mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-15 09:11:48 +00:00
Merge branch 'polyobj-fixes-backport' into 'next'
PolyObject fixes backport See merge request STJr/SRB2!505
This commit is contained in:
commit
392cb89ff4
3 changed files with 194 additions and 133 deletions
97
src/p_map.c
97
src/p_map.c
|
@ -3345,6 +3345,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
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boolean P_CheckSector(sector_t *sector, boolean crunch)
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{
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msecnode_t *n;
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size_t i;
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nofit = false;
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crushchange = crunch;
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@ -3359,9 +3360,57 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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// First, let's see if anything will keep it from crushing.
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// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
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// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
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validcount++;
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for (i = 0; i < sector->linecount; i++)
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{
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if (sector->lines[i]->polyobj)
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{
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polyobj_t *po = sector->lines[i]->polyobj;
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if (po->validcount == validcount)
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continue; // skip if already checked
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if (!(po->flags & POF_SOLID))
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continue;
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if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
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{
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INT32 x, y;
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po->validcount = validcount;
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for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
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{
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for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
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{
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mobj_t *mo;
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if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
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continue;
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mo = blocklinks[y * bmapwidth + x];
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for (; mo; mo = mo->bnext)
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{
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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if (!P_MobjTouchingPolyobj(po, mo))
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continue;
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if (!PIT_ChangeSector(mo, false))
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{
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nofit = true;
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return nofit;
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}
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}
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}
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}
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}
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}
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}
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if (sector->numattached)
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{
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size_t i;
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sector_t *sec;
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for (i = 0; i < sector->numattached; i++)
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{
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@ -3421,9 +3470,53 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
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} while (n); // repeat from scratch until all things left are marked valid
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// Nothing blocked us, so lets crush for real!
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// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
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// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
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validcount++;
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for (i = 0; i < sector->linecount; i++)
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{
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if (sector->lines[i]->polyobj)
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{
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polyobj_t *po = sector->lines[i]->polyobj;
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if (po->validcount == validcount)
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continue; // skip if already checked
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if (!(po->flags & POF_SOLID))
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continue;
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if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
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{
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INT32 x, y;
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po->validcount = validcount;
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for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
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{
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for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
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{
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mobj_t *mo;
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if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
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continue;
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mo = blocklinks[y * bmapwidth + x];
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for (; mo; mo = mo->bnext)
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{
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// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
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if (!P_MobjTouchingPolyobj(po, mo))
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continue;
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PIT_ChangeSector(mo, true);
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return nofit;
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}
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}
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}
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}
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}
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}
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if (sector->numattached)
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{
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size_t i;
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sector_t *sec;
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for (i = 0; i < sector->numattached; i++)
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{
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|
|
216
src/p_maputl.c
216
src/p_maputl.c
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@ -418,10 +418,6 @@ void P_CameraLineOpening(line_t *linedef)
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if (front->ffloors || back->ffloors)
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{
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ffloor_t *rover;
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fixed_t highestceiling = highceiling;
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fixed_t lowestceiling = opentop;
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fixed_t highestfloor = openbottom;
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fixed_t lowestfloor = lowfloor;
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fixed_t delta1, delta2;
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// Check for frontsector's fake floors
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@ -437,15 +433,15 @@ void P_CameraLineOpening(line_t *linedef)
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delta1 = abs(mapcampointer->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (bottomheight < lowestceiling && delta1 >= delta2)
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lowestceiling = bottomheight;
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else if (bottomheight < highestceiling && delta1 >= delta2)
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highestceiling = bottomheight;
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if (bottomheight < opentop && delta1 >= delta2)
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opentop = bottomheight;
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else if (bottomheight < highceiling && delta1 >= delta2)
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highceiling = bottomheight;
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if (topheight > highestfloor && delta1 < delta2)
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highestfloor = topheight;
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else if (topheight > lowestfloor && delta1 < delta2)
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lowestfloor = topheight;
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if (topheight > openbottom && delta1 < delta2)
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openbottom = topheight;
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else if (topheight > lowfloor && delta1 < delta2)
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lowfloor = topheight;
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}
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// Check for backsectors fake floors
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@ -461,28 +457,16 @@ void P_CameraLineOpening(line_t *linedef)
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delta1 = abs(mapcampointer->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (bottomheight < lowestceiling && delta1 >= delta2)
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lowestceiling = bottomheight;
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else if (bottomheight < highestceiling && delta1 >= delta2)
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highestceiling = bottomheight;
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if (bottomheight < opentop && delta1 >= delta2)
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opentop = bottomheight;
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else if (bottomheight < highceiling && delta1 >= delta2)
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highceiling = bottomheight;
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if (topheight > highestfloor && delta1 < delta2)
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highestfloor = topheight;
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else if (topheight > lowestfloor && delta1 < delta2)
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lowestfloor = topheight;
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if (topheight > openbottom && delta1 < delta2)
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openbottom = topheight;
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else if (topheight > lowfloor && delta1 < delta2)
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lowfloor = topheight;
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}
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if (highestceiling < highceiling)
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highceiling = highestceiling;
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if (highestfloor > openbottom)
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openbottom = highestfloor;
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if (lowestceiling < opentop)
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opentop = lowestceiling;
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if (lowestfloor > lowfloor)
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lowfloor = lowestfloor;
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}
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openrange = opentop - openbottom;
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return;
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@ -500,23 +484,26 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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return;
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}
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// Treat polyobjects kind of like 3D Floors
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#ifdef POLYOBJECTS
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if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT))
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{
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front = linedef->frontsector;
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back = linedef->frontsector;
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}
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else
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#endif
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{
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front = linedef->frontsector;
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back = linedef->backsector;
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}
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front = linedef->frontsector;
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back = linedef->backsector;
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I_Assert(front != NULL);
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I_Assert(back != NULL);
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#ifdef POLYOBJECTS
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if (linedef->polyobj)
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{
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// set these defaults so that polyobjects don't interfere with collision above or below them
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opentop = INT32_MAX;
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openbottom = INT32_MIN;
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highceiling = INT32_MIN;
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lowfloor = INT32_MAX;
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#ifdef ESLOPE
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opentopslope = openbottomslope = NULL;
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#endif
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}
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else
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#endif
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{ // Set open and high/low values here
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fixed_t frontheight, backheight;
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@ -622,25 +609,49 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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}
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}
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}
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// Check for fake floors in the sector.
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if (front->ffloors || back->ffloors
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#ifdef POLYOBJECTS
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|| linedef->polyobj
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if (linedef->polyobj)
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{
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// Treat polyobj's backsector like a 3D Floor
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if (linedef->polyobj->flags & POF_TESTHEIGHT)
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{
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const sector_t *polysec = linedef->backsector;
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fixed_t polytop, polybottom;
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fixed_t delta1, delta2;
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if (linedef->polyobj->flags & POF_CLIPPLANES)
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{
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polytop = polysec->ceilingheight;
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polybottom = polysec->floorheight;
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}
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else
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{
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polytop = INT32_MAX;
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polybottom = INT32_MIN;
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}
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delta1 = abs(mobj->z - (polybottom + ((polytop - polybottom)/2)));
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delta2 = abs(thingtop - (polybottom + ((polytop - polybottom)/2)));
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if (polybottom < opentop && delta1 >= delta2)
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opentop = polybottom;
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else if (polybottom < highceiling && delta1 >= delta2)
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highceiling = polybottom;
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if (polytop > openbottom && delta1 < delta2)
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openbottom = polytop;
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else if (polytop > lowfloor && delta1 < delta2)
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lowfloor = polytop;
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}
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// otherwise don't do anything special, pretend there's nothing else there
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}
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else
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#endif
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)
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// Check for fake floors in the sector.
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if (front->ffloors || back->ffloors)
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{
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ffloor_t *rover;
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fixed_t highestceiling = highceiling;
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fixed_t lowestceiling = opentop;
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fixed_t highestfloor = openbottom;
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fixed_t lowestfloor = lowfloor;
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fixed_t delta1, delta2;
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#ifdef ESLOPE
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pslope_t *ceilingslope = opentopslope;
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pslope_t *floorslope = openbottomslope;
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#endif
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// Check for frontsector's fake floors
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for (rover = front->ffloors; rover; rover = rover->next)
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|
@ -663,26 +674,26 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
|
|||
|
||||
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
|
||||
{
|
||||
if (bottomheight < lowestceiling) {
|
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lowestceiling = bottomheight;
|
||||
if (bottomheight < opentop) {
|
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opentop = bottomheight;
|
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#ifdef ESLOPE
|
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ceilingslope = *rover->b_slope;
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opentopslope = *rover->b_slope;
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#endif
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}
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else if (bottomheight < highestceiling)
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highestceiling = bottomheight;
|
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else if (bottomheight < highceiling)
|
||||
highceiling = bottomheight;
|
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}
|
||||
|
||||
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
|
||||
{
|
||||
if (topheight > highestfloor) {
|
||||
highestfloor = topheight;
|
||||
if (topheight > openbottom) {
|
||||
openbottom = topheight;
|
||||
#ifdef ESLOPE
|
||||
floorslope = *rover->t_slope;
|
||||
openbottomslope = *rover->t_slope;
|
||||
#endif
|
||||
}
|
||||
else if (topheight > lowestfloor)
|
||||
lowestfloor = topheight;
|
||||
else if (topheight > lowfloor)
|
||||
lowfloor = topheight;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -707,75 +718,28 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
|
|||
|
||||
if (delta1 >= delta2 && !(rover->flags & FF_PLATFORM)) // thing is below FOF
|
||||
{
|
||||
if (bottomheight < lowestceiling) {
|
||||
lowestceiling = bottomheight;
|
||||
if (bottomheight < opentop) {
|
||||
opentop = bottomheight;
|
||||
#ifdef ESLOPE
|
||||
ceilingslope = *rover->b_slope;
|
||||
opentopslope = *rover->b_slope;
|
||||
#endif
|
||||
}
|
||||
else if (bottomheight < highestceiling)
|
||||
highestceiling = bottomheight;
|
||||
else if (bottomheight < highceiling)
|
||||
highceiling = bottomheight;
|
||||
}
|
||||
|
||||
if (delta1 < delta2 && !(rover->flags & FF_REVERSEPLATFORM)) // thing is above FOF
|
||||
{
|
||||
if (topheight > highestfloor) {
|
||||
highestfloor = topheight;
|
||||
if (topheight > openbottom) {
|
||||
openbottom = topheight;
|
||||
#ifdef ESLOPE
|
||||
floorslope = *rover->t_slope;
|
||||
openbottomslope = *rover->t_slope;
|
||||
#endif
|
||||
}
|
||||
else if (topheight > lowestfloor)
|
||||
lowestfloor = topheight;
|
||||
else if (topheight > lowfloor)
|
||||
lowfloor = topheight;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
// Treat polyobj's backsector like a 3D Floor
|
||||
if (linedef->polyobj && (linedef->polyobj->flags & POF_TESTHEIGHT))
|
||||
{
|
||||
const sector_t *polysec = linedef->backsector;
|
||||
|
||||
delta1 = abs(mobj->z - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
|
||||
delta2 = abs(thingtop - (polysec->floorheight + ((polysec->ceilingheight - polysec->floorheight)/2)));
|
||||
if (polysec->floorheight < lowestceiling && delta1 >= delta2) {
|
||||
lowestceiling = polysec->floorheight;
|
||||
#ifdef ESLOPE
|
||||
ceilingslope = NULL;
|
||||
#endif
|
||||
}
|
||||
else if (polysec->floorheight < highestceiling && delta1 >= delta2)
|
||||
highestceiling = polysec->floorheight;
|
||||
|
||||
if (polysec->ceilingheight > highestfloor && delta1 < delta2) {
|
||||
highestfloor = polysec->ceilingheight;
|
||||
#ifdef ESLOPE
|
||||
floorslope = NULL;
|
||||
#endif
|
||||
}
|
||||
else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
|
||||
lowestfloor = polysec->ceilingheight;
|
||||
}
|
||||
#endif
|
||||
if (highestceiling < highceiling)
|
||||
highceiling = highestceiling;
|
||||
|
||||
if (highestfloor > openbottom) {
|
||||
openbottom = highestfloor;
|
||||
#ifdef ESLOPE
|
||||
openbottomslope = floorslope;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (lowestceiling < opentop) {
|
||||
opentop = lowestceiling;
|
||||
#ifdef ESLOPE
|
||||
opentopslope = ceilingslope;
|
||||
#endif
|
||||
}
|
||||
|
||||
if (lowestfloor > lowfloor)
|
||||
lowfloor = lowestfloor;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1860,7 +1860,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
po->lines[0]->backsector->floorheight = target->z - amtz;
|
||||
po->lines[0]->backsector->ceilingheight = target->z + amtz;
|
||||
// Sal: Remember to check your sectors!
|
||||
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
||||
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
|
||||
// updating objects in the front one too just added teleporting to ground bugs
|
||||
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
||||
// Apply action to mirroring polyobjects as well
|
||||
start = 0;
|
||||
|
@ -1874,7 +1875,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
|
||||
po->lines[0]->backsector->ceilingheight += diffz;
|
||||
// Sal: Remember to check your sectors!
|
||||
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
||||
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
|
||||
// updating objects in the front one too just added teleporting to ground bugs
|
||||
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
||||
}
|
||||
|
||||
|
@ -2037,8 +2039,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
po->lines[0]->backsector->floorheight += momz;
|
||||
po->lines[0]->backsector->ceilingheight += momz;
|
||||
// Sal: Remember to check your sectors!
|
||||
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing
|
||||
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case
|
||||
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
|
||||
// updating objects in the front one too just added teleporting to ground bugs
|
||||
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
||||
|
||||
// Apply action to mirroring polyobjects as well
|
||||
start = 0;
|
||||
|
@ -2052,7 +2055,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
|
|||
po->lines[0]->backsector->floorheight += momz;
|
||||
po->lines[0]->backsector->ceilingheight += momz;
|
||||
// Sal: Remember to check your sectors!
|
||||
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
|
||||
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
|
||||
// updating objects in the front one too just added teleporting to ground bugs
|
||||
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue