vertices[2]->y - slope->vertices[0]->y) << FRACBITS;
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vec2.z = (slope->vertices[2]->z - slope->vertices[0]->z) << FRACBITS;
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// ugggggggh fixed-point maaaaaaath
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slope->extent = max(
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max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)),
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max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z))
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) >> (FRACBITS+5);
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vec1.x /= slope->extent;
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vec1.y /= slope->extent;
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vec1.z /= slope->extent;
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vec2.x /= slope->extent;
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vec2.y /= slope->extent;
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vec2.z /= slope->extent;
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FV3_Cross(&vec1, &vec2, &slope->normal);
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slope->extent = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z);
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if (slope->normal.z < 0)
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slope->extent = -slope->extent;
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slope->normal.x = FixedDiv(slope->normal.x, slope->extent);
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slope->normal.y = FixedDiv(slope->normal.y, slope->extent);
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slope->normal.z = FixedDiv(slope->normal.z, slope->extent);
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// Set origin
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slope->o.x = slope->vertices[0]->x << FRACBITS;
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slope->o.y = slope->vertices[0]->y << FRACBITS;
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slope->o.z = slope->vertices[0]->z << FRACBITS;
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if (slope->normal.x == 0 && slope->normal.y == 0) { // Set some defaults for a non-sloped "slope"
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slope->zangle = slope->xydirection = 0;
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slope->zdelta = slope->d.x = slope->d.y = 0;
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} else {
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// Get direction vector
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slope->extent = R_PointToDist2(0, 0, slope->normal.x, slope->normal.y);
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slope->d.x = -FixedDiv(slope->normal.x, slope->extent);
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slope->d.y = -FixedDiv(slope->normal.y, slope->extent);
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// Z delta
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slope->zdelta = FixedDiv(slope->extent, slope->normal.z);
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// Get angles
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slope->xydirection = R_PointToAngle2(0, 0, slope->d.x, slope->d.y)+ANGLE_180;
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slope->zangle = InvAngle(R_PointToAngle2(0, 0, FRACUNIT, slope->zdelta));
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}
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}
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// Recalculate dynamic slopes
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void P_RunDynamicSlopes(void) {
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pslope_t *slope;
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for (slope = slopelist; slope; slope = slope->next) {
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fixed_t zdelta;
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if (slope->flags & SL_NODYNAMIC)
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continue;
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switch(slope->refpos) {
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case 1: // front floor
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zdelta = slope->sourceline->backsector->floorheight - slope->sourceline->frontsector->floorheight;
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slope->o.z = slope->sourceline->frontsector->floorheight;
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break;
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case 2: // front ceiling
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zdelta = slope->sourceline->backsector->ceilingheight - slope->sourceline->frontsector->ceilingheight;
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slope->o.z = slope->sourceline->frontsector->ceilingheight;
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break;
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case 3: // back floor
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zdelta = slope->sourceline->frontsector->floorheight - slope->sourceline->backsector->floorheight;
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slope->o.z = slope->sourceline->backsector->floorheight;
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break;
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case 4: // back ceiling
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zdelta = slope->sourceline->frontsector->ceilingheight - slope->sourceline->backsector->ceilingheight;
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slope->o.z = slope->sourceline->backsector->ceilingheight;
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break;
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case 5: // vertices
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{
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mapthing_t *mt;
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size_t i;
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INT32 l;
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line_t *line;
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for (i = 0; i < 3; i++) {
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mt = slope->vertices[i];
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l = P_FindSpecialLineFromTag(799, mt->angle, -1);
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if (l != -1) {
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line = &lines[l];
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mt->z = line->frontsector->floorheight >> FRACBITS;
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}
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}
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P_ReconfigureVertexSlope(slope);
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}
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continue; // TODO
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default:
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I_Error("P_RunDynamicSlopes: slope has invalid type!");
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}
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if (slope->zdelta != FixedDiv(zdelta, slope->extent)) {
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slope->zdelta = FixedDiv(zdelta, slope->extent);
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slope->zangle = R_PointToAngle2(0, 0, slope->extent, -zdelta);
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P_CalculateSlopeNormal(slope);
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}
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}
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}
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//
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// P_MakeSlope
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//
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// Alocates and fill the contents of a slope structure.
