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661c44b260
Add textmap vertex slope support See merge request STJr/SRB2!633
846 lines
24 KiB
C
846 lines
24 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 2004 by Stephen McGranahan
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// Copyright (C) 2015-2019 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_slopes.c
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/// \brief ZDoom + Eternity Engine Slopes, ported and enhanced by Kalaron
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#include "doomdef.h"
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#include "r_defs.h"
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#include "r_state.h"
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#include "m_bbox.h"
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#include "z_zone.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_slopes.h"
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#include "p_setup.h"
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#include "r_main.h"
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#include "p_maputl.h"
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#include "w_wad.h"
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#ifdef ESLOPE
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pslope_t *slopelist = NULL;
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UINT16 slopecount = 0;
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// Calculate line normal
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void P_CalculateSlopeNormal(pslope_t *slope) {
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slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
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slope->normal.x = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.x);
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slope->normal.y = FixedMul(FINESINE(slope->zangle>>ANGLETOFINESHIFT), slope->d.y);
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}
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/// Setup slope via 3 vertexes.
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static void ReconfigureViaVertexes (pslope_t *slope, const vector3_t v1, const vector3_t v2, const vector3_t v3)
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{
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vector3_t vec1, vec2;
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// Set origin.
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FV3_Copy(&slope->o, &v1);
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// Get slope's normal.
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FV3_SubEx(&v2, &v1, &vec1);
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FV3_SubEx(&v3, &v1, &vec2);
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// Set some defaults for a non-sloped "slope"
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if (vec1.z == 0 && vec2.z == 0)
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{
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slope->zangle = slope->xydirection = 0;
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slope->zdelta = slope->d.x = slope->d.y = 0;
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slope->normal.x = slope->normal.y = 0;
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slope->normal.z = FRACUNIT;
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}
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else
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{
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/// \note Using fixed point for vectorial products easily leads to overflows so we work around by downscaling them.
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fixed_t m = max(
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max(max(abs(vec1.x), abs(vec1.y)), abs(vec1.z)),
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max(max(abs(vec2.x), abs(vec2.y)), abs(vec2.z))
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) >> 5; // shifting right by 5 is good enough.
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FV3_Cross(
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FV3_Divide(&vec1, m),
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FV3_Divide(&vec2, m),
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&slope->normal
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);
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// NOTE: FV3_Magnitude() doesn't work properly in some cases, and chaining FixedHypot() seems to give worse results.
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m = R_PointToDist2(0, 0, R_PointToDist2(0, 0, slope->normal.x, slope->normal.y), slope->normal.z);
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// Invert normal if it's facing down.
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if (slope->normal.z < 0)
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m = -m;
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FV3_Divide(&slope->normal, m);
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// Get direction vector
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m = FixedHypot(slope->normal.x, slope->normal.y);
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slope->d.x = -FixedDiv(slope->normal.x, m);
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slope->d.y = -FixedDiv(slope->normal.y, m);
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// Z delta
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slope->zdelta = FixedDiv(m, slope->normal.z);
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// Get angles
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slope->xydirection = R_PointToAngle2(0, 0, slope->d.x, slope->d.y)+ANGLE_180;
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slope->zangle = InvAngle(R_PointToAngle2(0, 0, FRACUNIT, slope->zdelta));
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}
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}
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/// Recalculate dynamic slopes.
