mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- floatified P_LineAttack, P_TraceBleed and P_UseLines.
This commit is contained in:
parent
eae6f7e9ea
commit
0baaa3cf63
14 changed files with 118 additions and 157 deletions
|
@ -1679,13 +1679,8 @@ inline fixedvec2 Vec2Angle(fixed_t length, angle_t angle)
|
|||
return ret;
|
||||
}
|
||||
|
||||
inline fixedvec2 Vec2Angle(fixed_t length, DAngle angle)
|
||||
{
|
||||
return { xs_CRoundToInt(length * angle.Cos()), xs_CRoundToInt(length * angle.Sin()) };
|
||||
}
|
||||
|
||||
void PrintMiscActorInfo(AActor * query);
|
||||
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch, ActorFlags actorMask, DWORD wallMask);
|
||||
AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, ActorFlags actorMask, DWORD wallMask);
|
||||
|
||||
// If we want to make P_AimLineAttack capable of handling arbitrary portals, it needs to pass a lot more info than just the linetarget actor.
|
||||
struct FTranslatedLineTarget
|
||||
|
|
|
@ -5885,7 +5885,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
|
|||
flags = args[7];
|
||||
}
|
||||
|
||||
AActor* pickedActor = P_LinePickActor(actor, args[1] << 16, args[3], args[2] << 16, actorMask, wallMask);
|
||||
AActor* pickedActor = P_LinePickActor(actor, ACSToAngle(args[1]), ACSToDouble(args[3]), ACSToAngle(args[2]), actorMask, wallMask);
|
||||
if (pickedActor == NULL) {
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -637,7 +637,7 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
|
|||
}
|
||||
}
|
||||
|
||||
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, angle_t angle, int duration, double sparsity, double drift, int SpiralOffset)
|
||||
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff_d, int flags, PClassActor *spawnclass, DAngle angle, int duration, double sparsity, double drift, int SpiralOffset)
|
||||
{
|
||||
double length, lengthsquared;
|
||||
int steps, i;
|
||||
|
@ -646,6 +646,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
|
|||
bool fullbright;
|
||||
float maxdiff = (float)maxdiff_d;
|
||||
|
||||
|
||||
dir = end - start;
|
||||
lengthsquared = dir | dir;
|
||||
length = g_sqrt(lengthsquared);
|
||||
|
@ -862,7 +863,7 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
|
|||
}
|
||||
AActor *thing = Spawn (spawnclass, pos + diff, ALLOW_REPLACE);
|
||||
if (thing)
|
||||
thing->Angles.Yaw = ANGLE2DBL(angle);
|
||||
thing->Angles.Yaw = angle;
|
||||
pos += trail_step;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -89,7 +89,7 @@ void P_RunEffects (void);
|
|||
|
||||
void P_RunEffect (AActor *actor, int effects);
|
||||
|
||||
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, angle_t angle = 0, int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
|
||||
void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end, int color1, int color2, double maxdiff = 0, int flags = 0, PClassActor *spawnclass = NULL, DAngle angle = 0., int duration = 35, double sparsity = 1.0, double drift = 1.0, int SpiralOffset = 270);
|
||||
void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind);
|
||||
void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind);
|
||||
void P_DisconnectEffect (AActor *actor);
|
||||
|
|
|
@ -2605,7 +2605,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
FState *raisestate = corpsehit->GetRaiseState();
|
||||
if (raisestate != NULL)
|
||||
{
|
||||
// use the current actor's _f_radius() instead of the Arch Vile's default.
|
||||
// use the current actor's radius instead of the Arch Vile's default.
|
||||
double maxdist = corpsehit->GetDefault()->radius + self->radius;
|
||||
|
||||
if (fabs(corpsehit->X() - cres.Position.X) > maxdist ||
|
||||
|
@ -2640,7 +2640,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
|
|||
}
|
||||
|
||||
corpsehit->Vel.X = corpsehit->Vel.Y = 0;
|
||||
// [RH] Check against real height and _f_radius()
|
||||
// [RH] Check against real height and radius
|
||||
|
||||
double oldheight = corpsehit->Height;
|
||||
double oldradius = corpsehit->radius;
|
||||
|
|
|
@ -88,7 +88,7 @@ inline int GetSafeBlockY(long long blocky)
|
|||
#define MAXMOVE (30.)
|
||||
|
||||
#define TALKRANGE (128.)
|
||||
#define USERANGE (64*FRACUNIT)
|
||||
#define USERANGE (64.)
|
||||
|
||||
#define MELEERANGE (64.)
