- added Gez's patch for proper splash checks with 3D-floors.

SVN r3295 (trunk)
This commit is contained in:
Christoph Oelckers 2011-09-21 19:39:12 +00:00
parent c12538c346
commit a0bb1c2546
5 changed files with 101 additions and 33 deletions

View file

@ -28,6 +28,7 @@ void AFastProjectile::Tick ()
PrevX = x;
PrevY = y;
PrevZ = z;
fixed_t oldz = z;
PrevAngle = angle;
if (!(flags5 & MF5_NOTIMEFREEZE))
@ -99,6 +100,8 @@ void AFastProjectile::Tick ()
}
}
z += zfrac;
UpdateWaterLevel (oldz);
oldz = z;
if (z <= floorz)
{ // Hit the floor

View file

@ -64,7 +64,7 @@ CVAR (Int, sv_smartaim, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
static void CheckForPushSpecial (line_t *line, int side, AActor *mobj);
static void SpawnShootDecal (AActor *t1, const FTraceResults &trace);
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz);
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor = false);
static FRandom pr_tracebleed ("TraceBleed");
static FRandom pr_checkthing ("CheckThing");
@ -3555,7 +3555,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
*victim = trace.Actor;
}
}
if (trace.CrossedWater)
if (trace.Crossed3DWater || trace.CrossedWater)
{
if (puff == NULL)
@ -3563,7 +3563,7 @@ AActor *P_LineAttack (AActor *t1, angle_t angle, fixed_t distance,
puff = P_SpawnPuff (t1, pufftype, hitx, hity, hitz, angle - ANG180, 2, flags|PF_HITTHING|PF_TEMPORARY);
killPuff = true;
}
SpawnDeepSplash (t1, trace, puff, vx, vy, vz, shootz);
SpawnDeepSplash (t1, trace, puff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
}
}
if (killPuff && puff != NULL)
@ -3925,11 +3925,11 @@ void P_RailAttack (AActor *source, int damage, int offset, int color1, int color
P_HitWater (thepuff, trace.Sector);
}
}
if (trace.CrossedWater)
if (trace.Crossed3DWater || trace.CrossedWater)
{
if (thepuff != NULL)
{
SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz);
SpawnDeepSplash (source, trace, thepuff, vx, vy, vz, shootz, trace.Crossed3DWater != NULL);
}
}
thepuff->Destroy ();
@ -5469,13 +5469,16 @@ void SpawnShootDecal (AActor *t1, const FTraceResults &trace)
//==========================================================================
static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puff,
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz)
fixed_t vx, fixed_t vy, fixed_t vz, fixed_t shootz, bool ffloor)
{
if (!trace.CrossedWater->heightsec) return;
fixed_t num, den, hitdist;
const secplane_t *plane = &trace.CrossedWater->heightsec->floorplane;
const secplane_t *plane;
if (ffloor && trace.Crossed3DWater)
plane = trace.Crossed3DWater->top.plane;
else if (trace.CrossedWater && trace.CrossedWater->heightsec)
plane = &trace.CrossedWater->heightsec->floorplane;
else return;
fixed_t num, den, hitdist;
den = TMulScale16 (plane->a, vx, plane->b, vy, plane->c, vz);
if (den != 0)
{

View file

@ -4737,7 +4737,16 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
if (y == FIXED_MIN) y = thing->y;
if (z == FIXED_MIN) z = thing->z;
// don't splash above the object
if (checkabove && z > thing->z + (thing->height >> 1)) return false;
if (checkabove)
{
fixed_t compare_z = thing->z + (thing->height >> 1);
// Missiles are typically small and fast, so they might
// end up submerged by the move that calls P_HitWater.
if (thing->flags & MF_MISSILE)
compare_z -= thing->velz;
if (z > compare_z)
return false;
}
#if 0 // needs some rethinking before activation

View file

@ -59,7 +59,9 @@ struct FTraceInfo
int sectorsel;
bool TraceTraverse (int ptflags);
bool CheckPlane(const secplane_t &plane);
bool CheckSectorPlane (const sector_t *sector, bool checkFloor);
bool Check3DFloorPlane(const F3DFloor *ffloor, bool checkBottom);
};
static bool EditTraceResult (DWORD flags, FTraceResults &res);
@ -90,17 +92,18 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
inf.EnterDist = 0;
inf.TraceCallback = callback;
inf.TraceFlags = flags;
res.CrossedWater = NULL;
inf.Results = &res;
inf.inshootthrough = true;
res.HitType = TRACE_HitNone;
// Do a 3D floor check in the starting sector
memset(&res, 0, sizeof(res));
inf.sectorsel=0;
memset(&res, 0, sizeof(res));
/* // Redundant with the memset
res.HitType = TRACE_HitNone;
res.CrossedWater = NULL;
res.Crossed3DWater = NULL;
*/
#ifdef _3DFLOORS
// Do a 3D floor check in the starting sector
TDeletingArray<F3DFloor*> &ff = sector->e->XFloor.ffloors;
if (ff.Size())
@ -114,8 +117,16 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
for(unsigned int i=0;i<ff.Size();i++)
{
F3DFloor * rover=ff[i];
if (!(rover->flags&FF_EXISTS))
continue;
if (!(rover->flags&FF_SHOOTTHROUGH) && rover->flags&FF_EXISTS)
if (rover->flags&FF_SWIMMABLE && res.Crossed3DWater == NULL)
{
if (inf.Check3DFloorPlane(rover, false))
res.Crossed3DWater = rover;
}
if (!(rover->flags&FF_SHOOTTHROUGH))
{
fixed_t ff_bottom=rover->bottom.plane->ZatPoint(x, y);
fixed_t ff_top=rover->top.plane->ZatPoint(x, y);
@ -243,6 +254,26 @@ bool FTraceInfo::TraceTraverse (int ptflags)
fixed_t hitx, hity, hitz;
fixed_t dist;
// Deal with splashes in 3D floors
#ifdef _3DFLOORS
if (CurSector->e->XFloor.ffloors.Size())
{
for(unsigned int i=0;i<CurSector->e->XFloor.ffloors.Size();i++)
{
F3DFloor * rover=CurSector->e->XFloor.ffloors[i];
if (!(rover->flags&FF_EXISTS))
continue;
// Deal with splashy stuff
if (rover->flags&FF_SWIMMABLE && Results->Crossed3DWater == NULL)
{
if (Check3DFloorPlane(rover, false))
Results->Crossed3DWater = rover;
}
}
}
#endif
if (in->isaline)
{
int lineside;
@ -287,7 +318,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
entersector = (lineside == 0) ? in->d.line->backsector : in->d.line->frontsector;
// For backwards compatibility: Ignore lines with the same sector on both sides.
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15 need it.
// This is the way Doom.exe did it and some WADs (e.g. Alien Vendetta MAP15) need it.
if (i_compatflags & COMPATF_TRACE && in->d.line->backsector == in->d.line->frontsector)
{
// We must check special activation here because the code below is never reached.
@ -587,19 +618,8 @@ cont1:
return true;
}
bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
bool FTraceInfo::CheckPlane (const secplane_t &plane)
{
secplane_t plane;
if (checkFloor)
{
plane = sector->floorplane;
}
else
{
plane = sector->ceilingplane;
}
fixed_t den = TMulScale16 (plane.a, Vx, plane.b, Vy, plane.c, Vz);
if (den != 0)
@ -623,6 +643,38 @@ bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
return false;
}
bool FTraceInfo::CheckSectorPlane (const sector_t *sector, bool checkFloor)
{
secplane_t plane;
if (checkFloor)
{
plane = sector->floorplane;
}
else
{
plane = sector->ceilingplane;
}
return CheckPlane(plane);
}
bool FTraceInfo::Check3DFloorPlane (const F3DFloor *ffloor, bool checkBottom)
{
secplane_t plane;
if (checkBottom)
{
plane = *(ffloor->bottom.plane);
}
else
{
plane = *(ffloor->top.plane);
}
return CheckPlane(plane);
}
static bool EditTraceResult (DWORD flags, FTraceResults &res)
{
if (flags & TRACE_NoSky)

View file

@ -73,8 +73,9 @@ struct FTraceResults
BYTE Side;
BYTE Tier;
ETraceResult HitType;
sector_t *CrossedWater;
F3DFloor * ffloor;
sector_t *CrossedWater; // For Boom-style, Transfer_Heights-based deep water
F3DFloor *Crossed3DWater; // For 3D floor-based deep water
F3DFloor *ffloor;
};
enum