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Move climbing checks to a separate function
This commit is contained in:
parent
af7366058d
commit
305559b3f4
3 changed files with 242 additions and 228 deletions
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@ -168,6 +168,7 @@ boolean P_AutoPause(void);
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void P_DoJumpShield(player_t *player);
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void P_DoBubbleBounce(player_t *player);
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boolean P_TryClimb(player_t *player, line_t *line);
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void P_DoAbilityBounce(player_t *player, boolean changemomz);
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void P_TwinSpinRejuvenate(player_t *player, mobjtype_t type);
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void P_BlackOw(player_t *player);
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229
src/p_map.c
229
src/p_map.c
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@ -3262,129 +3262,6 @@ isblocking:
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return false; // stop
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}
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//
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// P_IsClimbingValid
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//
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// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
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//
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static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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{
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fixed_t platx, platy;
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subsector_t *glidesector;
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fixed_t floorz, ceilingz;
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platx = P_ReturnThrustX(player->mo, angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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platy = P_ReturnThrustY(player->mo, angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
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#ifdef ESLOPE
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floorz = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y) : glidesector->sector->floorheight;
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ceilingz = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y) : glidesector->sector->ceilingheight;
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#else
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floorz = glidesector->sector->floorheight;
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ceilingz = glidesector->sector->ceilingheight;
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#endif
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if (glidesector->sector != player->mo->subsector->sector)
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{
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boolean floorclimb = false;
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fixed_t topheight, bottomheight;
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if (glidesector->sector->ffloors)
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{
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ffloor_t *rover;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
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continue;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
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#endif
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floorclimb = true;
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if ((topheight < player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) < topheight))
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{
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floorclimb = true;
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}
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if (topheight < player->mo->z) // Waaaay below the ledge.
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{
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floorclimb = false;
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}
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if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT,player->mo->scale))
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{
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floorclimb = false;
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}
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}
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else
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{
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if ((bottomheight > player->mo->z) && ((player->mo->z - player->mo->momz) > bottomheight))
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{
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floorclimb = true;
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}
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if (bottomheight > player->mo->z + player->mo->height) // Waaaay below the ledge.
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{
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floorclimb = false;
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}
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if (topheight < player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale))
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{
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floorclimb = false;
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}
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}
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if (floorclimb)
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break;
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}
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}
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if ((floorz <= player->mo->z + player->mo->height)
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&& ((player->mo->z + player->mo->height - player->mo->momz) <= floorz))
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floorclimb = true;
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if ((floorz > player->mo->z)
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&& glidesector->sector->floorpic == skyflatnum)
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return false;
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if ((player->mo->z + player->mo->height - FixedMul(16*FRACUNIT,player->mo->scale) > ceilingz)
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|| (player->mo->z + player->mo->height <= floorz))
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floorclimb = true;
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}
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else
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{
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if ((ceilingz >= player->mo->z)
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&& ((player->mo->z - player->mo->momz) >= ceilingz))
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floorclimb = true;
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if ((ceilingz < player->mo->z+player->mo->height)
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&& glidesector->sector->ceilingpic == skyflatnum)
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return false;
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if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
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|| (player->mo->z >= ceilingz))
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floorclimb = true;
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}
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if (!floorclimb)
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return false;
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return true;
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}
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return false;
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}
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//
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// PTR_SlideTraverse
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//
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@ -3438,111 +3315,7 @@ isblocking:
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P_ProcessSpecialSector(slidemo->player, slidemo->subsector->sector, li->polyobj->lines[0]->backsector);
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}
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if (slidemo->player && (slidemo->player->pflags & PF_GLIDING || slidemo->player->climbing)
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&& slidemo->player->charability == CA_GLIDEANDCLIMB)
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{
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line_t *checkline = li;
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sector_t *checksector;
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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boolean fofline = false;
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INT32 side = P_PointOnLineSide(slidemo->x, slidemo->y, li);
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if (!side && li->backsector)
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checksector = li->backsector;
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else
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checksector = li->frontsector;
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if (checksector->ffloors)
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{
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for (rover = checksector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, slidemo->x, slidemo->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, slidemo->x, slidemo->y);
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#endif
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if (topheight < slidemo->z)
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continue;
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if (bottomheight > slidemo->z + slidemo->height)
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continue;
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// Got this far, so I guess it's climbable. // TODO: Climbing check, also, better method to do this?