|
||||
#define SAWRANGE (64.+(1./65536.)) // use meleerange + 1 so the puff doesn't skip the flash (i.e. plays all states)
|
||||
|
@ -360,20 +360,9 @@ enum // P_LineAttack flags
|
|||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
|
||||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, DAngle pitch, int damage, FName damageType, FName pufftype, int flags = 0, FTranslatedLineTarget *victim = NULL, int *actualdamage = NULL);
|
||||
|
||||
void P_TraceBleed (int damage, fixed_t x, fixed_t y, fixed_t z, AActor *target, angle_t angle, int pitch);
|
||||
inline void P_TraceBleed(int damage, const fixedvec3 &pos, AActor *target, angle_t angle, int pitch)
|
||||
{
|
||||
P_TraceBleed(damage, pos.x, pos.y, pos.z, target, angle, pitch);
|
||||
}
|
||||
inline void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch)
|
||||
{
|
||||
P_TraceBleed(damage, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), target,angle.BAMs(), pitch.BAMs());
|
||||
}
|
||||
void P_TraceBleed (int damage, AActor *target, angle_t angle, int pitch);
|
||||
inline void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
|
||||
{
|
||||
P_TraceBleed(damage, target, angle.BAMs(), pitch.BAMs());
|
||||
}
|
||||
void P_TraceBleed(int damage, const DVector3 &pos, AActor *target, DAngle angle, DAngle pitch);
|
||||
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch);
|
||||
|
||||
void P_TraceBleed (int damage, AActor *target, AActor *missile); // missile version
|
||||
void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff); // hitscan version
|
||||
void P_TraceBleed (int damage, AActor *target); // random direction version
|
||||
|
|
168
src/p_map.cpp
168
src/p_map.cpp
|
@ -3535,7 +3535,6 @@ struct aim_t
|
|||
//============================================================================
|
||||
//
|
||||
// traverses a line portal
|
||||
// simply calling PortalRelocate does not work here because more needs to be set up
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
|
@ -3993,12 +3992,11 @@ static ETraceStatus CheckForActor(FTraceResults &res, void *userdata)
|
|||
AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
||||
DAngle pitch, int damage, FName damageType, PClassActor *pufftype, int flags, FTranslatedLineTarget*victim, int *actualdamage)
|
||||
{
|
||||
fixed_t vx, vy, vz, shootz;
|
||||
DVector3 direction;
|
||||
double shootz;
|
||||
FTraceResults trace;
|
||||
Origin TData;
|
||||
TData.Caller = t1;
|
||||
angle_t srcangle = angle.BAMs();
|
||||
int srcpitch = pitch.BAMs();
|
||||
bool killPuff = false;
|
||||
AActor *puff = NULL;
|
||||
int pflag = 0;
|
||||
|
@ -4017,14 +4015,12 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
|
||||
double pc = pitch.Cos();
|
||||
|
||||
vx = FLOAT2FIXED(pc * angle.Cos());
|
||||
vy = FLOAT2FIXED(pc * angle.Sin());
|
||||
vz = FLOAT2FIXED(-pitch.Sin());
|
||||
direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
|
||||
shootz = t1->Center() - t1->Floorclip;
|
||||
|
||||
shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
|
||||
if (t1->player != NULL)
|
||||
{
|
||||
shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
|
||||
shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor;
|
||||
if (damageType == NAME_Melee || damageType == NAME_Hitscan)
|
||||
{
|
||||
// this is coming from a weapon attack function which needs to transfer information to the obituary code,
|
||||
|
@ -4034,7 +4030,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
else
|
||||
{
|
||||
shootz += 8 * FRACUNIT;
|
||||
shootz += 8;
|
||||
}
|
||||
|
||||
// We need to check the defaults of the replacement here
|
||||
|
@ -4059,9 +4055,8 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
if (puffDefaults != NULL && puffDefaults->flags6 & MF6_NOTRIGGER) tflags = TRACE_NoSky;
|
||||
else tflags = TRACE_NoSky | TRACE_Impact;
|
||||
|
||||
if (!Trace(t1->_f_X(), t1->_f_Y(), shootz, t1->Sector, vx, vy, vz, FLOAT2FIXED(distance),
|
||||
MF_SHOOTABLE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace,
|
||||
tflags, CheckForActor, &TData))
|
||||
if (!Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance, MF_SHOOTABLE,
|
||||
ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, t1, trace, tflags, CheckForActor, &TData))
|
||||
{ // hit nothing
|
||||
if (puffDefaults == NULL)
|
||||
{
|
||||
|
@ -4217,7 +4212,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
}
|
||||
}
|
||||
// [RH] Stick blood to walls
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos, trace.Actor, trace.SrcAngleFromTarget, ANGLE2DBL(srcpitch));
|
||||
P_TraceBleed(newdam > 0 ? newdam : damage, trace.HitPos, trace.Actor, trace.SrcAngleFromTarget, pitch);
|
||||
}
|
||||
}
|
||||
if (victim != NULL)
|
||||
|
@ -4270,26 +4265,22 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance,
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
||||
ActorFlags actorMask, DWORD wallMask)
|
||||
AActor *P_LinePickActor(AActor *t1, DAngle angle, double distance, DAngle pitch, ActorFlags actorMask, DWORD wallMask)
|
||||
{
|
||||
fixed_t vx, vy, vz, shootz;
|
||||
|
||||
angle >>= ANGLETOFINESHIFT;
|
||||
pitch = (angle_t)(pitch) >> ANGLETOFINESHIFT;
|
||||
DVector3 direction;
|
||||
double shootz;
|
||||
|
||||
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
||||
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
||||
vz = -finesine[pitch];
|
||||
double pc = pitch.Cos();
|
||||
direction = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
|
||||
shootz = t1->Center() - t1->Floorclip;
|
||||
|
||||
shootz = t1->_f_Z() - t1->_f_floorclip() + (t1->_f_height() >> 1);
|
||||
if (t1->player != NULL)
|
||||
{
|
||||
shootz += FLOAT2FIXED(t1->player->mo->AttackZOffset * t1->player->crouchfactor);
|
||||
shootz += t1->player->mo->AttackZOffset * t1->player->crouchfactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
shootz += 8 * FRACUNIT;
|
||||
shootz += 8;
|
||||
}
|
||||
|
||||
FTraceResults trace;
|
||||
|
@ -4298,7 +4289,7 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
|||
TData.Caller = t1;
|
||||
TData.hitGhosts = true;
|
||||
|
||||
if (Trace(t1->_f_X(), t1->_f_Y(), shootz, t1->Sector, vx, vy, vz, distance,
|
||||
if (Trace(t1->PosAtZ(shootz), t1->Sector, direction, distance,
|
||||
actorMask, wallMask, t1, trace, TRACE_NoSky | TRACE_PortalRestrict, CheckForActor, &TData))
|
||||
{
|
||||
if (trace.HitType == TRACE_HitActor)
|
||||
|
@ -4316,14 +4307,14 @@ AActor *P_LinePickActor(AActor *t1, angle_t angle, fixed_t distance, int pitch,
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, angle_t angle, int pitch)
|
||||
void P_TraceBleed(int damage, const DVector3 &pos, AActor *actor, DAngle angle, DAngle pitch)
|
||||
{
|
||||
if (!cl_bloodsplats)
|
||||
return;
|
||||
|
||||
const char *bloodType = "BloodSplat";
|
||||
int count;
|
||||
int noise;
|
||||
double noise;
|
||||
|
||||
|
||||
if ((actor->flags & MF_NOBLOOD) ||
|
||||
|
@ -4333,6 +4324,7 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (damage < 15)
|
||||
{ // For low damages, there is a chance to not spray blood at all
|
||||
if (damage <= 10)
|
||||
|
@ -4343,12 +4335,12 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
}
|
||||
}
|
||||
count = 1;
|
||||
noise = 18;
|
||||
noise = 11.25 / 256.;
|
||||
}
|
||||
else if (damage < 25)
|
||||
{
|
||||
count = 2;
|
||||
noise = 19;
|
||||
noise = 22.5 / 256.;
|
||||
}
|
||||
else
|
||||
