mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- some more checking and refactoring of ZatPoint calls.
- removed Plane/Floor/CeilingAtPoint functions because they are overkill for the problem they were meant to solve. Calling ZatPoint with adjusted coordinates created with AActor::PosRelative is just as easy in the few places where this is needed. - made P_HitWater and P_CheckSplash portal aware.
This commit is contained in:
parent
fd7e6ae604
commit
0948448988
7 changed files with 35 additions and 84 deletions
|
@ -82,7 +82,7 @@ void AFastProjectile::Tick ()
|
|||
if (tm.ceilingline &&
|
||||
tm.ceilingline->backsector &&
|
||||
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
||||
Z() >= tm.ceilingline->backsector->CeilingAtPoint(this))
|
||||
Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(PosRelative(tm.ceilingline))
|
||||
{
|
||||
// Hack to prevent missiles exploding against the sky.
|
||||
// Does not handle sky floors.
|
||||
|
|
|
@ -558,7 +558,7 @@ bool P_Move (AActor *actor)
|
|||
else
|
||||
{ // The monster just hit the floor, so trigger any actions.
|
||||
if (actor->floorsector->SecActTarget != NULL &&
|
||||
actor->floorz == actor->floorsector->FloorAtPoint(actor))
|
||||
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector))
|
||||
{
|
||||
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
|
||||
}
|
||||
|
@ -868,8 +868,8 @@ void P_NewChaseDir(AActor * actor)
|
|||
box.Bottom() < line->bbox[BOXTOP] &&
|
||||
box.BoxOnLineSide(line) == -1)
|
||||
{
|
||||
fixed_t front = line->frontsector->FloorAtPoint(actor);
|
||||
fixed_t back = line->backsector->FloorAtPoint(actor);
|
||||
fixed_t front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
|
||||
fixed_t back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
|
||||
angle_t angle;
|
||||
|
||||
// The monster must contact one of the two floors,
|
||||
|
|
|
@ -513,8 +513,8 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
|
|||
SetXYZ(ix, iy, iz);
|
||||
if (moving) SetMovement(ix - X(), iy - Y(), iz - Z());
|
||||
LinkToWorld ();
|
||||
floorz = Sector->floorplane.ZatPoint (ix, iy);
|
||||
ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
|
||||
floorz = Sector->LowestFloorAt(ix, iy, &floorsector);
|
||||
ceilingz = Sector->HighestCeilingAt(ix, iy, &ceilingsector);
|
||||
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
|
||||
}
|
||||
|
||||
|
|
|
@ -2186,7 +2186,7 @@ explode:
|
|||
if (tm.ceilingline &&
|
||||
tm.ceilingline->backsector &&
|
||||
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
|
||||
mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo))
|
||||
mo->Z() >= tm.ceilingline->backsector->ceilingplane.ZatPoint(mo->PosRelative(tm.ceilingline)))
|
||||
{
|
||||
// Hack to prevent missiles exploding against the sky.
|
||||
// Does not handle sky floors.
|
||||
|
@ -3640,7 +3640,8 @@ void AActor::Tick ()
|
|||
{
|
||||
continue;
|
||||
}
|
||||
height = sec->floorplane.ZatPoint (this);
|
||||
fixedvec3 pos = PosRelative(sec);
|
||||
height = sec->floorplane.ZatPoint (pos);
|
||||
if (Z() > height)
|
||||
{
|
||||
if (heightsec == NULL)
|
||||
|
@ -3648,7 +3649,7 @@ void AActor::Tick ()
|
|||
continue;
|
||||
}
|
||||
|
||||
waterheight = heightsec->floorplane.ZatPoint (this);
|
||||
waterheight = heightsec->floorplane.ZatPoint (pos);
|
||||
if (waterheight > height && Z() >= waterheight)
|
||||
{
|
||||
continue;
|
||||
|
@ -3689,7 +3690,7 @@ void AActor::Tick ()
|
|||
floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz);
|
||||
|
||||
if (floorplane.c < STEEPSLOPE &&
|
||||
floorplane.ZatPoint (this) <= floorz)
|
||||
floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
|
||||
{
|
||||
const msecnode_t *node;
|
||||
bool dopush = true;
|
||||
|
@ -3701,7 +3702,7 @@ void AActor::Tick ()
|
|||
const sector_t *sec = node->m_sector;
|
||||
if (sec->floorplane.c >= STEEPSLOPE)
|
||||
{
|
||||
if (floorplane.ZatPoint (this) >= Z() - MaxStepHeight)
|
||||
if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
|
||||
{
|
||||
dopush = false;
|
||||
break;
|
||||
|
@ -4171,6 +4172,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
|
|||
// z-coordinate.
