- floatified PLAYER::ceiling_dist/floor_dist.

This commit is contained in:
Christoph Oelckers 2022-08-21 15:22:33 +02:00
parent 8aab82691b
commit 24b23d6919
4 changed files with 51 additions and 30 deletions

View file

@ -596,6 +596,19 @@ inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldi
return res;
}
#if 0
inline int pushmove(DVector3& pos, sectortype** const sect, double const walldist, double const ceildist, double const flordist,
uint32_t const cliptype, bool clear = true)
{
auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
int sectno = *sect ? sector.IndexOf(*sect) : -1;
int res = pushmove_(&vect, &sectno, walldist * worldtoint, ceildist * worldtoint, flordist * worldtoint, cliptype, clear);
pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
*sect = sectno == -1 ? nullptr : &sector[sectno];
return res;
}
#endif
inline int pushmove(DCoreActor* actor, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
uint32_t const cliptype, bool clear = true)
{

View file

@ -612,6 +612,14 @@ struct PLAYER
{
return int(hiz * zworldtoint);
}
int player_int_ceiling_dist() const
{
return p_ceiling_dist * 256;
}
int player_int_floor_dist() const
{
return p_floor_dist * 256;
}
DSWActor* actor; // this may not be a TObjPtr!
TObjPtr<DSWActor*> lowActor, highActor;

View file

@ -1892,7 +1892,7 @@ void DoPlayerSlide(PLAYER* pp)
if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800)
pp->slide_vect.X = pp->slide_vect.Y = 0;
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -1906,10 +1906,10 @@ void DoPlayerSlide(PLAYER* pp)
return;
}
Collision coll;
clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, pp->slide_vect.X, pp->slide_vect.Y, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
PlayerCheckValidMove(pp);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -2041,7 +2041,7 @@ void DoPlayerMove(PLAYER* pp)
}
else
{
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist() - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
@ -2064,12 +2064,12 @@ void DoPlayerMove(PLAYER* pp)
actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
Collision coll;
updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, pp->vect.X, pp->vect.Y, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
actor->spr.cstat = save_cstat;
PlayerCheckValidMove(pp);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist() - Z(16), CLIPMASK_PLAYER);
if (push_ret < 0)
{
@ -2829,9 +2829,9 @@ void DoPlayerJump(PLAYER* pp)
// added this because jumping up to slopes or jumping on steep slopes
// sometimes caused the view to go into the slope
// if player gets to close the floor while jumping
if (PlayerFloorHit(pp, pp->int_ploz() - pp->p_floor_dist))
if (PlayerFloorHit(pp, pp->int_ploz() - pp->player_int_floor_dist()))
{
pp->set_int_ppos_Z(pp->int_ploz() - pp->p_floor_dist);
pp->pos.Z = pp->loz - pp->p_floor_dist;
pp->jump_speed = 0;
PlayerSectorBound(pp, Z(1));
@ -2989,10 +2989,10 @@ void DoPlayerFall(PLAYER* pp)
// need a test for head hits a sloped ceiling while falling
// if player gets to close the Ceiling while Falling
if (PlayerCeilingHit(pp, pp->int_phiz() + pp->p_ceiling_dist))
if (PlayerCeilingHit(pp, pp->int_phiz() + pp->player_int_ceiling_dist()))
{
// put player at the ceiling
pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
pp->pos.Z = pp->hiz + pp->p_ceiling_dist;
// don't return or anything - allow to fall until
// hit floor
}
@ -4413,9 +4413,9 @@ void DoPlayerDive(PLAYER* pp)
if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE)))
{
// for room over room water the hiz will be the top rooms ceiling
if (pp->int_ppos().Z < pp->int_phiz() + pp->p_ceiling_dist)
if (pp->pos.Z < pp->hiz + pp->p_ceiling_dist)
{
pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
pp->pos.Z = pp->hiz + pp->p_ceiling_dist;
}
}
else
@ -4465,7 +4465,7 @@ void DoPlayerDive(PLAYER* pp)
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
}
// Reverse bobbing when getting close to the ceiling
if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->p_ceiling_dist)
if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->player_int_ceiling_dist())
{
pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
@ -4522,7 +4522,7 @@ void DoPlayerCurrent(PLAYER* pp)
xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))
@ -4538,10 +4538,10 @@ void DoPlayerCurrent(PLAYER* pp)
return;
}
Collision coll;
clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER, coll);
PlayerCheckValidMove(pp);
pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
if (push_ret < 0)
{
if (!(pp->Flags & PF_DEAD))

View file

@ -62,24 +62,24 @@ constexpr double PLAYER_DIVE_HEIGHTF = 26;
// FLOOR_DIST variables are the difference in the Players view and the sector floor.
// Must be at LEAST this distance or you cannot move onto sector.
#define PLAYER_RUN_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
#define PLAYER_CRAWL_FLOOR_DIST (PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
#define PLAYER_WADE_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
#define PLAYER_JUMP_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
#define PLAYER_FALL_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
#define PLAYER_SWIM_FLOOR_DIST (PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
#define PLAYER_DIVE_FLOOR_DIST (PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
#define PLAYER_RUN_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
#define PLAYER_CRAWL_FLOOR_DIST PIXZ(PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
#define PLAYER_WADE_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
#define PLAYER_JUMP_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
#define PLAYER_FALL_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
#define PLAYER_SWIM_FLOOR_DIST PIXZ(PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
#define PLAYER_DIVE_FLOOR_DIST PIXZ(PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
// FLOOR_DIST variables are the difference in the Players view and the sector floor.
// Must be at LEAST this distance or you cannot move onto sector.
#define PLAYER_RUN_CEILING_DIST Z(10)
#define PLAYER_SWIM_CEILING_DIST (Z(12))
#define PLAYER_DIVE_CEILING_DIST (Z(22))
#define PLAYER_CRAWL_CEILING_DIST (Z(12))
#define PLAYER_JUMP_CEILING_DIST Z(4)
#define PLAYER_FALL_CEILING_DIST Z(4)
#define PLAYER_WADE_CEILING_DIST Z(4)
#define PLAYER_RUN_CEILING_DIST (10)
#define PLAYER_SWIM_CEILING_DIST ((12))
#define PLAYER_DIVE_CEILING_DIST ((22))
#define PLAYER_CRAWL_CEILING_DIST ((12))
#define PLAYER_JUMP_CEILING_DIST (4)
#define PLAYER_FALL_CEILING_DIST (4)
#define PLAYER_WADE_CEILING_DIST (4)
//
// DIVE