mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-02-24 12:42:55 +00:00
Merge branch 'spawn_z_refactor' into udmf
This commit is contained in:
commit
55f9c74e08
2 changed files with 164 additions and 206 deletions
216
src/p_mobj.c
216
src/p_mobj.c
|
@ -11550,6 +11550,80 @@ 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 GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
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{
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subsector_t *ss = R_PointInSubsector(x, y);
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fixed_t extraoffset = 0;
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fixed_t heightoffset = 0;
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boolean flip;
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switch (i)
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{
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// Bumpers never spawn flipped.
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case MT_NIGHTSBUMPER:
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heightoffset = mthing->z*FRACUNIT;
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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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case MT_JETTBOMBER:
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case MT_JETTGUNNER:
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case MT_EGGMOBILE2:
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heightoffset = mthing->z ? 0 : 33*FRACUNIT;
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goto atend;
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case MT_EGGMOBILE:
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heightoffset = mthing->z ? 0 : 128*FRACUNIT;
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goto atend;
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case MT_GOLDBUZZ:
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case MT_REDBUZZ:
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heightoffset = mthing->z ? 0 : 288*FRACUNIT;
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goto atend;
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// Ring-like items, may float additional units with MTF_AMBUSH.
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case MT_SPIKEBALL:
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case MT_EMERALDSPAWN:
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case MT_TOKEN:
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case MT_EMBLEM:
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weaponfloat:
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flip = mthing->options & MTF_OBJECTFLIP;
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extraoffset = mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
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heightoffset = mthing->z*FRACUNIT;
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break;
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// Remaining objects.
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default:
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if (P_WeaponOrPanel(i))
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goto weaponfloat; // Ring-like items don't use MF_SPAWNCEILING to consider flips.
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atend:
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heightoffset = mthing->z*FRACUNIT;
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flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
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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) - extraoffset - mobjinfo[i].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) + extraoffset + heightoffset;
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}
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//
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// P_SpawnMapThing
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// The fields of the mapthing should
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@ -11560,7 +11634,6 @@ void P_SpawnMapThing(mapthing_t *mthing)
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mobjtype_t i;
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mobj_t *mobj;
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fixed_t x, y, z;
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subsector_t *ss;
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boolean doangle = true;
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if (!mthing->type)
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|
@ -11685,13 +11758,6 @@ You should think about modifying the deathmatch starts to take full advantage of
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if (gametype != GT_COOP)
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return;
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ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
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mthing->z = (INT16)(((
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#ifdef ESLOPE
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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
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#endif
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ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
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if (numhuntemeralds < MAXHUNTEMERALDS)
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huntemeralds[numhuntemeralds++] = mthing;
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return;
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|
@ -11820,102 +11886,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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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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ss = R_PointInSubsector(x, y);
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if (i == MT_NIGHTSBUMPER)
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z = (
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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) + ((mthing->options >> ZSHIFT) << FRACBITS);
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else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
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z = ONFLOORZ;
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else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
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{
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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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ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
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#endif
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ss->sector->ceilingheight);
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if (mthing->options & MTF_AMBUSH) // Special flag for rings
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z -= 24*FRACUNIT;
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if (mthing->options >> ZSHIFT)
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z -= (mthing->options >> ZSHIFT)*FRACUNIT;
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z -= mobjinfo[i].height; //Don't forget the height!
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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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ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
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#endif
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ss->sector->floorheight);
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if (mthing->options & MTF_AMBUSH) // Special flag for rings
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z += 24*FRACUNIT;
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if (mthing->options >> ZSHIFT)
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z += (mthing->options >> ZSHIFT)*FRACUNIT;
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}
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if (z == ONFLOORZ)
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mthing->z = 0;
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else
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mthing->z = (INT16)(z>>FRACBITS);
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}
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else
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{
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fixed_t offset = 0;
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boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
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// base positions
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if (flip)
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z = (
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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) - mobjinfo[i].height;
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else
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z = (
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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);
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// offsetting
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if (mthing->options >> ZSHIFT)
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offset = ((mthing->options >> ZSHIFT) << FRACBITS);
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else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
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offset = 33*FRACUNIT;
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else if (i == MT_EGGMOBILE)
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offset = 128*FRACUNIT;
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else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
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offset = 288*FRACUNIT;
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// applying offsets! (if any)
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if (flip)
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{
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if (offset)
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z -= offset;
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else
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z = ONCEILINGZ;
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}
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else
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{
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if (offset)
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z += offset;
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else
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z = ONFLOORZ;
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}
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if (z == ONFLOORZ)
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mthing->z = 0;
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else
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mthing->z = (INT16)(z>>FRACBITS);
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}
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z = GetMobjSpawnHeight(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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@ -12019,7 +11990,7 @@ You should think about modifying the deathmatch starts to take full advantage of
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if (mthing->angle)
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mobj->health = mthing->angle;
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else
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mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
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mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
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break;
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case MT_METALSONIC_RACE:
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case MT_METALSONIC_BATTLE:
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@ -13105,7 +13076,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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mobj_t *hoopcenter;
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INT16 spewangle;
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z = mthing->options << FRACBITS;
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z = mthing->z << FRACBITS;
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hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
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@ -13245,8 +13216,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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INT32 hoopsize;
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INT32 hoopplacement;
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// Save our flags!
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z = (mthing->options>>ZSHIFT) << FRACBITS;
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z = mthing->z << FRACBITS;
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hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
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hoopcenter->spawnpoint = mthing;
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@ -13388,8 +13358,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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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->options >> ZSHIFT)
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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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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|
@ -13398,8 +13368,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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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->options >> ZSHIFT)
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z += ((mthing->options >> ZSHIFT) << FRACBITS);
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if (mthing->z)
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z += (mthing->z << FRACBITS);
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}
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for (r = 1; r <= 5; r++)
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|
@ -13448,8 +13418,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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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->options >> ZSHIFT)
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z -= ((mthing->options >> ZSHIFT) << FRACBITS);
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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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||||
|
@ -13458,8 +13428,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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|||
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
|
||||
#endif
|
||||
sec->floorheight);
|
||||
if (mthing->options >> ZSHIFT)
|
||||
z += ((mthing->options >> ZSHIFT) << FRACBITS);
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if (mthing->z)
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||||
z += (mthing->z << FRACBITS);
|
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}
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|
||||
for (r = 1; r <= iterations; r++)
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||||
|
@ -13505,8 +13475,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
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|||
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
|
||||
#endif
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||||
sec->floorheight;
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||||
if (mthing->options >> ZSHIFT)
|
||||
z += ((mthing->options >> ZSHIFT) << FRACBITS);
|
||||
if (mthing->z)
|
||||
z += (mthing->z << FRACBITS);
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||||
|
||||
closestangle = FixedAngle(mthing->angle*FRACUNIT);
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||||
|
||||
|
@ -13610,8 +13580,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
|
|||
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
|
||||
#endif
|
||||
sec->ceilingheight) - mobjinfo[ringthing].height;
|
||||
if (mthing->options >> ZSHIFT)
|
||||
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
|
||||
if (mthing->z)
|
||||
z -= (mthing->z << FRACBITS);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -13620,8 +13590,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
|
|||
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
|
||||
#endif
|
||||
sec->floorheight;
|
||||
if (mthing->options >> ZSHIFT)
|
||||
z += ((mthing->options >> ZSHIFT) << FRACBITS);
|
||||
if (mthing->z)
|
||||
z += (mthing->z << FRACBITS);
|
||||
}
|
||||
|
||||
if (mthing->options & MTF_AMBUSH) // Special flag for rings
|
||||
|
@ -13632,8 +13602,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
|
|||
z += 24*FRACUNIT;
|
||||
}
|
||||
|
||||
mthing->z = (INT16)(z>>FRACBITS);
|
||||
|
||||
mobj = P_SpawnMobj(x, y, z, ringthing);
|
||||
mobj->spawnpoint = mthing;
|
||||
|
||||
|
|
106
src/p_setup.c
106
src/p_setup.c
|
@ -906,10 +906,6 @@ void P_ReloadRings(void)
|
|||
{
|
||||
mt->mobj = NULL;
|
||||
|
||||
// Z for objects Tails 05-26-2002
|
||||
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
||||
->sector->floorheight>>FRACBITS);
|
||||
|
||||
P_SpawnHoopsAndRings(mt, true);
|
||||
}
|
||||
}
|
||||
|
@ -1013,13 +1009,11 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
|
|||
nummapthings = i / (5 * sizeof (INT16));
|
||||
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
|
||||
|
||||
// Spawn axis points first so they are
|
||||
// at the front of the list for fast searching.
|
||||
mt = mapthings;
|
||||
for (i = 0; i < nummapthings; i++, mt++)
|
||||
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
|
||||
{
|
||||
mt->x = READINT16(data);
|
||||
mt->y = READINT16(data);
|
||||
|
||||
mt->angle = READINT16(data);
|
||||
mt->type = READUINT16(data);
|
||||
mt->options = READUINT16(data);
|
||||
|
@ -1027,17 +1021,10 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
|
|||
|
||||
mt->type &= 4095;
|
||||
|
||||
switch (mt->type)
|
||||
{
|
||||
case 1700: // MT_AXIS
|
||||
case 1701: // MT_AXISTRANSFER
|
||||
case 1702: // MT_AXISTRANSFERLINE
|
||||
mt->mobj = NULL;
|
||||
P_SpawnMapThing(mt);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
|
||||
mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
|
||||
else
|
||||
mt->z = mt->options >> ZSHIFT;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1048,40 +1035,7 @@ static void P_PrepareThings(lumpnum_t lumpnum)
|
|||
Z_Free(data);
|
||||
}
|
||||
|
||||
static void P_LoadThings(boolean loademblems)
|
||||
{
|
||||
size_t i;
|
||||
mapthing_t *mt;
|
||||
|
||||
// Loading the things lump itself into memory is now handled in P_PrepareThings, above
|
||||
|
||||
mt = mapthings;
|
||||
numhuntemeralds = 0;
|
||||
for (i = 0; i < nummapthings; i++, mt++)
|
||||
{
|
||||
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
|
||||
|
||||
// Z for objects
|
||||
mt->z = (INT16)(
|
||||
#ifdef ESLOPE
|
||||
mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
|
||||
#endif
|
||||
mtsector->floorheight)>>FRACBITS;
|
||||
|
||||
if (mt->type == 1700 // MT_AXIS
|
||||
|| mt->type == 1701 // MT_AXISTRANSFER
|
||||
|| mt->type == 1702) // MT_AXISTRANSFERLINE
|
||||
continue; // These were already spawned
|
||||
|
||||
if (!loademblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
|
||||
continue;
|
||||
|
||||
mt->mobj = NULL;
|
||||
P_SpawnMapThing(mt);
|
||||
}
|
||||
|
||||
// random emeralds for hunt
|
||||
if (numhuntemeralds)
|
||||
static void SpawnEmeraldHunt (void)
|
||||
{
|
||||
INT32 emer1, emer2, emer3;
|
||||
INT32 timeout = 0; // keeps from getting stuck
|
||||
|
@ -1126,6 +1080,47 @@ static void P_LoadThings(boolean loademblems)
|
|||
mobjinfo[MT_EMERHUNT].spawnstate+2);
|
||||
}
|
||||
|
||||
static void P_LoadThings(boolean loademblems)
|
||||
{
|
||||
size_t i;
|
||||
mapthing_t *mt;
|
||||
|
||||
// Spawn axis points first so they are at the front of the list for fast searching.
|
||||
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
|
||||
{
|
||||
switch (mt->type)
|
||||
{
|
||||
case 1700: // MT_AXIS
|
||||
case 1701: // MT_AXISTRANSFER
|
||||
case 1702: // MT_AXISTRANSFERLINE
|
||||
mt->mobj = NULL;
|
||||
P_SpawnMapThing(mt);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
numhuntemeralds = 0;
|
||||
|
||||
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
|
||||
{
|
||||
if (mt->type == 1700 // MT_AXIS
|
||||
|| mt->type == 1701 // MT_AXISTRANSFER
|
||||
|| mt->type == 1702) // MT_AXISTRANSFERLINE
|
||||
continue; // These were already spawned
|
||||
|
||||
if (!loademblems && mt->type == mobjinfo[MT_EMBLEM].doomednum)
|
||||
continue;
|
||||
|
||||
mt->mobj = NULL;
|
||||
P_SpawnMapThing(mt);
|
||||
}
|
||||
|
||||
// random emeralds for hunt
|
||||
if (numhuntemeralds)
|
||||
SpawnEmeraldHunt();
|
||||
|
||||
if (metalrecording) // Metal Sonic gets no rings to distract him.
|
||||
return;
|
||||
|
||||
|
@ -1140,11 +1135,6 @@ static void P_LoadThings(boolean loademblems)
|
|||
|| mt->type == 1705 || mt->type == 1713) // hoops
|
||||
{
|
||||
mt->mobj = NULL;
|
||||
|
||||
// Z for objects Tails 05-26-2002
|
||||
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
|
||||
->sector->floorheight>>FRACBITS);
|
||||
|
||||
P_SpawnHoopsAndRings(mt, false);
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue