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- floatified PLAYER::ceiling_dist/floor_dist.
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8aab82691b
commit
24b23d6919
4 changed files with 51 additions and 30 deletions
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@ -596,6 +596,19 @@ inline int pushmove(DVector3& pos, sectortype** const sect, int32_t const walldi
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return res;
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}
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#if 0
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inline int pushmove(DVector3& pos, sectortype** const sect, double const walldist, double const ceildist, double const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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auto vect = vec3_t(pos.X * worldtoint, pos.Y * worldtoint, pos.Z * zworldtoint);
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int sectno = *sect ? sector.IndexOf(*sect) : -1;
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int res = pushmove_(&vect, §no, walldist * worldtoint, ceildist * worldtoint, flordist * worldtoint, cliptype, clear);
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pos = { vect.X * inttoworld, vect.Y * inttoworld, vect.Z * zinttoworld };
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*sect = sectno == -1 ? nullptr : §or[sectno];
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return res;
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}
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#endif
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inline int pushmove(DCoreActor* actor, sectortype** const sect, int32_t const walldist, int32_t const ceildist, int32_t const flordist,
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uint32_t const cliptype, bool clear = true)
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{
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@ -612,6 +612,14 @@ struct PLAYER
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{
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return int(hiz * zworldtoint);
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}
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int player_int_ceiling_dist() const
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{
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return p_ceiling_dist * 256;
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}
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int player_int_floor_dist() const
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{
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return p_floor_dist * 256;
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}
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DSWActor* actor; // this may not be a TObjPtr!
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TObjPtr<DSWActor*> lowActor, highActor;
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@ -1892,7 +1892,7 @@ void DoPlayerSlide(PLAYER* pp)
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if (labs(pp->slide_vect.X) < 12800 && labs(pp->slide_vect.Y) < 12800)
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pp->slide_vect.X = pp->slide_vect.Y = 0;
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -1906,10 +1906,10 @@ void DoPlayerSlide(PLAYER* pp)
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return;
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}
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Collision coll;
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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);
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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);
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -2041,7 +2041,7 @@ void DoPlayerMove(PLAYER* pp)
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}
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else
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{
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
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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);
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if (push_ret < 0)
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{
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@ -2064,12 +2064,12 @@ void DoPlayerMove(PLAYER* pp)
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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Collision coll;
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updatesector(pp->int_ppos().X, pp->int_ppos().Y, &pp->cursector);
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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);
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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);
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actor->spr.cstat = save_cstat;
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PlayerCheckValidMove(pp);
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist - Z(16), CLIPMASK_PLAYER);
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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);
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if (push_ret < 0)
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{
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@ -2829,9 +2829,9 @@ void DoPlayerJump(PLAYER* pp)
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// added this because jumping up to slopes or jumping on steep slopes
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// sometimes caused the view to go into the slope
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// if player gets to close the floor while jumping
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if (PlayerFloorHit(pp, pp->int_ploz() - pp->p_floor_dist))
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if (PlayerFloorHit(pp, pp->int_ploz() - pp->player_int_floor_dist()))
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{
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pp->set_int_ppos_Z(pp->int_ploz() - pp->p_floor_dist);
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pp->pos.Z = pp->loz - pp->p_floor_dist;
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pp->jump_speed = 0;
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PlayerSectorBound(pp, Z(1));
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@ -2989,10 +2989,10 @@ void DoPlayerFall(PLAYER* pp)
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// need a test for head hits a sloped ceiling while falling
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// if player gets to close the Ceiling while Falling
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if (PlayerCeilingHit(pp, pp->int_phiz() + pp->p_ceiling_dist))
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if (PlayerCeilingHit(pp, pp->int_phiz() + pp->player_int_ceiling_dist()))
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{
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// put player at the ceiling
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pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
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pp->pos.Z = pp->hiz + pp->p_ceiling_dist;
