- 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:
Christoph Oelckers 2016-02-17 02:21:26 +01:00
parent fd7e6ae604
commit 0948448988
7 changed files with 35 additions and 84 deletions

View file

@ -82,7 +82,7 @@ void AFastProjectile::Tick ()
if (tm.ceilingline && if (tm.ceilingline &&
tm.ceilingline->backsector && tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && 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. // Hack to prevent missiles exploding against the sky.
// Does not handle sky floors. // Does not handle sky floors.

View file

@ -558,7 +558,7 @@ bool P_Move (AActor *actor)
else else
{ // The monster just hit the floor, so trigger any actions. { // The monster just hit the floor, so trigger any actions.
if (actor->floorsector->SecActTarget != NULL && 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); actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
} }
@ -868,8 +868,8 @@ void P_NewChaseDir(AActor * actor)
box.Bottom() < line->bbox[BOXTOP] && box.Bottom() < line->bbox[BOXTOP] &&
box.BoxOnLineSide(line) == -1) box.BoxOnLineSide(line) == -1)
{ {
fixed_t front = line->frontsector->FloorAtPoint(actor); fixed_t front = line->frontsector->floorplane.ZatPoint(actor->PosRelative(line));
fixed_t back = line->backsector->FloorAtPoint(actor); fixed_t back = line->backsector->floorplane.ZatPoint(actor->PosRelative(line));
angle_t angle; angle_t angle;
// The monster must contact one of the two floors, // The monster must contact one of the two floors,

View file

@ -513,8 +513,8 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
SetXYZ(ix, iy, iz); SetXYZ(ix, iy, iz);
if (moving) SetMovement(ix - X(), iy - Y(), iz - Z()); if (moving) SetMovement(ix - X(), iy - Y(), iz - Z());
LinkToWorld (); LinkToWorld ();
floorz = Sector->floorplane.ZatPoint (ix, iy); floorz = Sector->LowestFloorAt(ix, iy, &floorsector);
ceilingz = Sector->ceilingplane.ZatPoint (ix, iy); ceilingz = Sector->HighestCeilingAt(ix, iy, &ceilingsector);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS); P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
} }

View file

@ -2186,7 +2186,7 @@ explode:
if (tm.ceilingline && if (tm.ceilingline &&
tm.ceilingline->backsector && tm.ceilingline->backsector &&
tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum && 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. // Hack to prevent missiles exploding against the sky.
// Does not handle sky floors. // Does not handle sky floors.
@ -3640,7 +3640,8 @@ void AActor::Tick ()
{ {
continue; continue;
} }
height = sec->floorplane.ZatPoint (this); fixedvec3 pos = PosRelative(sec);
height = sec->floorplane.ZatPoint (pos);
if (Z() > height) if (Z() > height)
{ {
if (heightsec == NULL) if (heightsec == NULL)
@ -3648,7 +3649,7 @@ void AActor::Tick ()
continue; continue;
} }
waterheight = heightsec->floorplane.ZatPoint (this); waterheight = heightsec->floorplane.ZatPoint (pos);
if (waterheight > height && Z() >= waterheight) if (waterheight > height && Z() >= waterheight)
{ {
continue; continue;
@ -3689,7 +3690,7 @@ void AActor::Tick ()
floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz); floorplane = P_FindFloorPlane(floorsector, X(), Y(), floorz);
if (floorplane.c < STEEPSLOPE && if (floorplane.c < STEEPSLOPE &&
floorplane.ZatPoint (this) <= floorz) floorplane.ZatPoint (PosRelative(floorsector)) <= floorz)
{ {
const msecnode_t *node; const msecnode_t *node;
bool dopush = true; bool dopush = true;
@ -3701,7 +3702,7 @@ void AActor::Tick ()
const sector_t *sec = node->m_sector; const sector_t *sec = node->m_sector;
if (sec->floorplane.c >= STEEPSLOPE) if (sec->floorplane.c >= STEEPSLOPE)
{ {
if (floorplane.ZatPoint (this) >= Z() - MaxStepHeight) if (floorplane.ZatPoint (PosRelative(node->m_sector)) >= Z() - MaxStepHeight)
{ {
dopush = false; dopush = false;
break; break;
@ -4171,6 +4172,8 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
// z-coordinate. // z-coordinate.
if (!SpawningMapThing) 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); P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
} }
else else
@ -4477,15 +4480,16 @@ void AActor::AdjustFloorClip ()
const msecnode_t *m; const msecnode_t *m;
// possibly standing on a 3D-floor // 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 // [RH] clip based on shallowest floor player is standing on
// If the sector has a deep water effect, then let that effect // If the sector has a deep water effect, then let that effect
// do the floorclipping instead of the terrain type. // do the floorclipping instead of the terrain type.
for (m = touching_sectorlist; m; m = m->m_tnext) for (m = touching_sectorlist; m; m = m->m_tnext)
{ {
fixedvec3 pos = PosRelative(m->m_sector);
sector_t *hsec = m->m_sector->GetHeightSec(); 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; fixed_t clip = Terrains[m->m_sector->GetTerrain(sector_t::floor)].FootClip;
if (clip < shallowestclip) 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); fixed_t planez = rover->top.plane->ZatPoint(x, y);
if (z > planez - FRACUNIT / 2 && z < planez + FRACUNIT / 2) // allow minor imprecisions 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; goto foundone;
} }
} }
@ -5638,9 +5642,11 @@ bool P_HitFloor (AActor *thing)
return false; return false;
// don't splash if landing on the edge above water/lava/etc.... // don't splash if landing on the edge above water/lava/etc....
fixedvec3 pos;
for (m = thing->touching_sectorlist; m; m = m->m_tnext) 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; break;
} }
@ -5652,9 +5658,9 @@ bool P_HitFloor (AActor *thing)
if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_SOLID|FF_SWIMMABLE)) 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 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) 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 // 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 // a separate parameter for that so this would get in the way of proper
// behavior. // 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);
} }
} }

View file

@ -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);
}
//=========================================================================== //===========================================================================
// //
// //

View file

@ -440,7 +440,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{ {
// Falling, not all the way down yet? // Falling, not all the way down yet?
sector = player->mo->Sector; sector = player->mo->Sector;
if (player->mo->Z() != sector->floorplane.ZatPoint(player->mo) if (player->mo->Z() != sector->LowestFloorAt(player->mo)
&& !player->mo->waterlevel) && !player->mo->waterlevel)
{ {
return; return;
@ -480,7 +480,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
} }
if (sector->Flags & SECF_DMGTERRAINFX) 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; continue;
sector_t *hsec = sec->GetHeightSec(); sector_t *hsec = sec->GetHeightSec();
fixedvec2 pos = thing->PosRelative(sec);
if (m_Type == p_wind) if (m_Type == p_wind)
{ {
if (hsec == NULL) if (hsec == NULL)
@ -2316,7 +2317,7 @@ void DPusher::Tick ()
} }
else // special water sector else // special water sector
{ {
ht = hsec->floorplane.ZatPoint(thing); ht = hsec->floorplane.ZatPoint(pos);
if (thing->Z() > ht) // above ground if (thing->Z() > ht) // above ground
{ {
xspeed = m_Xmag; // full force xspeed = m_Xmag; // full force
@ -2345,7 +2346,7 @@ void DPusher::Tick ()
{ // special water sector { // special water sector
floor = &hsec->floorplane; floor = &hsec->floorplane;
} }
if (thing->Z() > floor->ZatPoint(thing)) if (thing->Z() > floor->ZatPoint(pos))
{ // above ground { // above ground
xspeed = yspeed = 0; // no force xspeed = yspeed = 0; // no force
} }

View file

@ -778,47 +778,6 @@ struct sector_t
return NextLowestFloorAt(a->X(), a->Y(), z, resultsec, resultffloor); 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 &FloorDisplacement();
FDisplacement &CeilingDisplacement(); FDisplacement &CeilingDisplacement();