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//
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static pslope_t *P_MakeSlope(const vector3_t *o, const vector2_t *d,
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const fixed_t zdelta, UINT8 flags)
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{
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pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL);
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memset(ret, 0, sizeof(*ret));
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ret->o.x = o->x;
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ret->o.y = o->y;
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ret->o.z = o->z;
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ret->d.x = d->x;
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ret->d.y = d->y;
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ret->zdelta = zdelta;
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ret->flags = flags;
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// Add to the slope list
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ret->next = slopelist;
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slopelist = ret;
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slopecount++;
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ret->id = slopecount;
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return ret;
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}
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//
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// P_GetExtent
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//
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// Returns the distance to the first line within the sector that
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// is intersected by a line parallel to the plane normal with the point (ox, oy)
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//
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static fixed_t P_GetExtent(sector_t *sector, line_t *line)
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{
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// ZDoom code reference: v3float_t = vertex_t
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fixed_t fardist = -FRACUNIT;
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size_t i;
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// Find furthest vertex from the reference line. It, along with the two ends
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// of the line, will define the plane.
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for(i = 0; i < sector->linecount; i++)
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{
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line_t *li = sector->lines[i];
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vertex_t tempv;
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fixed_t dist;
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// Don't compare to the slope line.
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if(li == line)
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continue;
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P_ClosestPointOnLine(li->v1->x, li->v1->y, line, &tempv);
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dist = R_PointToDist2(tempv.x, tempv.y, li->v1->x, li->v1->y);
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if(dist > fardist)
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fardist = dist;
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// Okay, maybe do it for v2 as well?
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P_ClosestPointOnLine(li->v2->x, li->v2->y, line, &tempv);
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dist = R_PointToDist2(tempv.x, tempv.y, li->v2->x, li->v2->y);
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if(dist > fardist)
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fardist = dist;
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}
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return fardist;
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}
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//
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// P_SpawnSlope_Line
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//
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// Creates one or more slopes based on the given line type and front/back
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// sectors.
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//
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void P_SpawnSlope_Line(int linenum)
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{
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// With dynamic slopes, it's fine to just leave this function as normal,
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// because checking to see if a slope had changed will waste more memory than
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// if the slope was just updated when called
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line_t *line = lines + linenum;
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INT16 special = line->special;
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pslope_t *fslope = NULL, *cslope = NULL;
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vector3_t origin, point;
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vector2_t direction;
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fixed_t nx, ny, dz, extent;
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boolean frontfloor = (special == 700 || special == 702 || special == 703);
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boolean backfloor = (special == 710 || special == 712 || special == 713);
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boolean frontceil = (special == 701 || special == 702 || special == 713);
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boolean backceil = (special == 711 || special == 712 || special == 703);
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UINT8 flags = 0; // Slope flags
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if (line->flags & ML_NOSONIC)
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flags |= SL_NOPHYSICS;
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if (!(line->flags & ML_NOTAILS))
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flags |= SL_NODYNAMIC;
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if (line->flags & ML_NOKNUX)
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flags |= SL_ANCHORVERTEX;
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if(!frontfloor && !backfloor && !frontceil && !backceil)
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{
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CONS_Printf("P_SpawnSlope_Line called with non-slope line special.\n");
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return;
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}
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if(!line->frontsector || !line->backsector)
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{
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CONS_Printf("P_SpawnSlope_Line used on a line without two sides.\n");
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return;
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}
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{
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fixed_t len = R_PointToDist2(0, 0, line->dx, line->dy);
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nx = FixedDiv(line->dy, len);
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ny = -FixedDiv(line->dx, len);
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}
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origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
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origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
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// For FOF slopes, make a special function to copy to the xy origin & direction relative to the position of the FOF on the map!
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if(frontfloor || frontceil)
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{
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line->frontsector->hasslope = true; // Tell the software renderer that we're sloped
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origin.z = line->backsector->floorheight;
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direction.x = nx;
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direction.y = ny;
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extent = P_GetExtent(line->frontsector, line);
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if(extent < 0)
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{
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CONS_Printf("P_SpawnSlope_Line failed to get frontsector extent on line number %i\n", linenum);
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return;
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}
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// reposition the origin according to the extent
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point.x = origin.x + FixedMul(direction.x, extent);
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point.y = origin.y + FixedMul(direction.y, extent);
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direction.x = -direction.x;
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direction.y = -direction.y;
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// TODO: We take origin and point 's xy values and translate them to the center of an FOF!