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void T_DynamicSlopeLine (dynplanethink_t* th)
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{
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pslope_t* slope = th->slope;
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line_t* srcline = th->sourceline;
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fixed_t zdelta;
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switch(th->type) {
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case DP_FRONTFLOOR:
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zdelta = srcline->backsector->floorheight - srcline->frontsector->floorheight;
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slope->o.z = srcline->frontsector->floorheight;
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break;
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case DP_FRONTCEIL:
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zdelta = srcline->backsector->ceilingheight - srcline->frontsector->ceilingheight;
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slope->o.z = srcline->frontsector->ceilingheight;
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break;
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case DP_BACKFLOOR:
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zdelta = srcline->frontsector->floorheight - srcline->backsector->floorheight;
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slope->o.z = srcline->backsector->floorheight;
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break;
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case DP_BACKCEIL:
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zdelta = srcline->frontsector->ceilingheight - srcline->backsector->ceilingheight;
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slope->o.z = srcline->backsector->ceilingheight;
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break;
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default:
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return;
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}
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if (slope->zdelta != FixedDiv(zdelta, th->extent)) {
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slope->zdelta = FixedDiv(zdelta, th->extent);
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slope->zangle = R_PointToAngle2(0, 0, th->extent, -zdelta);
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P_CalculateSlopeNormal(slope);
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}
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}
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/// Mapthing-defined
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void T_DynamicSlopeVert (dynplanethink_t* th)
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{
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pslope_t* slope = th->slope;
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size_t i;
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INT32 l;
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for (i = 0; i < 3; i++) {
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l = P_FindSpecialLineFromTag(799, th->tags[i], -1);
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if (l != -1) {
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th->vex[i].z = lines[l].frontsector->floorheight;
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}
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else
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th->vex[i].z = 0;
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}
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ReconfigureViaVertexes(slope, th->vex[0], th->vex[1], th->vex[2]);
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}
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static inline void P_AddDynSlopeThinker (pslope_t* slope, dynplanetype_t type, line_t* sourceline, fixed_t extent, const INT16 tags[3], const vector3_t vx[3])
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{
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dynplanethink_t* th = Z_Calloc(sizeof (*th), PU_LEVSPEC, NULL);
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switch (type)
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{
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case DP_VERTEX:
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th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeVert;
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memcpy(th->tags, tags, sizeof(th->tags));
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memcpy(th->vex, vx, sizeof(th->vex));
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break;
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default:
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th->thinker.function.acp1 = (actionf_p1)T_DynamicSlopeLine;
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th->sourceline = sourceline;
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th->extent = extent;
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}
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th->slope = slope;
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th->type = type;
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P_AddThinker(THINK_DYNSLOPE, &th->thinker);
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}
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/// Create a new slope and add it to the slope list.
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static inline pslope_t* Slope_Add (const UINT8 flags)
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{
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pslope_t *ret = Z_Calloc(sizeof(pslope_t), PU_LEVEL, NULL);
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ret->flags = flags;
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ret->next = slopelist;
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slopelist = ret;
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slopecount++;
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ret->id = slopecount;
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return ret;
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}
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/// Alocates and fill the contents of a slope structure.
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static pslope_t *MakeViaVectors(const vector3_t *o, const vector2_t *d,
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const fixed_t zdelta, UINT8 flags)
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{
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pslope_t *ret = Slope_Add(flags);
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FV3_Copy(&ret->o, o);
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FV2_Copy(&ret->d, d);
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ret->zdelta = zdelta;
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ret->flags = flags;
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return ret;
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}
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/// Get furthest perpendicular distance from all vertexes in a sector for a given line.
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static fixed_t GetExtent(sector_t *sector, line_t *line)
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{
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// ZDoom code reference: v3float_t = vertex_t
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fixed_t fardist = -FRACUNIT;
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size_t i;
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// Find furthest vertex from the reference line. It, along with the two ends
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// of the line, will define the plane.
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for(i = 0; i < sector->linecount; i++)
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{
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line_t *li = sector->lines[i];
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vertex_t tempv;
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fixed_t dist;
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// Don't compare to the slope line.
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if(li == line)
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continue;
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P_ClosestPointOnLine(li->v1->x, li->v1->y, line, &tempv);
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dist = R_PointToDist2(tempv.x, tempv.y, li->v1->x, li->v1->y);
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if(dist > fardist)
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fardist = dist;
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// Okay, maybe do it for v2 as well?
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P_ClosestPointOnLine(li->v2->x, li->v2->y, line, &tempv);
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dist = R_PointToDist2(tempv.x, tempv.y, li->v2->x, li->v2->y);
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if(dist > fardist)
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fardist = dist;
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}
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return fardist;
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}
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/// Creates one or more slopes based on the given line type and front/back sectors.