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if (rover->master->flags & ML_TFERLINE)
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{
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size_t linenum = li-checksector->lines[0];
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checkline = rover->master->frontsector->lines[0] + linenum;
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fofline = true;
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}
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break;
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}
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}
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// see about climbing on the wall
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if (!(checkline->flags & ML_NOCLIMB) && checkline->special != HORIZONSPECIAL)
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{
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boolean canclimb;
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angle_t climbangle, climbline;
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INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
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climbangle = climbline = R_PointToAngle2(li->v1->x, li->v1->y, li->v2->x, li->v2->y);
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if (whichside) // on second side?
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climbline += ANGLE_180;
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climbangle += (ANGLE_90 * (whichside ? -1 : 1));
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canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
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if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
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|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
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&& canclimb)
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{
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slidemo->angle = climbangle;
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/*if (!demoplayback || P_ControlStyle(slidemo->player) == CS_LMAOGALOG)
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{
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if (slidemo->player == &players[consoleplayer])
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localangle = slidemo->angle;
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else if (slidemo->player == &players[secondarydisplayplayer])
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localangle2 = slidemo->angle;
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}*/
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if (!slidemo->player->climbing)
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{
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S_StartSound(slidemo->player->mo, sfx_s3k4a);
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slidemo->player->climbing = 5;
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}
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slidemo->player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
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slidemo->player->glidetime = 0;
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slidemo->player->secondjump = 0;
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if (slidemo->player->climbing > 1)
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slidemo->momz = slidemo->momx = slidemo->momy = 0;
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if (fofline)
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whichside = 0;
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if (!whichside)
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{
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slidemo->player->lastsidehit = checkline->sidenum[whichside];
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slidemo->player->lastlinehit = (INT16)(checkline - lines);
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}
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P_Thrust(slidemo, slidemo->angle, FixedMul(5*FRACUNIT, slidemo->scale));
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}
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}
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}
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P_TryClimb(slidemo->player, li);
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if (in->frac < bestslidefrac && (!slidemo->player || !slidemo->player->climbing))
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{
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240
src/p_user.c
240
src/p_user.c
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@ -4907,6 +4907,246 @@ void P_DoBubbleBounce(player_t *player)
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player->mo->momz = FixedMul(player->mo->momz, 5*FRACUNIT/4);
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}
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//
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// P_IsClimbingValid
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//
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// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
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//
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static boolean P_IsClimbingValid(player_t *player, angle_t angle)
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{
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fixed_t platx, platy;
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subsector_t *glidesector;
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fixed_t floorz, ceilingz;
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platx = P_ReturnThrustX(player->mo, angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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platy = P_ReturnThrustY(player->mo, angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
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glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
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#ifdef ESLOPE
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floorz = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y) : glidesector->sector->floorheight;
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ceilingz = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y) : glidesector->sector->ceilingheight;
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#else
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floorz = glidesector->sector->floorheight;
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ceilingz = glidesector->sector->ceilingheight;
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#endif
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if (glidesector->sector != player->mo->subsector->sector)
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{
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boolean floorclimb = false;
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fixed_t topheight, bottomheight;
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if (glidesector->sector->ffloors)
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{
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ffloor_t *rover;
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for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER))
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continue;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
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#endif
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floorclimb = true;
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if ((topheight < player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) < topheight))
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{
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floorclimb = true;
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}
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if (topheight < player->mo->z) // Waaaay below the ledge.
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{
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floorclimb = false;
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}
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if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT,player->mo->scale))
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{
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floorclimb = false;
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}
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}
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else
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{
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if ((bottomheight > player->mo->z) && ((player->mo->z - player->mo->momz) > bottomheight))
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{
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floorclimb = true;
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}
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if (bottomheight > player->mo->z + player->mo->height) // Waaaay below the ledge.
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{
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floorclimb = false;
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}
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if (topheight < player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale))
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{
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floorclimb = false;
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}
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}
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if (floorclimb)
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break;
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}
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}
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if (player->mo->eflags & MFE_VERTICALFLIP)
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{
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if ((floorz <= player->mo->z + player->mo->height)
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&& ((player->mo->z + player->mo->height - player->mo->momz) <= floorz))
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floorclimb = true;
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if ((floorz > player->mo->z)
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&& glidesector->sector->floorpic == skyflatnum)
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return false;
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if ((player->mo->z + player->mo->height - FixedMul(16*FRACUNIT,player->mo->scale) > ceilingz)
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|| (player->mo->z + player->mo->height <= floorz))
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floorclimb = true;
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}
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else
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{
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if ((ceilingz >= player->mo->z)
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&& ((player->mo->z - player->mo->momz) >= ceilingz))
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floorclimb = true;
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if ((ceilingz < player->mo->z+player->mo->height)
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&& glidesector->sector->ceilingpic == skyflatnum)
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return false;
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if ((player->mo->z + FixedMul(16*FRACUNIT,player->mo->scale) < floorz)
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|| (player->mo->z >= ceilingz))
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floorclimb = true;
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}
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if (!floorclimb)
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return false;
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return true;
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}
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return false;
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}
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// P_TryClimb
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//
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// Attempts to climb a line from the player's current position
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// Returns whether or not the line was climbed
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//
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boolean P_TryClimb(player_t *player, line_t *line)
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{
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if (player && (player->pflags & PF_GLIDING || player->climbing)
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&& player->charability == CA_GLIDEANDCLIMB)
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{
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mobj_t *mo = player->mo;
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line_t *checkline = line;
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sector_t *checksector;
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ffloor_t *rover;
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fixed_t topheight, bottomheight;
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boolean fofline = false;
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INT32 side = P_PointOnLineSide(mo->x, mo->y, line);
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if (!side && line->backsector)
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checksector = line->backsector;
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else
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checksector = line->frontsector;
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if (checksector->ffloors)
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{
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for (rover = checksector->ffloors; rover; rover = rover->next)
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{
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if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
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continue;
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topheight = *rover->topheight;
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bottomheight = *rover->bottomheight;
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#ifdef ESLOPE
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if (*rover->t_slope)
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topheight = P_GetZAt(*rover->t_slope, mo->x, mo->y);
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if (*rover->b_slope)
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bottomheight = P_GetZAt(*rover->b_slope, mo->x, mo->y);
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#endif
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if (topheight < mo->z)
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continue;
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if (bottomheight > mo->z + mo->height)
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continue;
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// Got this far, so I guess it's climbable. // TODO: Climbing check, also, better method to do this?
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if (rover->master->flags & ML_TFERLINE)
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{
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size_t linenum = line-checksector->lines[0];
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checkline = rover->master->frontsector->lines[0] + linenum;
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fofline = true;
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}
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break;
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}
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}
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// see about climbing on the wall
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if (!(checkline->flags & ML_NOCLIMB) && checkline->special != HORIZONSPECIAL)
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{
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boolean canclimb;
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angle_t climbangle, climbline;
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INT32 whichside = P_PointOnLineSide(mo->x, mo->y, line);
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climbangle = climbline = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
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if (whichside) // on second side?
|
||||
climbline += ANGLE_180;
|
||||
|
||||
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
|
||||
|
||||
canclimb = (line->backsector ? P_IsClimbingValid(player, climbangle) : true);
|
||||
|
||||
if (((!player->climbing && abs((signed)(mo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|
||||
|| (player->climbing == 1 && abs((signed)(mo->angle - climbline)) < ANGLE_135))
|
||||
&& canclimb)
|
||||
{
|
||||
mo->angle = climbangle;
|
||||
/*if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG)
|
||||
{
|
||||
if (player == &players[consoleplayer])
|
||||
localangle = mo->angle;
|
||||
else if (player == &players[secondarydisplayplayer])
|
||||
localangle2 = mo->angle;
|
||||
}*/
|
||||
|
||||
if (!player->climbing)
|
||||
{
|
||||
S_StartSound(player->mo, sfx_s3k4a);
|
||||
player->climbing = 5;
|
||||
}
|
||||
|
||||
player->pflags &= ~(PF_GLIDING|PF_SPINNING|PF_JUMPED|PF_NOJUMPDAMAGE|PF_THOKKED);
|
||||
player->glidetime = 0;
|
||||
player->secondjump = 0;
|
||||
|
||||
if (player->climbing > 1)
|
||||
mo->momz = mo->momx = mo->momy = 0;
|
||||
|
||||
if (fofline)
|
||||
whichside = 0;
|
||||
|
||||
if (!whichside)
|
||||
{
|
||||
player->lastsidehit = checkline->sidenum[whichside];
|
||||
player->lastlinehit = (INT16)(checkline - lines);
|
||||
}
|
||||
|
||||
P_Thrust(mo, mo->angle, FixedMul(5*FRACUNIT, mo->scale));
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// P_DoAbilityBounce
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue