A bunch of fixes that allow for proper handling of triggerspecial_touch. Not perfect, but I don't have any more time to spend tonight.

This commit is contained in:
toasterbabe 2016-10-31 00:02:38 +00:00
parent 5fed10913f
commit 2d50dd1fd1
2 changed files with 71 additions and 29 deletions

View file

@ -2073,6 +2073,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
boolean inAndOut = false;
boolean floortouch = false;
fixed_t bottomheight, topheight;
msecnode_t *node;
for (i = 0; i < MAXPLAYERS; i++)
{
@ -2134,8 +2135,22 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[j].spectator)
continue;
if (players[j].mo->subsector->sector != targetsec)
continue;
if (players[j].mo->subsector->sector == targetsec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
bottomheight = P_GetSpecialBottomZ(players[j].mo, sec, targetsec);
@ -2184,7 +2199,25 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[i].spectator)
continue;
if (players[i].mo->subsector->sector != sec)
if (players[i].mo->subsector->sector == targetsec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
continue;
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))

View file

@ -3606,14 +3606,16 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
{
if (roversector)
{
if (players[i].mo->subsector->sector != roversector)
if (!(players[i].mo->subsector->sector == roversector
|| sector->flags & SF_TRIGGERSPECIAL_TOUCH))
goto DoneSection2;
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
goto DoneSection2;
}
else
{
if (players[i].mo->subsector->sector != sector)
if (!(players[i].mo->subsector->sector == sector
|| sector->flags & SF_TRIGGERSPECIAL_TOUCH))
goto DoneSection2;
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
@ -4364,6 +4366,7 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
{
sector_t *sector;
ffloor_t *rover;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector;
if (!sector->ffloors)
@ -4371,8 +4374,6 @@ 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;
@ -4420,20 +4421,21 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
return NULL;
}
#define TELEPORTED (player->mo->subsector->sector != originalsector)
/** Checks if a player is standing on or is inside a 3D floor (e.g. water) and
* applies any specials.
*
* \param player Player to check.
* \sa P_ThingOnSpecial3DFloor, P_PlayerInSpecialSector
*/
static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector, sector_t *originalsector)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (!rover->master->frontsector->special)
continue;
@ -4477,7 +4479,10 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
// This FOF has the special we're looking for, but are we allowed to touch it?
if (sector == player->mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
{
P_ProcessSpecialSector(player, rover->master->frontsector, sector);
if TELEPORTED return;
}
}
// Allow sector specials to be applied to polyobjects!
@ -4488,7 +4493,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
boolean touching = false;
boolean inside = false;
while(po)
while (po)
{
if (po->flags & POF_NOSPECIALS)
{
@ -4564,6 +4569,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
}
P_ProcessSpecialSector(player, polysec, sector);
if TELEPORTED return;
po = (polyobj_t *)(po->link.next);
}
@ -4668,40 +4674,43 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
*/
void P_PlayerInSpecialSector(player_t *player)
{
sector_t *sector;
sector_t *originalsector;
sector_t *loopsector;
msecnode_t *node;
if (!player->mo)
return;
// Do your ->subsector->sector first
sector = player->mo->subsector->sector;
P_PlayerOnSpecial3DFloor(player, sector);
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
originalsector = player->mo->subsector->sector;
// Iterate through touching_sectorlist
P_PlayerOnSpecial3DFloor(player, originalsector, originalsector); // Handle FOFs first.
if TELEPORTED return;
P_RunSpecialSectorCheck(player, originalsector);
if TELEPORTED return;
// Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
sector = node->m_sector;
loopsector = node->m_sector;
if (sector == player->mo->subsector->sector) // Don't duplicate
if (loopsector == originalsector) // Don't duplicate
continue;
// Check 3D floors...
P_PlayerOnSpecial3DFloor(player, sector);
P_PlayerOnSpecial3DFloor(player, loopsector, originalsector);
if TELEPORTED return;
if (!(sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return;
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH))
continue;
P_RunSpecialSectorCheck(player, loopsector);
if TELEPORTED return;
}
}
#undef TELEPORTED
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
*
* \sa P_CheckTimeLimit, P_CheckPointLimit