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if(frontfloor)
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{
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fixed_t highest, lowest;
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size_t l;
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point.z = line->frontsector->floorheight; // Startz
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dz = FixedDiv(origin.z - point.z, extent); // Destinationz
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// In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef
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fslope = line->frontsector->f_slope =
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P_MakeSlope(&point, &direction, dz, flags);
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// Set up some shit
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fslope->extent = extent;
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fslope->refpos = 1;
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// Now remember that f_slope IS a vector
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// fslope->o = origin 3D point 1 of the vector
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// fslope->d = destination 3D point 2 of the vector
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// fslope->normal is a 3D line perpendicular to the 3D vector
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// Sync the linedata of the line that started this slope
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// TODO: Anything special for control sector based slopes later?
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fslope->sourceline = line;
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// To find the real highz/lowz of a slope, you need to check all the vertexes
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// in the slope's sector with P_GetZAt to get the REAL lowz & highz
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// Although these slopes are set by floorheights the ANGLE is what a slope is,
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// so technically any slope can extend on forever (they are just bound by sectors)
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// *You can use sourceline as a reference to see if two slopes really are the same
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// Default points for high and low
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highest = point.z > origin.z ? point.z : origin.z;
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lowest = point.z < origin.z ? point.z : origin.z;
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// Now check to see what the REAL high and low points of the slope inside the sector
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// TODO: Is this really needed outside of FOFs? -Red
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for (l = 0; l < line->frontsector->linecount; l++)
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{
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fixed_t height = P_GetZAt(line->frontsector->f_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y);
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if (height > highest)
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highest = height;
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if (height < lowest)
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lowest = height;
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}
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// Sets extra clipping data for the frontsector's slope
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fslope->highz = highest;
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fslope->lowz = lowest;
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fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(fslope);
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}
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if(frontceil)
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{
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fixed_t highest, lowest;
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size_t l;
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origin.z = line->backsector->ceilingheight;
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point.z = line->frontsector->ceilingheight;
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dz = FixedDiv(origin.z - point.z, extent);
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cslope = line->frontsector->c_slope =
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P_MakeSlope(&point, &direction, dz, flags);
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// Set up some shit
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cslope->extent = extent;
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cslope->refpos = 2;
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// Sync the linedata of the line that started this slope
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// TODO: Anything special for control sector based slopes later?
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cslope->sourceline = line;
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// Remember the way the slope is formed
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highest = point.z > origin.z ? point.z : origin.z;
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lowest = point.z < origin.z ? point.z : origin.z;
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for (l = 0; l < line->frontsector->linecount; l++)
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{
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fixed_t height = P_GetZAt(line->frontsector->c_slope, line->frontsector->lines[l]->v1->x, line->frontsector->lines[l]->v1->y);
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if (height > highest)
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highest = height;
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if (height < lowest)
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lowest = height;
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}
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// This line special sets extra clipping data for the frontsector's slope
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cslope->highz = highest;
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cslope->lowz = lowest;
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cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(cslope);
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}
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}
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if(backfloor || backceil)
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{
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line->backsector->hasslope = true; // Tell the software renderer that we're sloped
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origin.z = line->frontsector->floorheight;
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// Backsector
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direction.x = -nx;
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direction.y = -ny;
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extent = P_GetExtent(line->backsector, line);
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if(extent < 0)
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{
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CONS_Printf("P_SpawnSlope_Line failed to get backsector extent on line number %i\n", linenum);
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return;
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}
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// reposition the origin according to the extent
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point.x = origin.x + FixedMul(direction.x, extent);
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point.y = origin.y + FixedMul(direction.y, extent);
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direction.x = -direction.x;
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direction.y = -direction.y;
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if(backfloor)
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{
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fixed_t highest, lowest;
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size_t l;
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point.z = line->backsector->floorheight;
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dz = FixedDiv(origin.z - point.z, extent);
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fslope = line->backsector->f_slope =
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P_MakeSlope(&point, &direction, dz, flags);
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// Set up some shit
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fslope->extent = extent;
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fslope->refpos = 3;
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// Sync the linedata of the line that started this slope
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// TODO: Anything special for control sector based slopes later?
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fslope->sourceline = line;
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// Remember the way the slope is formed
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highest = point.z > origin.z ? point.z : origin.z;
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lowest = point.z < origin.z ? point.z : origin.z;
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for (l = 0; l < line->backsector->linecount; l++)
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{
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fixed_t height = P_GetZAt(line->backsector->f_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y);
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if (height > highest)
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highest = height;
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if (height < lowest)
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lowest = height;
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}
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// This line special sets extra clipping data for the frontsector's slope
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fslope->highz = highest;
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fslope->lowz = lowest;
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fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(fslope);
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}
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if(backceil)
|
|
{
|
|
fixed_t highest, lowest;
|
|
size_t l;
|
|
origin.z = line->frontsector->ceilingheight;
|
|
point.z = line->backsector->ceilingheight;
|
|
dz = FixedDiv(origin.z - point.z, extent);
|
|
|
|
cslope = line->backsector->c_slope =
|
|
P_MakeSlope(&point, &direction, dz, flags);
|
|
|
|
// Set up some shit
|
|
cslope->extent = extent;
|
|
cslope->refpos = 4;
|
|
|
|
// Sync the linedata of the line that started this slope
|
|
// TODO: Anything special for control sector based slopes later?
|
|
cslope->sourceline = line;
|
|
|
|
// Remember the way the slope is formed
|
|
highest = point.z > origin.z ? point.z : origin.z;
|
|
lowest = point.z < origin.z ? point.z : origin.z;
|
|
|
|
for (l = 0; l < line->backsector->linecount; l++)
|
|
{
|
|
fixed_t height = P_GetZAt(line->backsector->c_slope, line->backsector->lines[l]->v1->x, line->backsector->lines[l]->v1->y);
|
|
|
|
if (height > highest)
|
|
highest = height;
|
|
|
|
if (height < lowest)
|
|
lowest = height;
|
|
}
|
|
|
|
// This line special sets extra clipping data for the backsector's slope
|
|
cslope->highz = highest;
|
|
cslope->lowz = lowest;
|
|
|
|
cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
|
|
cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
|
|
|
|
P_CalculateSlopeNormal(cslope);
|
|
}
|
|
}
|
|
|
|
if(!line->tag)
|
|
return;
|
|
}
|
|
|
|
//
|
|
// P_NewVertexSlope
|
|
//
|
|
// Creates a new slope from three vertices with the specified IDs
|
|
//
|
|
static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags)
|
|
{
|
|
size_t i;
|
|
mapthing_t *mt = mapthings;
|
|
|
|
pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL);
|
|
memset(ret, 0, sizeof(*ret));
|
|
|
|
// Start by setting flags
|
|
ret->flags = flags;
|
|
|
|
// Now set up the vertex list
|
|
ret->vertices = Z_Malloc(3*sizeof(mapthing_t), PU_LEVEL, NULL);
|
|
memset(ret->vertices, 0, 3*sizeof(mapthing_t));
|
|
|
|
// And... look for the vertices in question.
|
|
for (i = 0; i < nummapthings; i++, mt++) {
|
|
if (mt->type != 750) // Haha, I'm hijacking the old Chaos Spawn thingtype for something!