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static void line_SpawnViaLine(const int linenum, const boolean spawnthinker)
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{
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// With dynamic slopes, it's fine to just leave this function as normal,
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// because checking to see if a slope had changed will waste more memory than
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// if the slope was just updated when called
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line_t *line = lines + linenum;
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INT16 special = line->special;
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pslope_t *fslope = NULL, *cslope = NULL;
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vector3_t origin, point;
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vector2_t direction;
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fixed_t nx, ny, dz, extent;
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boolean frontfloor = (special == 700 || special == 702 || special == 703);
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boolean backfloor = (special == 710 || special == 712 || special == 713);
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boolean frontceil = (special == 701 || special == 702 || special == 713);
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boolean backceil = (special == 711 || special == 712 || special == 703);
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UINT8 flags = 0; // Slope flags
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if (line->flags & ML_NETONLY)
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flags |= SL_NOPHYSICS;
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if (line->flags & ML_NONET)
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flags |= SL_DYNAMIC;
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if(!frontfloor && !backfloor && !frontceil && !backceil)
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{
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CONS_Printf("P_SpawnSlope_Line called with non-slope line special.\n");
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return;
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}
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if(!line->frontsector || !line->backsector)
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{
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CONS_Debug(DBG_SETUP, "P_SpawnSlope_Line used on a line without two sides. (line number %i)\n", linenum);
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return;
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}
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{
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fixed_t len = R_PointToDist2(0, 0, line->dx, line->dy);
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nx = FixedDiv(line->dy, len);
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ny = -FixedDiv(line->dx, len);
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}
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// Set origin to line's center.
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origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
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origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
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// For FOF slopes, make a special function to copy to the xy origin & direction relative to the position of the FOF on the map!
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if(frontfloor || frontceil)
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{
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line->frontsector->hasslope = true; // Tell the software renderer that we're sloped
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origin.z = line->backsector->floorheight;
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direction.x = nx;
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direction.y = ny;
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extent = GetExtent(line->frontsector, line);
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if(extent < 0)
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{
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CONS_Printf("P_SpawnSlope_Line failed to get frontsector extent on line number %i\n", linenum);
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return;
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}
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// reposition the origin according to the extent
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point.x = origin.x + FixedMul(direction.x, extent);
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point.y = origin.y + FixedMul(direction.y, extent);
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direction.x = -direction.x;
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direction.y = -direction.y;
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// TODO: We take origin and point 's xy values and translate them to the center of an FOF!
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if(frontfloor)
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{
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point.z = line->frontsector->floorheight; // Startz
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dz = FixedDiv(origin.z - point.z, extent); // Destinationz
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// In P_SpawnSlopeLine the origin is the centerpoint of the sourcelinedef
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fslope = line->frontsector->f_slope =
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MakeViaVectors(&point, &direction, dz, flags);
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// Now remember that f_slope IS a vector
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// fslope->o = origin 3D point 1 of the vector
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// fslope->d = destination 3D point 2 of the vector
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// fslope->normal is a 3D line perpendicular to the 3D vector
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fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(fslope);
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if (spawnthinker && (flags & SL_DYNAMIC))
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P_AddDynSlopeThinker(fslope, DP_FRONTFLOOR, line, extent, NULL, NULL);
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}
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if(frontceil)
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{
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origin.z = line->backsector->ceilingheight;
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point.z = line->frontsector->ceilingheight;
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dz = FixedDiv(origin.z - point.z, extent);
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cslope = line->frontsector->c_slope =
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MakeViaVectors(&point, &direction, dz, flags);
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cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(cslope);
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if (spawnthinker && (flags & SL_DYNAMIC))
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P_AddDynSlopeThinker(cslope, DP_FRONTCEIL, line, extent, NULL, NULL);
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}
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}
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if(backfloor || backceil)
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{
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line->backsector->hasslope = true; // Tell the software renderer that we're sloped
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origin.z = line->frontsector->floorheight;
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// Backsector
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direction.x = -nx;
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direction.y = -ny;
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extent = GetExtent(line->backsector, line);
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if(extent < 0)
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{
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CONS_Printf("P_SpawnSlope_Line failed to get backsector extent on line number %i\n", linenum);
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return;
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}
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// reposition the origin according to the extent
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point.x = origin.x + FixedMul(direction.x, extent);
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point.y = origin.y + FixedMul(direction.y, extent);
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direction.x = -direction.x;
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direction.y = -direction.y;
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if(backfloor)
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{
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point.z = line->backsector->floorheight;
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dz = FixedDiv(origin.z - point.z, extent);
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fslope = line->backsector->f_slope =
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MakeViaVectors(&point, &direction, dz, flags);
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fslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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fslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(fslope);
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if (spawnthinker && (flags & SL_DYNAMIC))
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P_AddDynSlopeThinker(fslope, DP_BACKFLOOR, line, extent, NULL, NULL);
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}
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if(backceil)
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{
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origin.z = line->frontsector->ceilingheight;
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point.z = line->backsector->ceilingheight;
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dz = FixedDiv(origin.z - point.z, extent);
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cslope = line->backsector->c_slope =
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MakeViaVectors(&point, &direction, dz, flags);
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cslope->zangle = R_PointToAngle2(0, origin.z, extent, point.z);
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cslope->xydirection = R_PointToAngle2(origin.x, origin.y, point.x, point.y);
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P_CalculateSlopeNormal(cslope);
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if (spawnthinker && (flags & SL_DYNAMIC))
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P_AddDynSlopeThinker(cslope, DP_BACKCEIL, line, extent, NULL, NULL);
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}
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}
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if(!line->tag)
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return;
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}
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/// Creates a new slope from three mapthings with the specified IDs
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static pslope_t *MakeViaMapthings(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flags, const boolean spawnthinker)
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{
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size_t i;
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mapthing_t* mt = mapthings;
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mapthing_t* vertices[3] = {0};
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INT16 tags[3] = {tag1, tag2, tag3};
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vector3_t vx[3];
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pslope_t* ret = Slope_Add(flags);
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// And... look for the vertices in question.