{ // For high damages, there is a chance to spray just one big glob of blood
|
||||
|
@ -4356,12 +4348,12 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
{
|
||||
bloodType = "BloodSmear";
|
||||
count = 1;
|
||||
noise = 20;
|
||||
noise = 45. / 256.;
|
||||
}
|
||||
else
|
||||
{
|
||||
count = 3;
|
||||
noise = 20;
|
||||
noise = 45. / 256.;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4369,15 +4361,12 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
{
|
||||
FTraceResults bleedtrace;
|
||||
|
||||
angle_t bleedang = (angle + ((pr_tracebleed() - 128) << noise)) >> ANGLETOFINESHIFT;
|
||||
angle_t bleedpitch = (angle_t)(pitch + ((pr_tracebleed() - 128) << noise)) >> ANGLETOFINESHIFT;
|
||||
fixed_t vx = FixedMul(finecosine[bleedpitch], finecosine[bleedang]);
|
||||
fixed_t vy = FixedMul(finecosine[bleedpitch], finesine[bleedang]);
|
||||
fixed_t vz = -finesine[bleedpitch];
|
||||
DAngle bleedang = angle + (pr_tracebleed() - 128) * noise;
|
||||
DAngle bleedpitch = pitch + (pr_tracebleed() - 128) * noise;
|
||||
double cosp = bleedpitch.Cos();
|
||||
DVector3 vdir = DVector3(cosp * bleedang.Cos(), cosp * bleedang.Sin(), -bleedpitch.Sin());
|
||||
|
||||
if (Trace(x, y, z, actor->Sector,
|
||||
vx, vy, vz, 172 * FRACUNIT, 0, ML_BLOCKEVERYTHING, actor,
|
||||
bleedtrace, TRACE_NoSky))
|
||||
if (Trace(pos, actor->Sector, vdir, 172 * FRACUNIT, 0, ML_BLOCKEVERYTHING, actor, bleedtrace, TRACE_NoSky))
|
||||
{
|
||||
if (bleedtrace.HitType == TRACE_HitWall)
|
||||
{
|
||||
|
@ -4397,10 +4386,9 @@ void P_TraceBleed(int damage, fixed_t x, fixed_t y, fixed_t z, AActor *actor, an
|
|||
}
|
||||
}
|
||||
|
||||
void P_TraceBleed(int damage, AActor *target, angle_t angle, int pitch)
|
||||
void P_TraceBleed(int damage, AActor *target, DAngle angle, DAngle pitch)
|
||||
{
|
||||
P_TraceBleed(damage, target->_f_X(), target->_f_Y(), target->_f_Z() + target->_f_height() / 2,
|
||||
target, angle, pitch);
|
||||
P_TraceBleed(damage, target->PosPlusZ(target->Height/2), target, angle, pitch);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4422,7 +4410,7 @@ void P_TraceBleed(int damage, AActor *target, AActor *missile)
|
|||
{
|
||||
double aim;
|
||||
|
||||
aim = g_atan((double)missile->_f_velz() / (double)target->AproxDistance(missile));
|
||||
aim = g_atan(missile->Vel.Z / target->Distance2D(missile));
|
||||
pitch = -ToDegrees(aim);
|
||||
}
|
||||
else
|
||||
|
@ -4445,9 +4433,8 @@ void P_TraceBleed(int damage, FTranslatedLineTarget *t, AActor *puff)
|
|||
return;
|
||||
}
|
||||
|
||||
fixed_t randpitch = (pr_tracebleed() - 128) << 16;
|
||||
P_TraceBleed(damage, t->linetarget->_f_X(), t->linetarget->_f_Y(), t->linetarget->_f_Z() + t->linetarget->_f_height() / 2,
|
||||
t->linetarget, FLOAT2ANGLE(t->angleFromSource.Degrees), 0);
|
||||
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
|
||||
P_TraceBleed(damage, t->linetarget->PosPlusZ(t->linetarget->Height/2), t->linetarget, t->angleFromSource, pitch);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4460,11 +4447,9 @@ void P_TraceBleed(int damage, AActor *target)
|
|||
{
|
||||
if (target != NULL)
|
||||
{
|
||||
fixed_t one = pr_tracebleed() << 24;
|
||||
fixed_t two = (pr_tracebleed() - 128) << 16;
|
||||
|
||||
P_TraceBleed(damage, target->_f_X(), target->_f_Y(), target->_f_Z() + target->_f_height() / 2,
|
||||
target, one, two);
|
||||
DAngle angle = pr_tracebleed() * (360 / 256.);
|
||||
DAngle pitch = (pr_tracebleed() - 128) * (360 / 65536.);
|
||||
P_TraceBleed(damage, target->PosPlusZ(target->Height / 2), target, angle, pitch);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -4683,7 +4668,7 @@ void P_RailAttack(FRailParams *p)
|
|||
}
|
||||
|
||||
// Draw the slug's trail.
|
||||
P_DrawRailTrail(source, start, trace.HitPos, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle.BAMs(), p->duration, p->sparsity, p->drift, p->SpiralOffset);
|
||||
P_DrawRailTrail(source, start, trace.HitPos, p->color1, p->color2, p->maxdiff, p->flags, p->spawnclass, angle, p->duration, p->sparsity, p->drift, p->SpiralOffset);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4697,27 +4682,23 @@ CVAR(Float, chase_dist, 90.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|||
|
||||
void P_AimCamera(AActor *t1, DVector3 &campos, sector_t *&CameraSector, bool &unlinked)
|
||||
{
|
||||
fixed_t distance = (fixed_t)(clamp<double>(chase_dist, 0, 30000) * FRACUNIT);
|
||||
angle_t angle = (t1->_f_angle() - ANG180) >> ANGLETOFINESHIFT;
|
||||
angle_t pitch = (angle_t)(t1->_f_pitch()) >> ANGLETOFINESHIFT;
|
||||
double distance = clamp<double>(chase_dist, 0, 30000);
|
||||
DAngle angle = t1->Angles.Yaw - 180;
|
||||
DAngle pitch = t1->Angles.Pitch;
|
||||
FTraceResults trace;
|
||||
fixed_t vx, vy, vz, sz;
|
||||
DVector3 vvec;
|
||||
double sz;
|
||||
|
||||
vx = FixedMul(finecosine[pitch], finecosine[angle]);
|
||||
vy = FixedMul(finecosine[pitch], finesine[angle]);
|
||||
vz = finesine[pitch];
|
||||
double pc = pitch.Cos();
|
||||
|
||||
DVector3 vvec(vx, vy, vz);
|
||||
vvec.MakeUnit();
|
||||
vvec = { pc * angle.Cos(), pc * angle.Sin(), -pitch.Sin() };
|
||||
sz = t1->Top() - t1->Floorclip + clamp<double>(chase_height, -1000, 1000);
|
||||
|
||||
sz = t1->_f_Z() - t1->_f_floorclip() + t1->_f_height() + (fixed_t)(clamp<double>(chase_height, -1000, 1000) * FRACUNIT);
|
||||
|
||||
if (Trace(t1->_f_X(), t1->_f_Y(), sz, t1->Sector,
|
||||
vx, vy, vz, distance, 0, 0, NULL, trace) &&
|
||||
if (Trace(t1->PosAtZ(sz), t1->Sector, vvec, distance, 0, 0, NULL, trace) &&
|
||||
trace.Distance > 10)
|
||||
{
|
||||
// Position camera slightly in front of hit thing
|
||||
campos = t1->PosAtZ(FIXED2DBL(sz)) + vvec *(trace.Distance - 5);
|
||||
campos = t1->PosAtZ(sz) + vvec *(trace.Distance - 5);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -4768,11 +4749,11 @@ bool P_TalkFacing(AActor *player)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, bool &foundline)
|
||||
bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end, bool &foundline)
|
||||
{
|
||||
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES | PT_ADDTHINGS);
|
||||
FPathTraverse it(start.X, start.Y, end.X, end.Y, PT_ADDLINES | PT_ADDTHINGS);
|
||||
intercept_t *in;
|
||||
fixedvec3 xpos = { startx, starty, usething->_f_Z() };
|
||||
DVector3 xpos = { start.X, start.Y, usething->Z() };
|
||||
|
||||
while ((in = it.Next()))
|
||||
{
|
||||
|
@ -4792,6 +4773,7 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
|
|||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (it.PortalRelocate(in, PT_ADDLINES | PT_ADDTHINGS, &xpos))
|
||||
{
|
||||
continue;
|
||||
|
@ -4807,7 +4789,7 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
|
|||
}
|
||||
else
|
||||
{
|
||||
P_LineOpening(open, NULL, in->d.line, it._f_InterceptPoint(in));
|
||||
P_LineOpening(open, NULL, in->d.line, it.InterceptPoint(in));
|
||||
}
|
||||
if (open.range <= 0 ||
|
||||
(in->d.line->special != 0 && (i_compatflags & COMPATF_USEBLOCKING)))
|
||||
|
@ -4823,7 +4805,7 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
|
|||
return true;
|
||||
}
|
||||
|
||||
sec = P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 0 ?
|
||||
sec = P_PointOnLineSide(xpos, in->d.line) == 0 ?
|
||||
in->d.line->frontsector : in->d.line->backsector;
|
||||
|
||||
if (sec != NULL && sec->SecActTarget &&
|
||||
|
@ -4842,7 +4824,7 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
|
|||
continue; // not a special line, but keep checking
|
||||
}
|
||||
|
||||
if (P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 1)
|
||||
if (P_PointOnLineSide(xpos, in->d.line) == 1)
|
||||
{
|
||||
if (!(in->d.line->activation & SPAC_UseBack))
|
||||
{
|
||||
|
@ -4900,9 +4882,9 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy)
|
||||
bool P_NoWayTraverse(AActor *usething, const DVector2 &start, const DVector2 &end)
|
||||
{
|
||||
FPathTraverse it(startx, starty, endx, endy, PT_ADDLINES);
|
||||
FPathTraverse it(start.X, start.Y, end.X, end.Y, PT_ADDLINES);
|
||||
intercept_t *in;
|
||||
|
||||
while ((in = it.Next()))
|
||||
|
@ -4915,7 +4897,7 @@ bool P_NoWayTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t e
|
|||
if (ld->special) continue;
|
||||
if (ld->isLinePortal()) return false;
|
||||
if (ld->flags&(ML_BLOCKING | ML_BLOCKEVERYTHING | ML_BLOCK_PLAYERS)) return true;
|
||||
P_LineOpening(open, NULL, ld, it._f_InterceptPoint(in));
|
||||
P_LineOpening(open, NULL, ld, it.InterceptPoint(in));
|
||||
if (open.range <= 0 ||
|
||||
open.bottom > usething->Z() + usething->MaxStepHeight ||
|
||||
open.top < usething->Top()) return true;
|
||||
|
@ -4936,23 +4918,20 @@ void P_UseLines(player_t *player)
|
|||
bool foundline = false;
|
||||
|
||||
// If the player is transitioning a portal, use the group that is at its vertical center.
|
||||
fixedvec2 start = player->mo->_f_GetPortalTransition(player->mo->_f_height() / 2);
|
||||
DVector2 start = player->mo->GetPortalTransition(player->mo->Height / 2);
|
||||
// [NS] Now queries the Player's UseRange.
|
||||
fixedvec2 end = start + Vec2Angle(FLOAT2FIXED(player->mo->UseRange), player->mo->_f_angle());
|
||||
DVector2 end = start + player->mo->Angles.Yaw.ToVector(player->mo->UseRange);
|
||||
|
||||
// old code:
|
||||
//
|
||||
// P_PathTraverse ( x1, y1, x2, y2, PT_ADDLINES, PTR_UseTraverse );
|
||||
//
|
||||
// This added test makes the "oof" sound work on 2s lines -- killough:
|
||||
|
||||
if (!P_UseTraverse(player->mo, start.x, start.y, end.x, end.y, foundline))
|
||||
if (!P_UseTraverse(player->mo, start, end, foundline))
|
||||
{ // [RH] Give sector a chance to eat the use
|
||||
sector_t *sec = player->mo->Sector;
|
||||
int spac = SECSPAC_Use;
|
||||
if (foundline) spac |= SECSPAC_UseWall;
|
||||
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
|
||||
P_NoWayTraverse(player->mo, start.x, start.y, end.x, end.y))
|
||||
P_NoWayTraverse(player->mo, start, end))
|
||||
{
|
||||
S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
|
||||
}
|
||||
|
@ -4969,23 +4948,20 @@ void P_UseLines(player_t *player)
|
|||
|
||||
bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
|
||||
{
|
||||
int angle;
|
||||
fixed_t x1, y1, x2, y2, usedist;
|
||||
|
||||
angle = PuzzleItemUser->_f_angle() >> ANGLETOFINESHIFT;
|
||||
x1 = PuzzleItemUser->_f_X();
|
||||
y1 = PuzzleItemUser->_f_Y();
|
||||
DVector2 start;
|
||||
DVector2 end;
|
||||
double usedist;
|
||||
|
||||
// [NS] If it's a Player, get their UseRange.
|
||||
if (PuzzleItemUser->player)
|
||||
usedist = FLOAT2FIXED(PuzzleItemUser->player->mo->UseRange);
|
||||
usedist = PuzzleItemUser->player->mo->UseRange;
|
||||
else
|
||||
usedist = USERANGE;
|
||||
|
||||
x2 = x1 + FixedMul(usedist, finecosine[angle]);
|
||||
y2 = y1 + FixedMul(usedist, finesine[angle]);
|
||||
start = PuzzleItemUser->GetPortalTransition(PuzzleItemUser->Height / 2);
|
||||
end = PuzzleItemUser->Angles.Yaw.ToVector(usedist);
|
||||
|
||||
FPathTraverse it(x1, y1, x2, y2, PT_ADDLINES | PT_ADDTHINGS);
|
||||
FPathTraverse it(start.X, start.Y, end.X, end.Y, PT_ADDLINES | PT_ADDTHINGS);
|
||||
intercept_t *in;
|
||||
|
||||
while ((in = it.Next()))
|
||||
|
@ -4997,14 +4973,14 @@ bool P_UsePuzzleItem(AActor *PuzzleItemUser, int PuzzleItemType)
|
|||
{ // Check line
|
||||
if (in->d.line->special != UsePuzzleItem)
|
||||
{
|
||||
P_LineOpening(open, NULL, in->d.line, it._f_InterceptPoint(in));
|
||||
P_LineOpening(open, NULL, in->d.line, it.InterceptPoint(in));
|
||||
if (open.range <= 0)
|
||||
{
|
||||
return false; // can't use through a wall
|
||||
}
|
||||
continue;
|
||||
}
|
||||
if (P_PointOnLineSide(PuzzleItemUser->_f_X(), PuzzleItemUser->_f_Y(), in->d.line) == 1)
|
||||
if (P_PointOnLineSide(PuzzleItemUser->Pos(), in->d.line) == 1)
|
||||
{ // Don't use back sides
|
||||
return false;
|
||||
}
|
||||
|
|
|
@ -1697,7 +1697,7 @@ void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int fl
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
int FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos)
|
||||
int FPathTraverse::PortalRelocate(intercept_t *in, int flags, DVector3 *optpos)
|
||||
{
|
||||
if (!in->isaline || !in->d.line->isLinePortal()) return false;
|
||||
if (P_PointOnLineSidePrecise(trace.x, trace.y, in->d.line) == 1) return false;
|
||||
|
@ -1711,8 +1711,8 @@ int FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos)
|
|||
P_TranslatePortalXY(in->d.line, endx, endy);
|
||||
if (optpos != NULL)
|
||||
{
|
||||
P_TranslatePortalXY(in->d.line, optpos->x, optpos->y);
|
||||
P_TranslatePortalZ(in->d.line, optpos->z);
|
||||
P_TranslatePortalXY(in->d.line, optpos->X, optpos->Y);
|
||||
P_TranslatePortalZ(in->d.line, optpos->Z);
|
||||
}
|
||||
line_t *saved = in->d.line; // this gets overwriitten by the init call.
|
||||
intercepts.Resize(intercept_index);
|
||||
|
|
|
@ -432,7 +432,7 @@ public:
|
|||
init(FLOAT2FIXED(x1), FLOAT2FIXED(y1), FLOAT2FIXED(x2), FLOAT2FIXED(y2), flags, FLOAT2FIXED(startfrac));
|
||||
}
|
||||
void init(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int flags, fixed_t startfrac = 0);
|
||||
int PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos = NULL);
|
||||
int PortalRelocate(intercept_t *in, int flags, DVector3 *optpos = NULL);
|
||||
virtual ~FPathTraverse();
|
||||
const fdivline_t &_f_Trace() const { return trace; }
|
||||
const divline_t &Trace() const { return ftrace; }
|
||||
|
|
|
@ -198,7 +198,7 @@ bool CheckIfExitIsGood (AActor *self, level_info_t *info)
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, fixedvec3 *optpos)
|
||||
bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos)
|
||||
{
|
||||
int lineActivation;
|
||||
INTBOOL repeat;
|
||||
|
@ -259,7 +259,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, fix
|
|||
//
|
||||
//============================================================================
|
||||
|
||||
bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType, fixedvec3 *optpos)
|
||||
bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos)
|
||||
{
|
||||
int lineActivation = line->activation;
|
||||
|
||||
|
|
|
@ -162,8 +162,8 @@ void P_SpawnSpecials (void);
|
|||
void P_UpdateSpecials (void);
|
||||
|
||||
// when needed
|
||||
bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
|
||||
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
|
||||
bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL);
|
||||
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL);
|
||||
bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
|
||||
|
||||
void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
|
||||
|
@ -382,7 +382,7 @@ void EV_StartLightFading (int tag, int value, int tics);
|
|||
#define BUTTONTIME TICRATE // 1 second, in ticks.
|
||||
|
||||
bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest=NULL);
|
||||
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpos = NULL);
|
||||
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos = NULL);
|
||||
|
||||
//
|
||||
// P_PLATS
|
||||
|
|
|
@ -112,7 +112,7 @@ static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, fixed_t
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpos)
|
||||
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos)
|
||||
{
|
||||
// Activated from an empty side -> always succeed
|
||||
side_t *side = line->sidedef[sideno];
|
||||
|
@ -135,16 +135,17 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
return true;
|
||||
|
||||
// calculate the point where the user would touch the wall.
|
||||
fdivline_t dll, dlu;
|
||||
fixed_t inter, checkx, checky;
|
||||
divline_t dll, dlu;
|
||||
double inter;
|
||||
DVector2 check;
|
||||
|
||||
P_MakeDivline (line, &dll);
|
||||
|
||||
fixedvec3 pos = optpos? *optpos : user->_f_PosRelative(line);
|
||||
dlu.x = pos.x;
|
||||
dlu.y = pos.y;
|
||||
dlu.dx = finecosine[user->_f_angle() >> ANGLETOFINESHIFT];
|
||||
dlu.dy = finesine[user->_f_angle() >> ANGLETOFINESHIFT];
|
||||
DVector3 pos = optpos? *optpos : user->PosRelative(line);
|
||||
dlu.x = pos.X;
|
||||
dlu.y = pos.Y;
|
||||
dlu.dx = user->Angles.Yaw.Cos();
|
||||
dlu.dy = user->Angles.Yaw.Sin();
|
||||
inter = P_InterceptVector(&dll, &dlu);
|
||||
|
||||
|
||||
|
@ -153,14 +154,14 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
{
|
||||
// Get a check point slightly inside the polyobject so that this still works
|
||||
// if the polyobject lies directly on a sector boundary
|
||||
checkx = dll.x + FixedMul(dll.dx, inter + (FRACUNIT/100));
|
||||
checky = dll.y + FixedMul(dll.dy, inter + (FRACUNIT/100));
|
||||
front = P_PointInSector(checkx, checky);
|
||||
check.X = dll.x + dll.dx * (inter + 0.01);
|
||||
check.Y = dll.y + dll.dy * (inter + 0.01);
|
||||
front = P_PointInSector(check);
|
||||
}
|
||||
else
|
||||
{
|
||||
checkx = dll.x + FixedMul(dll.dx, inter);
|
||||
checky = dll.y + FixedMul(dll.dy, inter);
|
||||
check.X = dll.x + dll.dx * inter;
|
||||
check.Y = dll.y + dll.dy * inter;
|
||||
}
|
||||
|
||||
|
||||
|
@ -168,13 +169,13 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
if (line->sidedef[1] == NULL || (line->sidedef[0]->Flags & WALLF_POLYOBJ))
|
||||
{
|
||||
onesided:
|
||||
fixed_t sectorc = front->ceilingplane.ZatPoint(checkx, checky);
|
||||
fixed_t sectorf = front->floorplane.ZatPoint(checkx, checky);
|
||||
return (user->_f_Top() >= sectorf && user->_f_Z() <= sectorc);
|
||||
double sectorc = front->ceilingplane.ZatPoint(check);
|
||||
double sectorf = front->floorplane.ZatPoint(check);
|
||||
return (user->Top() >= sectorf && user->Z() <= sectorc);
|
||||
}
|
||||
|
||||
// Now get the information from the line.
|
||||
P_LineOpening(open, NULL, line, checkx, checky, pos.x, pos.y);
|
||||
P_LineOpening(open, NULL, line, check, &pos);
|
||||
if (open.range <= 0)
|
||||
goto onesided;
|
||||
|
||||
|
@ -190,8 +191,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (!(rover->flags & FF_UPPERTEXTURE)) continue;
|
||||
|
||||
if (user->_f_Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->_f_Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
if (user->Z() > rover->top.plane->ZatPoint(check) ||
|
||||
user->Top() < rover->bottom.plane->ZatPoint(check))
|
||||
continue;
|
||||
|
||||
// This 3D floor depicts a switch texture in front of the player's eyes
|
||||
|
@ -212,8 +213,8 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpo
|
|||
if (!(rover->flags & FF_EXISTS)) continue;
|
||||
if (!(rover->flags & FF_LOWERTEXTURE)) continue;
|
||||
|
||||
if (user->_f_Z() > rover->top.plane->ZatPoint(checkx, checky) ||
|
||||
user->_f_Top() < rover->bottom.plane->ZatPoint(checkx, checky))
|
||||
if (user->Z() > rover->top.plane->ZatPoint(check) ||
|
||||
user->Top() < rover->bottom.plane->ZatPoint(check))
|
||||
continue;
|
||||
|
||||
// This 3D floor depicts a switch texture in front of the player's eyes
|
||||
|
|
|
@ -355,7 +355,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f
|
|||
// Rotate 90 degrees, so that walking perpendicularly across
|
||||
// teleporter linedef causes thing to exit in the direction
|
||||
// indicated by the exit thing.
|
||||
angle = VecToAngle(line->dx, line->dy) - searcher->Angles.Yaw + 90;
|
||||
angle = line->Delta().Angle() - searcher->Angles.Yaw + 90.;
|
||||
|
||||
// Sine, cosine of angle adjustment
|
||||
s = angle.Sin();
|
||||
|
@ -457,7 +457,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
|
|||
// Get the angle between the two linedefs, for rotating
|
||||
// orientation and velocity. Rotate 180 degrees, and flip
|
||||
// the position across the exit linedef, if reversed.
|
||||
DAngle angle = VecToAngle(l->Delta()) - VecToAngle(line->Delta());
|
||||
DAngle angle = l->Delta().Angle() - line->Delta().Angle();
|
||||
|
||||
if (!reverse)
|
||||
{
|
||||
|
|
|
@ -96,7 +96,7 @@ struct FTraceInfo
|
|||
{
|
||||
Results->SrcFromTarget = { FIXED2DBL(StartX), FIXED2DBL(StartY), FIXED2DBL(StartZ) };
|
||||
Results->HitVector = { FIXED2DBL(Vx), FIXED2DBL(Vy), FIXED2DBL(Vz) };
|
||||
Results->SrcAngleFromTarget = VecToAngle(Results->HitVector);
|
||||
Results->SrcAngleFromTarget = Results->HitVector.Angle();
|
||||
}
|
||||
|
||||
|
||||
|
@ -241,7 +241,6 @@ void FTraceInfo::EnterSectorPortal(int position, fixed_t frac, sector_t *enterse
|
|||
//============================================================================
|
||||
//
|
||||
// traverses a line portal
|
||||
// simply calling PortalRelocate does not work here because more needs to be set up
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
|
|
Loading…
Reference in a new issue