|
|
continue;
|
|
|
|
if (!ret->vertices[0] && mt->angle == tag1)
|
|
ret->vertices[0] = mt;
|
|
else if (!ret->vertices[1] && mt->angle == tag2)
|
|
ret->vertices[1] = mt;
|
|
else if (!ret->vertices[2] && mt->angle == tag3)
|
|
ret->vertices[2] = mt;
|
|
}
|
|
|
|
// 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
|
|
mt->z = (R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector->floorheight >> FRACBITS) + (mt->options >> ZSHIFT);
|
|
}
|
|
|
|
P_ReconfigureVertexSlope(ret);
|
|
ret->refpos = 5;
|
|
|
|
// Add to the slope list
|
|
ret->next = slopelist;
|
|
slopelist = ret;
|
|
|
|
slopecount++;
|
|
ret->id = slopecount;
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_CopySectorSlope
|
|
//
|
|
// Searches through tagged sectors and copies
|
|
//
|
|
void P_CopySectorSlope(line_t *line)
|
|
{
|
|
sector_t *fsec = line->frontsector;
|
|
int i, special = line->special;
|
|
|
|
// Check for copy linedefs
|
|
for(i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
|
|
{
|
|
sector_t *srcsec = sectors + i;
|
|
|
|
if((special - 719) & 1 && !fsec->f_slope && srcsec->f_slope)
|
|
fsec->f_slope = srcsec->f_slope; //P_CopySlope(srcsec->f_slope);
|
|
if((special - 719) & 2 && !fsec->c_slope && srcsec->c_slope)
|
|
fsec->c_slope = srcsec->c_slope; //P_CopySlope(srcsec->c_slope);
|
|
}
|
|
|
|
fsec->hasslope = true;
|
|
|
|
line->special = 0; // Linedef was use to set slopes, it finished its job, so now make it a normal linedef
|
|
}
|
|
|
|
//
|
|
// P_SlopeById
|
|
//
|
|
// Looks in the slope list for a slope with a specified ID. Mostly useful for netgame sync
|
|
//
|
|
pslope_t *P_SlopeById(UINT16 id)
|
|
{
|
|
pslope_t *ret;
|
|
for (ret = slopelist; ret && ret->id != id; ret = ret->next);
|
|
return ret;
|
|
}
|
|
|
|
// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes
|
|
void P_ResetDynamicSlopes(void) {
|
|
size_t i;
|
|
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
|
|
boolean warned = false;
|
|
#endif
|
|
|
|
slopelist = NULL;
|
|
slopecount = 0;
|
|
|
|
// We'll handle copy slopes later, after all the tag lists have been made.
|
|
// Yes, this means copied slopes won't affect things' spawning heights. Too bad for you.
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
switch (lines[i].special)
|
|
{
|
|
#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:
|
|
case 388:
|
|
lines[i].special += 700-386;
|
|
WARNME
|
|
P_SpawnSlope_Line(i);
|
|
break;
|
|
|
|
case 389:
|
|
case 390:
|
|
case 391:
|
|
case 392:
|
|
lines[i].special += 710-389;
|
|
WARNME
|
|
P_SpawnSlope_Line(i);
|
|
break;
|
|
|
|
case 393:
|
|
lines[i].special = 703;
|
|
WARNME
|
|
P_SpawnSlope_Line(i);
|
|
break;
|
|
|
|
case 394:
|
|
case 395:
|
|
case 396:
|
|
lines[i].special += 720-394;
|
|
WARNME
|
|
break;
|
|
|
|
#endif
|
|
|
|
case 700:
|
|
case 701:
|
|
case 702:
|
|
case 703:
|
|
case 710:
|
|
case 711:
|
|
case 712:
|
|
case 713:
|
|
P_SpawnSlope_Line(i);
|
|
break;
|
|
|
|
case 704:
|
|
case 705:
|
|
case 714:
|
|
case 715:
|
|
{
|
|
pslope_t **slopetoset;
|
|
size_t which = lines[i].special;
|
|
|
|
UINT8 flags = SL_VERTEXSLOPE;
|
|
if (lines[i].flags & ML_NOSONIC)
|
|
flags |= SL_NOPHYSICS;
|
|
if (!(lines[i].flags & ML_NOTAILS))
|
|
flags |= SL_NODYNAMIC;
|
|
|
|
if (which == 704)
|
|
{
|
|
slopetoset = &lines[i].frontsector->f_slope;
|
|
which = 0;
|
|
}
|
|
else if (which == 705)
|
|
{
|
|
slopetoset = &lines[i].frontsector->c_slope;
|
|
which = 0;
|
|
}
|
|
else if (which == 714)
|
|
{
|
|
slopetoset = &lines[i].backsector->f_slope;
|
|
which = 1;
|
|
}
|
|
else // 715
|
|
{
|
|
slopetoset = &lines[i].backsector->c_slope;
|
|
which = 1;
|
|
}
|
|
|
|
if (lines[i].flags & ML_NOKNUX)
|
|
*slopetoset = P_NewVertexSlope(lines[i].tag, sides[lines[i].sidenum[which]].textureoffset >> FRACBITS,
|
|
sides[lines[i].sidenum[which]].rowoffset >> FRACBITS, flags);
|
|
else
|
|
*slopetoset = P_NewVertexSlope(lines[i].tag, lines[i].tag, lines[i].tag, flags);
|
|
|
|
sides[lines[i].sidenum[which]].sector->hasslope = true;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
// ============================================================================
|
|
//
|
|
// Various utilities related to slopes
|
|
//
|
|
|
|
//
|
|
// P_GetZAt
|
|
//
|
|
// Returns the height of the sloped plane at (x, y) as a fixed_t
|
|
//
|
|
fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y)
|
|
{
|
|
fixed_t dist = FixedMul(x - slope->o.x, slope->d.x) +
|
|
FixedMul(y - slope->o.y, slope->d.y);
|
|
|
|
return slope->o.z + FixedMul(dist, slope->zdelta);
|
|
}
|
|
|
|
|
|
//
|
|
// P_QuantizeMomentumToSlope
|
|
//
|
|
// When given a vector, rotates it and aligns it to a slope
|
|
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
|
{
|
|
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;
|
|
|
|
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);
|
|
}
|
|
|
|
// SRB2Kart: This fixes all slope-based jumps for different scales in Kart automatically without map tweaking.