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for (i = 0; i < nummapthings; i++, mt++) {
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if (mt->type != 750) // Haha, I'm hijacking the old Chaos Spawn thingtype for something!
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continue;
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if (!vertices[0] && mt->angle == tag1)
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vertices[0] = mt;
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else if (!vertices[1] && mt->angle == tag2)
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vertices[1] = mt;
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else if (!vertices[2] && mt->angle == tag3)
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vertices[2] = mt;
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}
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// Now set heights for each vertex, because they haven't been set yet
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for (i = 0; i < 3; i++) {
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mt = vertices[i];
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if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?)
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I_Error("MakeViaMapthings: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
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vx[i].x = mt->x << FRACBITS;
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vx[i].y = mt->y << FRACBITS;
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vx[i].z = mt->z << FRACBITS;
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if (!mt->extrainfo)
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vx[i].z += R_PointInSubsector(vx[i].x, vx[i].y)->sector->floorheight;
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}
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ReconfigureViaVertexes(ret, vx[0], vx[1], vx[2]);
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if (spawnthinker && (flags & SL_DYNAMIC))
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P_AddDynSlopeThinker(ret, DP_VERTEX, NULL, 0, tags, vx);
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return ret;
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}
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/// Create vertex based slopes using tagged mapthings.
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static void line_SpawnViaMapthingVertexes(const int linenum, const boolean spawnthinker)
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{
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line_t *line = lines + linenum;
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side_t *side;
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pslope_t **slopetoset;
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UINT16 tag1, tag2, tag3;
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UINT8 flags = 0;
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if (line->flags & ML_NETONLY)
|
|
flags |= SL_NOPHYSICS;
|
|
if (line->flags & ML_NONET)
|
|
flags |= SL_DYNAMIC;
|
|
|
|
switch(line->special)
|
|
{
|
|
case 704:
|
|
slopetoset = &line->frontsector->f_slope;
|
|
side = &sides[line->sidenum[0]];
|
|
break;
|
|
case 705:
|
|
slopetoset = &line->frontsector->c_slope;
|
|
side = &sides[line->sidenum[0]];
|
|
break;
|
|
case 714:
|
|
slopetoset = &line->backsector->f_slope;
|
|
side = &sides[line->sidenum[1]];
|
|
break;
|
|
case 715:
|
|
slopetoset = &line->backsector->c_slope;
|
|
side = &sides[line->sidenum[1]];
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (line->flags & ML_EFFECT6)
|
|
{
|
|
tag1 = line->tag;
|
|
tag2 = side->textureoffset >> FRACBITS;
|
|
tag3 = side->rowoffset >> FRACBITS;
|
|
}
|
|
else
|
|
tag1 = tag2 = tag3 = line->tag;
|
|
|
|
*slopetoset = MakeViaMapthings(tag1, tag2, tag3, flags, spawnthinker);
|
|
|
|
side->sector->hasslope = true;
|
|
}
|
|
|
|
/// Spawn textmap vertex slopes.
