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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
Improved compatibility of blocking lines handling
Only the first blocking line changes contact state during line iteration
This reverts 3b818171d5
https://forum.zdoom.org/viewtopic.php?t=57870
This commit is contained in:
parent
a5ded11994
commit
40fd816d54
1 changed files with 75 additions and 57 deletions
132
src/p_map.cpp
132
src/p_map.cpp
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@ -856,7 +856,7 @@ static int LineIsBelow(line_t *line, AActor *actor)
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//==========================================================================
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static // killough 3/26/98: make static
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bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm)
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bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm, const bool wasfit)
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{
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line_t *ld = cres.line;
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bool rail = false;
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@ -902,12 +902,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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double portz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
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if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
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{
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tm.floorz = portz;
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tm.floorsector = cres.line->frontsector;
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tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
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tm.floorterrain = 0;
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tm.portalstep = true;
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tm.portalgroup = cres.line->frontsector->GetOppositePortalGroup(sector_t::ceiling);
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if (wasfit)
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{
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tm.floorz = portz;
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tm.floorsector = cres.line->frontsector;
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tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
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tm.floorterrain = 0;
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tm.portalstep = true;
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tm.portalgroup = cres.line->frontsector->GetOppositePortalGroup(sector_t::ceiling);
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}
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return true;
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}
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}
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@ -916,7 +919,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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{
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P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
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}
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tm.thing->BlockingLine = ld;
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if (wasfit)
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{
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tm.thing->BlockingLine = ld;
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}
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CheckForPushSpecial(ld, 0, tm.thing);
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return false;
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}
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@ -948,12 +954,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (state == -1) return true;
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if (state == 1)
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{
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// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
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if (portalz < tm.ceilingz)
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if (wasfit)
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{
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tm.ceilingz = portalz;
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tm.ceilingsector = cres.line->frontsector;
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// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
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if (portalz < tm.ceilingz)
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{
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tm.ceilingz = portalz;
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tm.ceilingsector = cres.line->frontsector;
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}
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}
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return true;
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}
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@ -965,12 +974,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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if (state == -1) return true;
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if (state == 1)
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{
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
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if (portalz > tm.floorz)
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if (wasfit)
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{
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tm.floorz = portalz;
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tm.floorsector = cres.line->frontsector;
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tm.floorterrain = 0;
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double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
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if (portalz > tm.floorz)
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{
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tm.floorz = portalz;
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tm.floorsector = cres.line->frontsector;
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tm.floorterrain = 0;
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}
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}
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return true;
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}
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@ -981,7 +993,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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{
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P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
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}
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tm.thing->BlockingLine = ld;
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if (wasfit)
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{
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tm.thing->BlockingLine = ld;
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}
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// Calculate line side based on the actor's original position, not the new one.
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CheckForPushSpecial(ld, P_PointOnLineSide(cres.Position, ld), tm.thing);
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return false;
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@ -1000,9 +1015,12 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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double portz = tm.thing->Sector->GetPortalPlaneZ(sector_t::ceiling);
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if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
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{
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// Actor is stepping through a portal.
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tm.portalstep = true;
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tm.portalgroup = tm.thing->Sector->GetOppositePortalGroup(sector_t::ceiling);
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if (wasfit)
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{
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// Actor is stepping through a portal.
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tm.portalstep = true;
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tm.portalgroup = tm.thing->Sector->GetOppositePortalGroup(sector_t::ceiling);
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}
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return true;
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}
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}
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@ -1042,41 +1060,44 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
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open.bottom += 32;
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}
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// adjust floor / ceiling heights
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if (!(cres.portalflags & FFCF_NOCEILING))
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if (wasfit)
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{
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if (open.top < tm.ceilingz)
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// adjust floor / ceiling heights
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if (!(cres.portalflags & FFCF_NOCEILING))
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{
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tm.ceilingz = open.top;
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tm.ceilingsector = open.topsec;
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tm.ceilingpic = open.ceilingpic;
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tm.ceilingline = ld;
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tm.thing->BlockingLine = ld;
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}
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}
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// If we are stepping through a portal the line's opening must be checked, regardless of the NOFLOOR flag
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if (!(cres.portalflags & FFCF_NOFLOOR) || (tm.portalstep && open.bottomsec->PortalGroup == tm.portalgroup))
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{
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if (open.bottom > tm.floorz)
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{
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tm.floorz = open.bottom;
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tm.floorsector = open.bottomsec;
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tm.floorpic = open.floorpic;
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tm.floorterrain = open.floorterrain;
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tm.touchmidtex = open.touchmidtex;
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tm.abovemidtex = open.abovemidtex;
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tm.thing->BlockingLine = ld;
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}
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else if (open.bottom == tm.floorz)
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{
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tm.touchmidtex |= open.touchmidtex;
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tm.abovemidtex |= open.abovemidtex;
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if (open.top < tm.ceilingz)
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{
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tm.ceilingz = open.top;
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tm.ceilingsector = open.topsec;
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tm.ceilingpic = open.ceilingpic;
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tm.ceilingline = ld;
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tm.thing->BlockingLine = ld;
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}
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}
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if (open.lowfloor < tm.dropoffz)
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// If we are stepping through a portal the line's opening must be checked, regardless of the NOFLOOR flag
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if (!(cres.portalflags & FFCF_NOFLOOR) || (tm.portalstep && open.bottomsec->PortalGroup == tm.portalgroup))
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{
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tm.dropoffz = open.lowfloor;
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if (open.bottom > tm.floorz)
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{
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tm.floorz = open.bottom;
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tm.floorsector = open.bottomsec;
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tm.floorpic = open.floorpic;
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tm.floorterrain = open.floorterrain;
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tm.touchmidtex = open.touchmidtex;
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tm.abovemidtex = open.abovemidtex;
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tm.thing->BlockingLine = ld;
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}
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else if (open.bottom == tm.floorz)
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{
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tm.touchmidtex |= open.touchmidtex;
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tm.abovemidtex |= open.abovemidtex;
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}
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if (open.lowfloor < tm.dropoffz)
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{
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tm.dropoffz = open.lowfloor;
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}
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}
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}
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@ -1881,7 +1902,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
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while (it.Next(&lcres))
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{
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bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm);
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bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm, good);
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good &= thisresult;
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if (thisresult)
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{
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@ -5920,10 +5941,7 @@ bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
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}
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bool isgood = P_CheckPosition(thing, thing->Pos(), tm);
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// This is essentially utterly broken because it even uses the return from a failed P_CheckPosition but the entire logic will break down if that isn't done.
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// However, if tm.floorz is greater than tm.ceilingz we have a real problem that needs to be dealt with exolicitly.
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if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && tm.floorz <= tm.ceilingz)
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if (!(thing->flags4 & MF4_ACTLIKEBRIDGE))
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{
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thing->floorz = tm.floorz;
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thing->ceilingz = tm.ceilingz;
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