|
||||
if (!SpawningMapThing)
|
||||
{
|
||||
actor->ceilingz = actor->Sector->HighestCeilingAt(actor, &actor->ceilingsector);
|
||||
actor->dropoffz = actor->floorz = actor->Sector->LowestFloorAt(actor, &actor->floorsector);
|
||||
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
|
||||
}
|
||||
else
|
||||
|
@ -4477,15 +4480,16 @@ void AActor::AdjustFloorClip ()
|
|||
const msecnode_t *m;
|
||||
|
||||
// possibly standing on a 3D-floor
|
||||
if (Sector->e->XFloor.ffloors.Size() && Z()>Sector->floorplane.ZatPoint(this)) floorclip=0;
|
||||
if (Sector->e->XFloor.ffloors.Size() && Z() > Sector->floorplane.ZatPoint(this)) floorclip = 0;
|
||||
|
||||
// [RH] clip based on shallowest floor player is standing on
|
||||
// If the sector has a deep water effect, then let that effect
|
||||
// do the floorclipping instead of the terrain type.
|
||||
for (m = touching_sectorlist; m; m = m->m_tnext)
|
||||
{
|
||||
fixedvec3 pos = PosRelative(m->m_sector);
|
||||
sector_t *hsec = m->m_sector->GetHeightSec();
|
||||
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (this) == Z())
|
||||
if (hsec == NULL && m->m_sector->floorplane.ZatPoint (pos) == Z())
|
||||
{
|
||||
fixed_t clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
|
||||
if (clip < shallowestclip)
|
||||
|
@ -5523,9 +5527,9 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
fixed_t planez = rover->top.plane->ZatPoint(x, y);
|
||||
if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions
|
||||
{
|
||||
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
|
||||
if (rover->flags & (FF_SOLID | FF_SWIMMABLE))
|
||||
{
|
||||
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
|
||||
terrainnum = rover->model->GetTerrain(rover->top.isceiling);
|
||||
goto foundone;
|
||||
}
|
||||
}
|
||||
|
@ -5638,9 +5642,11 @@ bool P_HitFloor (AActor *thing)
|
|||
return false;
|
||||
|
||||
// don't splash if landing on the edge above water/lava/etc....
|
||||
fixedvec3 pos;
|
||||
for (m = thing->touching_sectorlist; m; m = m->m_tnext)
|
||||
{
|
||||
if (thing->Z() == m->m_sector->floorplane.ZatPoint(thing))
|
||||
pos = thing->PosRelative(m->m_sector);
|
||||
if (thing->Z() == m->m_sector->floorplane.ZatPoint(pos.x, pos.y))
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
@ -5652,9 +5658,9 @@ bool P_HitFloor (AActor *thing)
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (rover->flags & (FF_SOLID|FF_SWIMMABLE))
|
||||
{
|
||||
if (rover->top.plane->ZatPoint(thing) == thing->Z())
|
||||
if (rover->top.plane->ZatPoint(pos.x, pos.y) == thing->Z())
|
||||
{
|
||||
return P_HitWater (thing, m->m_sector);
|
||||
return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5664,7 +5670,7 @@ bool P_HitFloor (AActor *thing)
|
|||
return false;
|
||||
}
|
||||
|
||||
return P_HitWater (thing, m->m_sector);
|
||||
return P_HitWater (thing, m->m_sector, pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
|
@ -5677,12 +5683,15 @@ bool P_HitFloor (AActor *thing)
|
|||
|
||||
void P_CheckSplash(AActor *self, fixed_t distance)
|
||||
{
|
||||
if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == self->Sector && self->Sector->GetHeightSec() == NULL)
|
||||
sector_t *floorsec;
|
||||
self->Sector->LowestFloorAt(self, &floorsec);
|
||||
if (self->Z() <= self->floorz + (distance<<FRACBITS) && self->floorsector == floorsec && self->Sector->GetHeightSec() == NULL && floorsec->heightsec == NULL)
|
||||
{
|
||||
// Explosion splashes never alert monsters. This is because A_Explode has
|
||||
// a separate parameter for that so this would get in the way of proper
|
||||
// behavior.
|
||||
P_HitWater (self, self->Sector, self->X(), self->Y(), self->floorz, false, false);
|
||||
fixedvec3 pos = self->PosRelative(floorsec);
|
||||
P_HitWater (self, floorsec, pos.x, pos.y, self->floorz, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1000,24 +1000,6 @@ fixed_t sector_t::NextLowestFloorAt(fixed_t x, fixed_t y, fixed_t z, sector_t **
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Calculates the height of a sector plane, respecting portal offsets
|
||||
// between two spots
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
fixed_t sector_t::PlaneAtPoint(const secplane_t &plane, fixed_t x, fixed_t y, int refgroup) const
|
||||
{
|
||||
if (refgroup != PortalGroup)
|
||||
{
|
||||
FDisplacement &disp = Displacements(PortalGroup, refgroup);
|
||||
x += disp.pos.x;
|
||||
y += disp.pos.y;
|
||||
}
|
||||
return plane.ZatPoint(x, y);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -440,7 +440,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
|
|||
{
|
||||
// Falling, not all the way down yet?