|
|
static void SpawnVertexSlopes(void)
|
|
{
|
|
line_t *l1, *l2;
|
|
sector_t* sc;
|
|
vertex_t *v1, *v2, *v3;
|
|
size_t i;
|
|
for (i = 0, sc = sectors; i < numsectors; i++, sc++)
|
|
{
|
|
// The vertex slopes only work for 3-vertex sectors (and thus 3-sided sectors).
|
|
if (sc->linecount != 3)
|
|
continue;
|
|
|
|
l1 = sc->lines[0];
|
|
l2 = sc->lines[1];
|
|
|
|
// Determine the vertexes.
|
|
v1 = l1->v1;
|
|
v2 = l1->v2;
|
|
if ((l2->v1 != v1) && (l2->v1 != v2))
|
|
v3 = l2->v1;
|
|
else
|
|
v3 = l2->v2;
|
|
|
|
if (v1->floorzset || v2->floorzset || v3->floorzset)
|
|
{
|
|
vector3_t vtx[3] = {
|
|
{v1->x, v1->y, v1->floorzset ? v1->floorz : sc->floorheight},
|
|
{v2->x, v2->y, v2->floorzset ? v2->floorz : sc->floorheight},
|
|
{v3->x, v3->y, v3->floorzset ? v3->floorz : sc->floorheight}};
|
|
pslope_t *slop = Slope_Add(0);
|
|
sc->f_slope = slop;
|
|
sc->hasslope = true;
|
|
ReconfigureViaVertexes(slop, vtx[0], vtx[1], vtx[2]);
|
|
}
|
|
|
|
if (v1->ceilingzset || v2->ceilingzset || v3->ceilingzset)
|
|
{
|
|
vector3_t vtx[3] = {
|
|
{v1->x, v1->y, v1->ceilingzset ? v1->ceilingz : sc->ceilingheight},
|
|
{v2->x, v2->y, v2->ceilingzset ? v2->ceilingz : sc->ceilingheight},
|
|
{v3->x, v3->y, v3->ceilingzset ? v3->ceilingz : sc->ceilingheight}};
|
|
pslope_t *slop = Slope_Add(0);
|
|
sc->c_slope = slop;
|
|
sc->hasslope = true;
|
|
ReconfigureViaVertexes(slop, vtx[0], vtx[1], vtx[2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_CopySectorSlope
|
|
//
|
|
// Searches through tagged sectors and copies
|
|
//
|
|
void P_CopySectorSlope(line_t *line)
|
|
{
|
|
sector_t *fsec = line->frontsector;
|
|
int i, special = line->special;
|
|
|
|
// Check for copy linedefs
|
|
for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
|
|
{
|
|
sector_t *srcsec = sectors + i;
|
|
|
|
if ((special - 719) & 1 && !fsec->f_slope && srcsec->f_slope)
|
|
fsec->f_slope = srcsec->f_slope; //P_CopySlope(srcsec->f_slope);
|
|
if ((special - 719) & 2 && !fsec->c_slope && srcsec->c_slope)
|
|
fsec->c_slope = srcsec->c_slope; //P_CopySlope(srcsec->c_slope);
|
|
}
|
|
|
|
fsec->hasslope = true;
|
|
|
|
// if this is an FOF control sector, make sure any target sectors also are marked as having slopes
|
|
if (fsec->numattached)
|
|
for (i = 0; i < (int)fsec->numattached; i++)
|
|
sectors[fsec->attached[i]].hasslope = true;
|
|
|
|
line->special = 0; // Linedef was use to set slopes, it finished its job, so now make it a normal linedef
|
|
}
|
|
|
|
//
|
|
// P_SlopeById
|
|
//
|
|
// Looks in the slope list for a slope with a specified ID. Mostly useful for netgame sync
|
|
//
|
|
pslope_t *P_SlopeById(UINT16 id)
|
|
{
|
|
pslope_t *ret;
|
|
for (ret = slopelist; ret && ret->id != id; ret = ret->next);
|
|
return ret;
|
|
}
|
|
|
|
/// Initializes and reads the slopes from the map data.
|
|
void P_SpawnSlopes(const boolean fromsave) {
|
|
size_t i;
|
|
|
|
slopelist = NULL;
|
|
slopecount = 0;
|
|
|
|
/// Generates vertex slopes.
|
|
SpawnVertexSlopes();
|
|
|
|
/// Generates line special-defined slopes.
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
switch (lines[i].special)
|
|
{
|
|
case 700:
|
|
case 701:
|
|
case 702:
|
|
case 703:
|
|
case 710:
|
|
case 711:
|
|
case 712:
|
|
case 713:
|
|
line_SpawnViaLine(i, !fromsave);
|
|
break;
|
|
|
|
case 704:
|
|
case 705:
|
|
case 714:
|
|
case 715:
|
|
line_SpawnViaMapthingVertexes(i, !fromsave);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/// Copies slopes from tagged sectors via line specials.
|
|
/// \note Doesn't actually copy, but instead they share the same pointers.
|
|
for (i = 0; i < numlines; i++)
|
|
switch (lines[i].special)
|
|
{
|
|
case 720:
|
|
case 721:
|
|
case 722:
|
|
P_CopySectorSlope(&lines[i]);
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ============================================================================
|
|
//
|
|
// Various utilities related to slopes
|
|
//
|
|
|
|
//
|
|
// P_GetZAt
|
|
//
|
|
// Returns the height of the sloped plane at (x, y) as a fixed_t
|
|
//
|
|
fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y)
|
|
{
|
|
fixed_t dist = FixedMul(x - slope->o.x, slope->d.x) +
|
|
FixedMul(y - slope->o.y, slope->d.y);
|
|
|
|
return slope->o.z + FixedMul(dist, slope->zdelta);
|
|
}
|
|
|
|
|
|
//
|
|
// P_QuantizeMomentumToSlope
|
|
//
|
|
// When given a vector, rotates it and aligns it to a slope
|
|
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
|
{
|
|
vector3_t axis; // Fuck you, C90.
|
|
|
|
if (slope->flags & SL_NOPHYSICS)
|
|
return; // No physics, no quantizing.
|
|
|
|
axis.x = -slope->d.y;
|
|
axis.y = slope->d.x;
|
|
axis.z = 0;
|
|
|
|
FV3_Rotate(momentum, &axis, slope->zangle >> ANGLETOFINESHIFT);
|
|
}
|
|
|
|
//
|
|
// P_ReverseQuantizeMomentumToSlope
|
|
//
|
|
// When given a vector, rotates and aligns it to a flat surface (from being relative to a given slope)
|
|
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
|
|
{
|
|
slope->zangle = InvAngle(slope->zangle);
|
|
P_QuantizeMomentumToSlope(momentum, slope);
|
|
slope->zangle = InvAngle(slope->zangle);
|
|
}
|
|
|
|
//
|
|
// P_SlopeLaunch
|
|
//
|
|
// Handles slope ejection for objects
|
|
void P_SlopeLaunch(mobj_t *mo)
|
|
{
|
|
if (!(mo->standingslope->flags & SL_NOPHYSICS) // If there's physics, time for launching.
|
|
&& (mo->standingslope->normal.x != 0
|
|
|| mo->standingslope->normal.y != 0))
|
|
{
|
|
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
|
|
// vertical launch given from slopes while increasing the horizontal launch
|
|
// given. Good for SRB2's gravity and horizontal speeds.
|
|
vector3_t slopemom;
|
|
slopemom.x = mo->momx;
|
|
slopemom.y = mo->momy;
|
|
slopemom.z = mo->momz*2;
|
|
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
|
|
|
|
mo->momx = slopemom.x;
|
|
mo->momy = slopemom.y;
|
|
mo->momz = slopemom.z/2;
|
|
}
|
|
|
|
//CONS_Printf("Launched off of slope.\n");
|
|
mo->standingslope = NULL;
|
|
}
|
|
|
|
//
|
|
// P_GetWallTransferMomZ
|
|
//
|
|
// It would be nice to have a single function that does everything necessary for slope-to-wall transfer.
|
|
// However, it needs to be seperated out in P_XYMovement to take into account momentum before and after hitting the wall.
|
|
// This just performs the necessary calculations for getting the base vertical momentum; the horizontal is already reasonably calculated by P_SlideMove.
|
|
fixed_t P_GetWallTransferMomZ(mobj_t *mo, pslope_t *slope)
|
|
{
|
|
vector3_t slopemom, axis;
|
|
angle_t ang;
|
|
|
|
if (mo->standingslope->flags & SL_NOPHYSICS)
|
|
return 0;
|
|
|
|
// If there's physics, time for launching.
|
|
// Doesn't kill the vertical momentum as much as P_SlopeLaunch does.
|
|
ang = slope->zangle + ANG15*((slope->zangle > 0) ? 1 : -1);
|
|
if (ang > ANGLE_90 && ang < ANGLE_180)
|
|
ang = ((slope->zangle > 0) ? ANGLE_90 : InvAngle(ANGLE_90)); // hard cap of directly upwards
|
|
|
|
slopemom.x = mo->momx;
|
|
slopemom.y = mo->momy;
|
|
slopemom.z = 3*(mo->momz/2);
|
|
|
|
axis.x = -slope->d.y;
|
|
axis.y = slope->d.x;
|
|
axis.z = 0;
|
|
|
|
FV3_Rotate(&slopemom, &axis, ang >> ANGLETOFINESHIFT);
|
|
|
|
return 2*(slopemom.z/3);
|
|
}
|
|
|
|
// Function to help handle landing on slopes
|
|
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
|
|
{
|
|
vector3_t mom; // Ditto.
|
|
if (slope->flags & SL_NOPHYSICS || (slope->normal.x == 0 && slope->normal.y == 0)) { // No physics, no need to make anything complicated.
|
|
if (P_MobjFlip(thing)*(thing->momz) < 0) // falling, land on slope
|
|
{
|
|
thing->standingslope = slope;
|
|
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
|
|
thing->momz = -P_MobjFlip(thing);
|
|
}
|
|
return;
|
|
}
|
|
|
|
mom.x = thing->momx;
|
|
mom.y = thing->momy;
|
|
mom.z = thing->momz*2;
|
|
|
|
P_ReverseQuantizeMomentumToSlope(&mom, slope);
|
|
|
|
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
|
|
thing->momx = mom.x;
|
|
thing->momy = mom.y;
|
|
thing->standingslope = slope;
|
|
if (!thing->player || !(thing->player->pflags & PF_BOUNCING))
|
|
thing->momz = -P_MobjFlip(thing);
|
|
}
|
|
}
|
|
|
|
// https://yourlogicalfallacyis.com/slippery-slope
|
|
// Handles sliding down slopes, like if they were made of butter :)
|
|
void P_ButteredSlope(mobj_t *mo)
|
|
{
|
|
fixed_t thrust;
|
|
|
|
if (!mo->standingslope)
|
|
return;
|
|
|
|
if (mo->standingslope->flags & SL_NOPHYSICS)
|
|
return; // No physics, no butter.
|
|
|
|
if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
|
|
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
|
|
|
|
if (mo->player) {
|
|
if (abs(mo->standingslope->zdelta) < FRACUNIT/4 && !(mo->player->pflags & PF_SPINNING))
|
|
return; // Don't slide on non-steep slopes unless spinning
|
|
|
|
if (abs(mo->standingslope->zdelta) < FRACUNIT/2 && !(mo->player->rmomx || mo->player->rmomy))
|
|
return; // Allow the player to stand still on slopes below a certain steepness
|
|
}
|
|
|
|
thrust = FINESINE(mo->standingslope->zangle>>ANGLETOFINESHIFT) * 3 / 2 * (mo->eflags & MFE_VERTICALFLIP ? 1 : -1);
|
|
|
|
if (mo->player && (mo->player->pflags & PF_SPINNING)) {
|
|
fixed_t mult = 0;
|
|
if (mo->momx || mo->momy) {
|
|
angle_t angle = R_PointToAngle2(0, 0, mo->momx, mo->momy) - mo->standingslope->xydirection;
|
|
|
|
if (P_MobjFlip(mo) * mo->standingslope->zdelta < 0)
|
|
angle ^= ANGLE_180;
|
|
|
|
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
|
|
}
|
|
|
|
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
|
|
}
|
|
|
|
if (mo->momx || mo->momy) // Slightly increase thrust based on the object's speed
|
|
thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
|
|
// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
|
|
|
|
// Let's get the gravity strength for the object...
|
|
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
|
|
|
|
// ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same).
|
|
thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION));
|
|
|
|
P_Thrust(mo, mo->standingslope->xydirection, thrust);
|
|
}
|
|
|
|
// EOF
|
|
#endif // #ifdef ESLOPE
|