|
|
// However, they will always feel off every single time... see for yourself: https://cdn.discordapp.com/attachments/270211093761097728/484924392128774165/kart0181.gif
|
|
//#define GROWNEVERMISSES
|
|
|
|
//
|
|
// 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.
|
|
vector3_t slopemom;
|
|
slopemom.x = mo->momx;
|
|
slopemom.y = mo->momy;
|
|
slopemom.z = mo->momz;
|
|
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
|
|
|
|
#ifdef GROWNEVERMISSES
|
|
{
|
|
const fixed_t xyscale = mapheaderinfo[gamemap-1]->mobj_scale + (mapheaderinfo[gamemap-1]->mobj_scale - mo->scale);
|
|
const fixed_t zscale = mapheaderinfo[gamemap-1]->mobj_scale + (mapheaderinfo[gamemap-1]->mobj_scale - mo->scale);
|
|
mo->momx = FixedMul(slopemom.x, xyscale);
|
|
mo->momy = FixedMul(slopemom.y, xyscale);
|
|
mo->momz = FixedMul(slopemom.z, zscale);
|
|
}
|
|
#else
|
|
mo->momx = slopemom.x;
|
|
mo->momy = slopemom.y;
|
|
mo->momz = slopemom.z;
|
|
#endif
|
|
}
|
|
|
|
//CONS_Printf("Launched off of slope.\n");
|
|
mo->standingslope = NULL;
|
|
}
|
|
|
|
// Function to help handle landing on slopes
|
|
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|
{
|
|
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;
|
|
|
|
P_ReverseQuantizeMomentumToSlope(&mom, slope);
|
|
|
|
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
|
|
thing->momx = mom.x;
|
|
thing->momy = mom.y;
|
|
thing->momz = -P_MobjFlip(thing);
|
|
|
|
thing->standingslope = slope;
|
|
}
|
|
}
|
|
|
|
// https://yourlogicalfallacyis.com/slippery-slope
|
|
// Handles sliding down slopes, like if they were made of butter :)
|
|
void P_ButteredSlope(mobj_t *mo)
|
|
{
|
|
fixed_t thrust;
|
|
|
|
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
|
|
|
|
if (mo->player) {
|
|
if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
|
|
return; // Don't slide on non-steep slopes unless spinning
|
|
|
|
if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
|
|
return; // Allow the player to stand still on slopes below a certain steepness
|
|
}
|
|
|
|
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 15 / 16 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
|
|
|
|
if (mo->player && (mo->player->pflags & PF_SPINNING)) {
|
|
fixed_t mult = 0;
|
|
if (mo->momx || mo->momy) {
|
|
angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
|
|
|
|
if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
|
|
angle ^= ANGLE_180;
|
|
|
|
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
|
|
}
|
|
|
|
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
|
|
}
|
|
|
|
if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
|
|
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
|
|
|
|
// 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);
|
|
}
|
|
|
|
// EOF
|
|
#endif // #ifdef ESLOPE
|