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// don't return or anything - allow to fall until
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// hit floor
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}
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@ -4413,9 +4413,9 @@ void DoPlayerDive(PLAYER* pp)
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if (sectu && (sectu->number == 0 || (sectu->flags & SECTFU_CANT_SURFACE)))
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{
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// for room over room water the hiz will be the top rooms ceiling
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if (pp->int_ppos().Z < pp->int_phiz() + pp->p_ceiling_dist)
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if (pp->pos.Z < pp->hiz + pp->p_ceiling_dist)
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{
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pp->set_int_ppos_Z(pp->int_phiz() + pp->p_ceiling_dist);
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pp->pos.Z = pp->hiz + pp->p_ceiling_dist;
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}
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}
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else
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@ -4465,7 +4465,7 @@ void DoPlayerDive(PLAYER* pp)
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DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
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}
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// Reverse bobbing when getting close to the ceiling
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if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->p_ceiling_dist)
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if (pp->int_ppos().Z + pp->bob_amt < pp->int_phiz() + pp->player_int_ceiling_dist())
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{
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pp->bob_ndx = NORM_ANGLE(pp->bob_ndx + ((512) - pp->bob_ndx) * 2);
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DoPlayerSpriteBob(pp, PLAYER_DIVE_HEIGHT, PLAYER_DIVE_BOB_AMT, 3);
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@ -4522,7 +4522,7 @@ void DoPlayerCurrent(PLAYER* pp)
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xvect = sectu->speed * synctics * bcos(sectu->ang) >> 4;
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yvect = sectu->speed * synctics * bsin(sectu->ang) >> 4;
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push_ret = pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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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);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -4538,10 +4538,10 @@ void DoPlayerCurrent(PLAYER* pp)
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return;
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}
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Collision coll;
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clipmove(pp->pos, &pp->cursector, xvect, yvect, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER, coll);
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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);
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PlayerCheckValidMove(pp);
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pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->p_ceiling_dist, pp->p_floor_dist, CLIPMASK_PLAYER);
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pushmove(pp->pos, &pp->cursector, ((int)pp->actor->spr.clipdist<<2), pp->player_int_ceiling_dist(), pp->player_int_floor_dist(), CLIPMASK_PLAYER);
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if (push_ret < 0)
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{
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if (!(pp->Flags & PF_DEAD))
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@ -62,24 +62,24 @@ constexpr double PLAYER_DIVE_HEIGHTF = 26;
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_CRAWL_FLOOR_DIST (PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
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#define PLAYER_WADE_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_JUMP_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
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#define PLAYER_FALL_FLOOR_DIST (PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
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#define PLAYER_SWIM_FLOOR_DIST (PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
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#define PLAYER_DIVE_FLOOR_DIST (PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
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#define PLAYER_RUN_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_CRAWL_FLOOR_DIST PIXZ(PLAYER_CRAWL_HEIGHT - PLAYER_CRAWL_STEP_HEIGHT)
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#define PLAYER_WADE_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_STEP_HEIGHT)
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#define PLAYER_JUMP_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_JUMP_STEP_HEIGHT)
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#define PLAYER_FALL_FLOOR_DIST PIXZ(PLAYER_HEIGHT - PLAYER_FALL_STEP_HEIGHT)
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#define PLAYER_SWIM_FLOOR_DIST PIXZ(PLAYER_SWIM_HEIGHT - PLAYER_SWIM_STEP_HEIGHT)
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#define PLAYER_DIVE_FLOOR_DIST PIXZ(PLAYER_DIVE_HEIGHT - PLAYER_DIVE_STEP_HEIGHT)
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// FLOOR_DIST variables are the difference in the Players view and the sector floor.
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// Must be at LEAST this distance or you cannot move onto sector.
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#define PLAYER_RUN_CEILING_DIST Z(10)
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#define PLAYER_SWIM_CEILING_DIST (Z(12))
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#define PLAYER_DIVE_CEILING_DIST (Z(22))
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#define PLAYER_CRAWL_CEILING_DIST (Z(12))
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#define PLAYER_JUMP_CEILING_DIST Z(4)
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#define PLAYER_FALL_CEILING_DIST Z(4)
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#define PLAYER_WADE_CEILING_DIST Z(4)
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#define PLAYER_RUN_CEILING_DIST (10)
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#define PLAYER_SWIM_CEILING_DIST ((12))
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#define PLAYER_DIVE_CEILING_DIST ((22))
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#define PLAYER_CRAWL_CEILING_DIST ((12))
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#define PLAYER_JUMP_CEILING_DIST (4)
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#define PLAYER_FALL_CEILING_DIST (4)
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#define PLAYER_WADE_CEILING_DIST (4)
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//
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// DIVE
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