|
||||
sector = player->mo->Sector;
|
||||
if (player->mo->Z() != sector->floorplane.ZatPoint(player->mo)
|
||||
if (player->mo->Z() != sector->LowestFloorAt(player->mo)
|
||||
&& !player->mo->waterlevel)
|
||||
{
|
||||
return;
|
||||
|
@ -480,7 +480,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
|
|||
}
|
||||
if (sector->Flags & SECF_DMGTERRAINFX)
|
||||
{
|
||||
P_HitWater(player->mo, sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
|
||||
P_HitWater(player->mo, player->mo->Sector, INT_MIN, INT_MIN, INT_MIN, false, true, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2299,6 +2299,7 @@ void DPusher::Tick ()
|
|||
continue;
|
||||
|
||||
sector_t *hsec = sec->GetHeightSec();
|
||||
fixedvec2 pos = thing->PosRelative(sec);
|
||||
if (m_Type == p_wind)
|
||||
{
|
||||
if (hsec == NULL)
|
||||
|
@ -2316,7 +2317,7 @@ void DPusher::Tick ()
|
|||
}
|
||||
else // special water sector
|
||||
{
|
||||
ht = hsec->floorplane.ZatPoint(thing);
|
||||
ht = hsec->floorplane.ZatPoint(pos);
|
||||
if (thing->Z() > ht) // above ground
|
||||
{
|
||||
xspeed = m_Xmag; // full force
|
||||
|
@ -2345,7 +2346,7 @@ void DPusher::Tick ()
|
|||
{ // special water sector
|
||||
floor = &hsec->floorplane;
|
||||
}
|
||||
if (thing->Z() > floor->ZatPoint(thing))
|
||||
if (thing->Z() > floor->ZatPoint(pos))
|
||||
{ // above ground
|
||||
xspeed = yspeed = 0; // no force
|
||||
}
|
||||
|
|
41
src/r_defs.h
41
src/r_defs.h
|
@ -778,47 +778,6 @@ struct sector_t
|
|||
return NextLowestFloorAt(a->X(), a->Y(), z, resultsec, resultffloor);
|
||||
}
|
||||
|
||||
// ... for ceilings
|
||||
fixed_t CeilingAtPoint(fixed_t x, fixed_t y, int refgroup) const
|
||||
{
|
||||
return PlaneAtPoint(ceilingplane, x, y, refgroup);
|
||||
}
|
||||
fixed_t CeilingAtPoint(AActor *actor) const
|
||||
{
|
||||
return PlaneAtPoint(ceilingplane, actor->X(), actor->Y(), actor->Sector->PortalGroup);
|
||||
}
|
||||
fixed_t CeilingAtPoint(fixed_t x, fixed_t y, sector_t *refsector) const
|
||||
{
|
||||
return PlaneAtPoint(ceilingplane, x, y, refsector->PortalGroup);
|
||||
}
|
||||
|
||||
// ... for floors
|
||||
fixed_t FloorAtPoint(fixed_t x, fixed_t y, int refgroup) const
|
||||
{
|
||||
return PlaneAtPoint(floorplane, x, y, refgroup);
|
||||
}
|
||||
fixed_t FloorAtPoint(AActor *actor) const
|
||||
{
|
||||
return PlaneAtPoint(floorplane, actor->X(), actor->Y(), actor->Sector->PortalGroup);
|
||||
}
|
||||
fixed_t FloorAtPoint(fixed_t x, fixed_t y, sector_t *refsector) const
|
||||
{
|
||||
return PlaneAtPoint(floorplane, x, y, refsector->PortalGroup);
|
||||
}
|
||||
|
||||
// ... for control sectors
|
||||
fixed_t PlaneAtPoint(const secplane_t &plane, AActor *actor) const
|
||||
{
|
||||
return PlaneAtPoint(plane, actor->X(), actor->Y(), actor->Sector->PortalGroup);
|
||||
}
|
||||
fixed_t PlaneAtPoint(const secplane_t &plane, fixed_t x, fixed_t y, sector_t *refsector) const
|
||||
{
|
||||
return PlaneAtPoint(plane, x, y, refsector->PortalGroup);
|
||||
}
|
||||
|
||||
// The worker function for all the above.
|
||||
fixed_t PlaneAtPoint(const secplane_t &plane, fixed_t x, fixed_t y, int refgroup) const;
|
||||
|
||||
FDisplacement &FloorDisplacement();
|
||||
FDisplacement &CeilingDisplacement();
|
||||
|
||||
|
|
Loading…
Reference in a new issue