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https://git.do.srb2.org/STJr/SRB2.git
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Made a mapthing-independent version of P_GetMobjSpawnHeight so P_SpawnHoopsAndRings subfunctions can use it instead of duplicating code.
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parent
2b3922a8f3
commit
24f8d4ef51
1 changed files with 48 additions and 96 deletions
144
src/p_mobj.c
144
src/p_mobj.c
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@ -11559,10 +11559,39 @@ void P_MovePlayerToStarpost(INT32 playernum)
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mapthing_t *huntemeralds[MAXHUNTEMERALDS];
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INT32 numhuntemeralds;
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static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const fixed_t x, const fixed_t y, const fixed_t offset, const boolean flip)
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{
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const subsector_t *ss = R_PointInSubsector(x, y);
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// Axis objects snap to the floor.
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if (mobjtype == MT_AXIS || mobjtype == MT_AXISTRANSFER || mobjtype == MT_AXISTRANSFERLINE)
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return ONFLOORZ;
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if (!offset) // Snap to the surfaces when there's no offset set.
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{
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if (flip)
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return ONCEILINGZ;
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else
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return ONFLOORZ;
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}
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// Establish height.
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if (flip)
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return (
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#ifdef ESLOPE
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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
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else
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return (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight) + offset;
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}
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static fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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{
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fixed_t offset = mthing->z << FRACBITS;
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boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
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@ -11573,12 +11602,6 @@ static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t*
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flip = false;
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break;
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// Axis objects snap to the floor.
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case MT_AXIS:
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case MT_AXISTRANSFER:
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case MT_AXISTRANSFERLINE:
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return ONFLOORZ;
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// Objects with a non-zero default height.
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case MT_CRAWLACOMMANDER:
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case MT_DETON:
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@ -11626,27 +11649,7 @@ static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t*
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offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
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}
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if (!offset) // Snap to the surfaces when there's no offset set.
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{
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if (flip)
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return ONCEILINGZ;
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else
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return ONFLOORZ;
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}
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// Establish height.
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if (flip)
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return (
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#ifdef ESLOPE
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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
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else
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return (
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight) + offset;
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return P_GetMobjSpawnHeight(mobjtype, x, y, offset, flip);
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}
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static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing)
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@ -13022,7 +13025,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
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// spawn it
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x = mthing->x << FRACBITS;
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y = mthing->y << FRACBITS;
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z = P_GetMobjSpawnHeight(i, mthing, x, y);
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z = P_GetMapThingSpawnHeight(i, mthing, x, y);
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mobj = P_SpawnMobj(x, y, z, i);
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mobj->spawnpoint = mthing;
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@ -13074,7 +13077,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
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mobj->flags2 |= MF2_DONTDRAW;
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}
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static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, sector_t* sec, INT32 hoopsize, fixed_t sizefactor)
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static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, INT32 hoopsize, fixed_t sizefactor)
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{
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mobj_t *mobj = NULL;
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mobj_t *nextmobj = NULL;
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@ -13085,11 +13088,7 @@ static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, sec
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angle_t fa;
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TVector v, *res;
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z +=
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#ifdef ESLOPE
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sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
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#endif
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sec->floorheight;
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z = P_GetMobjSpawnHeight(MT_HOOP, x, y, z, false);
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hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
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hoopcenter->spawnpoint = mthing;
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@ -13209,7 +13208,7 @@ static void P_SpawnRingItem(mapthing_t *mthing, fixed_t x, fixed_t y, boolean bo
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ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING;
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}
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z = P_GetMobjSpawnHeight(ringthing, mthing, x, y);
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z = P_GetMapThingSpawnHeight(ringthing, mthing, x, y);
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mobj = P_SpawnMobj(x, y, z, ringthing);
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mobj->spawnpoint = mthing;
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@ -13230,11 +13229,10 @@ static void P_SpawnRingItem(mapthing_t *mthing, fixed_t x, fixed_t y, boolean bo
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P_SetMobjState(mobj, mobj->info->seestate);
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}
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static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y, sector_t* sec, boolean nightsreplace)
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static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y, fixed_t z, boolean nightsreplace)
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{
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mobjtype_t ringthing = MT_RING;
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mobj_t* mobj = NULL;
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fixed_t z;
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INT32 r;
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INT32 dist = 64*FRACUNIT;
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@ -13247,26 +13245,7 @@ static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y,
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if (nightsreplace)
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ringthing = MT_NIGHTSSTAR;
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if (mthing->options & MTF_OBJECTFLIP)
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{
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z = (
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#ifdef ESLOPE
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sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
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#endif
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sec->ceilingheight) - mobjinfo[ringthing].height;
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if (mthing->z)
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z -= (mthing->z << FRACBITS);
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}
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else
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{
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z = (
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#ifdef ESLOPE
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sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
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#endif
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sec->floorheight);
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if (mthing->z)
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z += (mthing->z << FRACBITS);
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}
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z = P_GetMobjSpawnHeight(ringthing, x, y, z, mthing->options & MTF_OBJECTFLIP);
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for (r = 1; r <= 5; r++)
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{
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@ -13292,11 +13271,10 @@ static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y,
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}
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}
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static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t* sec, boolean nightsreplace)
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static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, boolean nightsreplace)
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{
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mobjtype_t ringthing = MT_RING;
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mobj_t *mobj = NULL;
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fixed_t z;
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INT32 r;
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angle_t closestangle, fa;
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@ -13313,26 +13291,7 @@ static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y,
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closestangle = FixedAngle(mthing->angle << FRACBITS);
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fa = (closestangle >> ANGLETOFINESHIFT);
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if (mthing->options & MTF_OBJECTFLIP)
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{
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z = (
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#ifdef ESLOPE
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sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
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#endif
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sec->ceilingheight) - mobjinfo[ringthing].height;
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if (mthing->z)
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z -= (mthing->z << FRACBITS);
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}
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else
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{
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z = (
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#ifdef ESLOPE
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sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
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#endif
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sec->floorheight);
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if (mthing->z)
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z += (mthing->z << FRACBITS);
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}
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z = P_GetMobjSpawnHeight(ringthing, x, y, z, mthing->options & MTF_OBJECTFLIP);
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for (r = 1; r <= iterations; r++)
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{
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@ -13361,11 +13320,11 @@ static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y,
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}
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}
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static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t* sec, boolean bonustime, boolean nightsreplace)
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static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, boolean bonustime, boolean nightsreplace)
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{
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mobjtype_t ringthing = MT_RING;
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mobj_t *mobj = NULL;
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fixed_t z, finalx, finaly, finalz;
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fixed_t finalx, finaly, finalz;
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angle_t closestangle, fa;
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INT32 i;
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TVector v, *res;
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@ -13378,13 +13337,7 @@ static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t
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size = 192*FRACUNIT;
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}
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z =
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#ifdef ESLOPE
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sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
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#endif
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sec->floorheight;
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if (mthing->z)
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z += (mthing->z << FRACBITS);
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z = P_GetMobjSpawnHeight(ringthing, x, y, z, false);
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closestangle = FixedAngle(mthing->angle << FRACBITS);
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@ -13462,7 +13415,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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fixed_t x = mthing->x << FRACBITS;
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fixed_t y = mthing->y << FRACBITS;
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fixed_t z = mthing->z << FRACBITS;
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sector_t *sec = R_PointInSubsector(x, y)->sector;
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boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
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switch (mthing->type)
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@ -13470,11 +13422,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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// Special placement patterns
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case 600: // 5 vertical rings (yellow spring)
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case 601: // 5 vertical rings (red spring)
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P_SpawnVerticalSpringRings(mthing, x, y, sec, nightsreplace);
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P_SpawnVerticalSpringRings(mthing, x, y, z, nightsreplace);
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return;
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case 602: // 5 diagonal rings (yellow spring)
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case 603: // 10 diagonal rings (red spring)
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P_SpawnDiagonalSpringRings(mthing, x, y, sec, nightsreplace);
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P_SpawnDiagonalSpringRings(mthing, x, y, z, nightsreplace);
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return;
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case 604: // Circle of rings (8 items)
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case 605: // Circle of rings (16 bits)
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@ -13482,16 +13434,16 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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case 607: // Circle of blue spheres (16 items)
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case 608: // Circle of rings and blue spheres (8 items)
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case 609: // Circle of rings and blue spheres (16 items)
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P_SpawnItemCircle(mthing, x, y, sec, bonustime, nightsreplace);
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P_SpawnItemCircle(mthing, x, y, z, bonustime, nightsreplace);
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return;
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// Hoops
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case 1705: // Generic NiGHTS hoop
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P_SpawnHoop(mthing, x, y, z, sec, 24, 4*FRACUNIT);
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P_SpawnHoop(mthing, x, y, z, 24, 4*FRACUNIT);
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return;
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case 1713: // Customizable NiGHTS hoop
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// For each flag add 16 fracunits to the size
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// Default (0 flags) is 32 fracunits
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P_SpawnHoop(mthing, x, y, z, sec, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
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P_SpawnHoop(mthing, x, y, z, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
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return;
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default: // All manners of rings and coins
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P_SpawnRingItem(mthing, x, y, bonustime, nightsreplace);
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