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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- floatification of p_teleport and p_switch.cpp.
This commit is contained in:
parent
0a238e7e18
commit
c776a0fb54
8 changed files with 88 additions and 144 deletions
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@ -2203,7 +2203,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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x = ReadWord (stream);
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y = ReadWord (stream);
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z = ReadWord (stream);
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P_TeleportMove (players[player].mo, x * 65536, y * 65536, z * 65536, true);
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P_TeleportMove (players[player].mo, DVector3(x, y, z), true);
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}
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break;
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@ -259,15 +259,6 @@ void P_ApplyTorque(AActor *mo);
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bool P_TeleportMove(AActor* thing, const DVector3 &pos, bool telefrag, bool modifyactor = true); // [RH] Added z and telefrag parameters
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inline bool P_TeleportMove (AActor* thing, fixed_t x, fixed_t y, fixed_t z, bool telefrag, bool modifyactor = true)
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{
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return P_TeleportMove(thing, DVector3(FIXED2DBL(x), FIXED2DBL(y), FIXED2DBL(z)), telefrag, modifyactor);
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}
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inline bool P_TeleportMove(AActor* thing, const fixedvec3 &pos, bool telefrag, bool modifyactor = true)
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{
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return P_TeleportMove(thing, DVector3(FIXED2DBL(pos.x), FIXED2DBL(pos.y), FIXED2DBL(pos.z)), telefrag, modifyactor);
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}
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void P_PlayerStartStomp (AActor *actor, bool mononly=false); // [RH] Stomp on things for a newly spawned player
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void P_SlideMove (AActor* mo, const DVector2 &pos, int numsteps);
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bool P_BounceWall (AActor *mo);
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@ -453,7 +453,7 @@ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type,
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if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
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return;
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if (!(flags & DAMAGE_IN_AIR) && actor->_f_Z() != sec->floorplane.ZatPoint(actor) && !actor->waterlevel)
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if (!(flags & DAMAGE_IN_AIR) && !actor->isAtZ(sec->floorplane.ZatPointF(actor)) && !actor->waterlevel)
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return;
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if (protectClass != NULL)
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@ -490,21 +490,21 @@ void P_SectorDamage(int tag, int amount, FName type, PClassActor *protectClass,
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{
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next = actor->snext;
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// Only affect actors touching the 3D floor
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fixed_t z1 = sec->floorplane.ZatPoint(actor);
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fixed_t z2 = sec->ceilingplane.ZatPoint(actor);
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double z1 = sec->floorplane.ZatPointF(actor);
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double z2 = sec->ceilingplane.ZatPointF(actor);
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if (z2 < z1)
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{
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// Account for Vavoom-style 3D floors
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fixed_t zz = z1;
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double zz = z1;
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z1 = z2;
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z2 = zz;
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}
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if (actor->_f_Z() + actor->_f_height() > z1)
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if (actor->Top() > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->_f_Z() <= z2)
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if ((flags & DAMAGE_IN_AIR) || !actor->isAbove(z2))
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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@ -901,7 +901,7 @@ void P_SetupPortals()
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}
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}
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static void SetPortal(sector_t *sector, int plane, ASkyViewpoint *portal, fixed_t alpha)
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static void SetPortal(sector_t *sector, int plane, ASkyViewpoint *portal, double alpha)
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{
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// plane: 0=floor, 1=ceiling, 2=both
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if (plane > 0)
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@ -909,7 +909,7 @@ static void SetPortal(sector_t *sector, int plane, ASkyViewpoint *portal, fixed_
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if (sector->SkyBoxes[sector_t::ceiling] == NULL || !barrier_cast<ASkyViewpoint*>(sector->SkyBoxes[sector_t::ceiling])->bAlways)
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{
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sector->SkyBoxes[sector_t::ceiling] = portal;
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if (sector->GetAlpha(sector_t::ceiling) == OPAQUE)
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if (sector->GetAlphaF(sector_t::ceiling) == 1.)
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sector->SetAlpha(sector_t::ceiling, alpha);
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if (!portal->bAlways) sector->SetTexture(sector_t::ceiling, skyflatnum);
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@ -921,14 +921,14 @@ static void SetPortal(sector_t *sector, int plane, ASkyViewpoint *portal, fixed_
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{
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sector->SkyBoxes[sector_t::floor] = portal;
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}
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if (sector->GetAlpha(sector_t::floor) == OPAQUE)
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if (sector->GetAlphaF(sector_t::floor) == 1.)
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sector->SetAlpha(sector_t::floor, alpha);
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if (!portal->bAlways) sector->SetTexture(sector_t::floor, skyflatnum);
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}
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}
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static void CopyPortal(int sectortag, int plane, ASkyViewpoint *origin, fixed_t alpha, bool tolines)
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static void CopyPortal(int sectortag, int plane, ASkyViewpoint *origin, double alpha, bool tolines)
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{
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int s;
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FSectorTagIterator itr(sectortag);
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@ -962,7 +962,7 @@ static void CopyPortal(int sectortag, int plane, ASkyViewpoint *origin, fixed_t
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}
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}
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void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha, int linked)
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void P_SpawnPortal(line_t *line, int sectortag, int plane, int bytealpha, int linked)
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{
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if (plane < 0 || plane > 2 || (linked && plane == 2)) return;
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for (int i=0;i<numlines;i++)
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@ -980,7 +980,7 @@ void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha, int linked
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DVector3 pos2((lines[i].v1->fX() + lines[i].v2->fX()) / 2, (lines[i].v1->fY() + lines[i].v2->fY()) / 2, 0);
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double z = linked ? line->frontsector->GetPlaneTexZF(plane) : 0; // the map's sector height defines the portal plane for linked portals
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fixed_t alpha = Scale (lines[i].args[4], OPAQUE, 255);
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double alpha = bytealpha / 255.;
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AStackPoint *anchor = Spawn<AStackPoint>(pos1, NO_REPLACE);
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AStackPoint *reference = Spawn<AStackPoint>(pos2, NO_REPLACE);
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@ -1012,7 +1012,7 @@ void P_SpawnSkybox(ASkyViewpoint *origin)
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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origin->Sector = Sector = P_PointInSector(origin->_f_X(), origin->_f_Y());
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origin->Sector = Sector = P_PointInSector(origin->Pos());
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}
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if (Sector)
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{
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@ -1410,7 +1410,7 @@ void P_SpawnSpecials (void)
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case Init_Damage:
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{
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int damage = P_AproxDistance (lines[i].dx, lines[i].dy) >> FRACBITS;
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int damage = int(lines[i].Delta().Length());
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FSectorTagIterator itr(lines[i].args[0]);
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while ((s = itr.Next()) >= 0)
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{
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@ -878,11 +878,7 @@ inline void P_SpawnTeleportFog(AActor *mobj, double x, double y, double z, bool
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}
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*/
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, int flags); // bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false
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inline bool P_Teleport(AActor *thing, const DVector3 &pos, DAngle angle, int flags)
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{
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return P_Teleport(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), angle, flags);
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}
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inline bool P_Teleport(AActor *thing, DVector3 pos, DAngle angle, int flags);
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags);
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bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
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bool EV_TeleportOther (int other_tid, int dest_tid, bool fog);
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@ -59,7 +59,7 @@ class DActiveButton : public DThinker
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DECLARE_CLASS (DActiveButton, DThinker)
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public:
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DActiveButton ();
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DActiveButton (side_t *, int, FSwitchDef *, fixed_t x, fixed_t y, bool flippable);
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DActiveButton (side_t *, int, FSwitchDef *, const DVector2 &pos, bool flippable);
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void Serialize (FArchive &arc);
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void Tick ();
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@ -71,7 +71,7 @@ public:
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FSwitchDef *m_SwitchDef;
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SDWORD m_Frame;
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DWORD m_Timer;
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fixed_t m_X, m_Y; // Location of timer sound
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DVector2 m_Pos;
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protected:
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bool AdvanceFrame ();
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@ -85,7 +85,7 @@ protected:
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//
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//==========================================================================
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static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, fixed_t x, fixed_t y, bool useagain)
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static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain)
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{
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DActiveButton *button;
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TThinkerIterator<DActiveButton> iterator;
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@ -100,7 +100,7 @@ static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, fixed_t
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}
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}
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new DActiveButton (side, Where, Switch, x, y, useagain);
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new DActiveButton (side, Where, Switch, pos, useagain);
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return true;
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}
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@ -185,13 +185,12 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *
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// Check 3D floors on back side
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{
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sector_t * back = line->sidedef[1 - sideno]->sector;
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for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
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for (auto rover : back->e->XFloor.ffloors)
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{
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F3DFloor *rover = back->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_UPPERTEXTURE)) continue;
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if (user->Z() > rover->top.plane->ZatPoint(check) ||
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if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
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user->Top() < rover->bottom.plane->ZatPoint(check))
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continue;
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@ -213,7 +212,7 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_LOWERTEXTURE)) continue;
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if (user->Z() > rover->top.plane->ZatPoint(check) ||
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if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
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user->Top() < rover->bottom.plane->ZatPoint(check))
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continue;
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@ -230,12 +229,12 @@ bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *
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// to keep compatibility with Eternity's implementation.
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if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
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return false;
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return user->Z() < checktop && user->Top() > checkbot;
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return user->isBelow(checktop) && user->Top() > checkbot;
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}
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else
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{
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// no switch found. Check whether the player can touch either top or bottom texture
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return (user->Top() > open.top) || (user->Z() < open.bottom);
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return (user->Top() > open.top) || (user->isBelow(open.bottom));
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}
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}
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@ -292,16 +291,13 @@ bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *ques
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// which wasn't necessarily anywhere near the switch if it was
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// facing a big sector (and which wasn't necessarily for the
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// button just activated, either).
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fixed_t pt[2];
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line_t *line = side->linedef;
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DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2);
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bool playsound;
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pt[0] = line->v1->x + (line->dx >> 1);
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pt[1] = line->v1->y + (line->dy >> 1);
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side->SetTexture(texture, Switch->frames[0].Texture);
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if (useAgain || Switch->NumFrames > 1)
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{
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playsound = P_StartButton (side, texture, Switch, pt[0], pt[1], !!useAgain);
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playsound = P_StartButton (side, texture, Switch, pt, !!useAgain);
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}
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else
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{
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@ -309,7 +305,7 @@ bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *ques
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}
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if (playsound)
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{
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S_Sound (DVector3(FIXED2DBL(pt[0]), FIXED2DBL(pt[1]), 0), CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC);
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S_Sound (DVector3(pt, 0), CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC);
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}
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if (quest != NULL)
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{
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@ -332,20 +328,18 @@ DActiveButton::DActiveButton ()
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m_Part = -1;
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m_SwitchDef = 0;
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m_Timer = 0;
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m_X = 0;
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m_Y = 0;
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m_Pos = { 0,0 };
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bFlippable = false;
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bReturning = false;
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m_Frame = 0;
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}
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DActiveButton::DActiveButton (side_t *side, int Where, FSwitchDef *Switch,
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fixed_t x, fixed_t y, bool useagain)
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const DVector2 &pos, bool useagain)
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{
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m_Side = side;
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m_Part = SBYTE(Where);
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m_X = x;
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m_Y = y;
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m_Pos = pos;
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bFlippable = useagain;
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bReturning = false;
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@ -363,7 +357,7 @@ DActiveButton::DActiveButton (side_t *side, int Where, FSwitchDef *Switch,
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void DActiveButton::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Side << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y << bReturning;
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arc << m_Side << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_Pos << bReturning;
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}
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//==========================================================================
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@ -391,7 +385,7 @@ void DActiveButton::Tick ()
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if (def != NULL)
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{
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m_Frame = -1;
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S_Sound (DVector3(FIXED2DBL(m_X), FIXED2DBL(m_Y), 0), CHAN_VOICE|CHAN_LISTENERZ,
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S_Sound (DVector3(m_Pos, 0), CHAN_VOICE|CHAN_LISTENERZ,
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def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"),
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1, ATTN_STATIC);
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bFlippable = false;
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@ -99,50 +99,50 @@ void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool
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// TELEPORTATION
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//
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, int flags)
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bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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{
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bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
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DVector3 old;
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fixed_t aboveFloor;
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double aboveFloor;
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player_t *player;
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sector_t *destsect;
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bool resetpitch = false;
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fixed_t floorheight, ceilingheight;
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double floorheight, ceilingheight;
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double missilespeed = 0;
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old = thing->Pos();
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aboveFloor = thing->_f_Z() - thing->_f_floorz();
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destsect = P_PointInSector (x, y);
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aboveFloor = thing->Z() - thing->floorz;
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destsect = P_PointInSector (pos);
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// killough 5/12/98: exclude voodoo dolls:
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player = thing->player;
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if (player && player->mo != thing)
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player = NULL;
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floorheight = destsect->floorplane.ZatPoint (x, y);
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ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
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floorheight = destsect->floorplane.ZatPoint (pos);
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ceilingheight = destsect->ceilingplane.ZatPoint (pos);
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if (thing->flags & MF_MISSILE)
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{ // We don't measure z velocity, because it doesn't change.
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missilespeed = thing->VelXYToSpeed();
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}
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if (flags & TELF_KEEPHEIGHT)
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{
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z = floorheight + aboveFloor;
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pos.Z = floorheight + aboveFloor;
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}
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else if (z == ONFLOORZ)
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else if (pos.Z == ONFLOORZ)
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{
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if (player)
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{
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if (thing->flags & MF_NOGRAVITY && aboveFloor)
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{
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z = floorheight + aboveFloor;
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if (z + thing->_f_height() > ceilingheight)
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pos.Z = floorheight + aboveFloor;
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if (pos.Z + thing->Height > ceilingheight)
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{
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z = ceilingheight - thing->_f_height();
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pos.Z = ceilingheight - thing->Height;
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}
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}
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else
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{
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z = floorheight;
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pos.Z = floorheight;
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if (!(flags & TELF_KEEPORIENTATION))
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{
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resetpitch = false;
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@ -151,18 +151,18 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
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}
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else if (thing->flags & MF_MISSILE)
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{
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z = floorheight + aboveFloor;
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if (z + thing->_f_height() > ceilingheight)
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pos.Z = floorheight + aboveFloor;
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if (pos.Z + thing->Height > ceilingheight)
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{
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z = ceilingheight - thing->_f_height();
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pos.Z = ceilingheight - thing->Height;
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}
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}
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else
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{
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z = floorheight;
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pos.Z = floorheight;
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}
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}
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if (!P_TeleportMove (thing, x, y, z, false))
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if (!P_TeleportMove (thing, pos, false))
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{
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return false;
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}
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||||
|
@ -193,7 +193,7 @@ bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, i
|
|||
{
|
||||
double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
||||
DVector2 vector = angle.ToVector(20);
|
||||
DVector2 fogpos = P_GetOffsetPosition(FIXED2DBL(x), FIXED2DBL(y), vector.X, vector.Y);
|
||||
DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y);
|
||||
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
|
||||
|
||||
}
|
||||
|
@ -324,7 +324,7 @@ static AActor *SelectTeleDest (int tid, int tag, bool norandom)
|
|||
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags)
|
||||
{
|
||||
AActor *searcher;
|
||||
fixed_t z;
|
||||
double z;
|
||||
DAngle angle = 0.;
|
||||
double s = 0, c = 0;
|
||||
double vx = 0, vy = 0;
|
||||
|
@ -365,11 +365,11 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f
|
|||
vx = thing->Vel.X;
|
||||
vy = thing->Vel.Y;
|
||||
|
||||
z = searcher->_f_Z();
|
||||
z = searcher->Z();
|
||||
}
|
||||
else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2)))
|
||||
{
|
||||
z = searcher->_f_Z();
|
||||
z = searcher->Z();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -379,7 +379,7 @@ bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int f
|
|||
{
|
||||
badangle = 0.01;
|
||||
}
|
||||
if (P_Teleport (thing, searcher->_f_X(), searcher->_f_Y(), z, searcher->Angles.Yaw + badangle, flags))
|
||||
if (P_Teleport (thing, DVector3(searcher->Pos(), z), searcher->Angles.Yaw + badangle, flags))
|
||||
{
|
||||
// [RH] Lee Killough's changes for silent teleporters from BOOM
|
||||
if (!(flags & TELF_DESTFOG) && line && (flags & TELF_KEEPORIENTATION))
|
||||
|
@ -484,12 +484,10 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
|
|||
thing->player : NULL;
|
||||
|
||||
// Whether walking towards first side of exit linedef steps down
|
||||
fixed_t x = FLOAT2FIXED(p.X);
|
||||
fixed_t y = FLOAT2FIXED(p.Y);
|
||||
bool stepdown = l->frontsector->floorplane.ZatPoint(x, y) < l->backsector->floorplane.ZatPoint(x, y);
|
||||
bool stepdown = l->frontsector->floorplane.ZatPoint(p) < l->backsector->floorplane.ZatPoint(p);
|
||||
|
||||
// Height of thing above ground
|
||||
fixed_t z = thing->_f_Z() - thing->_f_floorz();
|
||||
double z = thing->Z() - thing->floorz;
|
||||
|
||||
// Side to exit the linedef on positionally.
|
||||
//
|
||||
|
@ -513,25 +511,30 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
|
|||
// Exiting on side 1 slightly improves player viewing
|
||||
// when going down a step on a non-reversed teleporter.
|
||||
|
||||
// Is this really still necessary with real math instead of imprecise trig tables?
|
||||
#if 1
|
||||
int side = reverse || (player && stepdown);
|
||||
int fudge = FUDGEFACTOR;
|
||||
|
||||
double dx = line->Delta().X;
|
||||
double dy = line->Delta().Y;
|
||||
// Make sure we are on correct side of exit linedef.
|
||||
while (P_PointOnLineSidePrecise(x, y, l) != side && --fudge >= 0)
|
||||
while (P_PointOnLineSidePrecise(p, l) != side && --fudge >= 0)
|
||||
{
|
||||
if (abs(l->dx) > abs(l->dy))
|
||||
y -= (l->dx < 0) != side ? -1 : 1;
|
||||
if (fabs(dx) > fabs(dy))
|
||||
p.Y -= (dx < 0) != side ? -1 : 1;
|
||||
else
|
||||
x += (l->dy < 0) != side ? -1 : 1;
|
||||
p.X += (dy < 0) != side ? -1 : 1;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Adjust z position to be same height above ground as before.
|
||||
// Ground level at the exit is measured as the higher of the
|
||||
// two floor heights at the exit linedef.
|
||||
z = z + l->sidedef[stepdown]->sector->floorplane.ZatPoint(x, y);
|
||||
z = z + l->sidedef[stepdown]->sector->floorplane.ZatPoint(p);
|
||||
|
||||
// Attempt to teleport, aborting if blocked
|
||||
if (!P_TeleportMove (thing, x, y, z, false))
|
||||
if (!P_TeleportMove (thing, DVector3(p, z), false))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -544,10 +547,8 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
|
|||
// Rotate thing's orientation according to difference in linedef angles
|
||||
thing->Angles.Yaw += angle;
|
||||
|
||||
// Velocity of thing crossing teleporter linedef
|
||||
p = thing->Vel.XY();
|
||||
|
||||
// Rotate thing's velocity to come out of exit just like it entered
|
||||
p = thing->Vel.XY();
|
||||
thing->Vel.X = p.X*c - p.Y*s;
|
||||
thing->Vel.Y = p.Y*c + p.X*s;
|
||||
|
||||
|
@ -600,16 +601,14 @@ bool EV_TeleportOther (int other_tid, int dest_tid, bool fog)
|
|||
|
||||
static bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, bool fog)
|
||||
{
|
||||
int an = (dest->_f_angle() - source->_f_angle()) >> ANGLETOFINESHIFT;
|
||||
fixed_t offX = victim->_f_X() - source->_f_X();
|
||||
fixed_t offY = victim->_f_Y() - source->_f_Y();
|
||||
fixed_t newX = DMulScale16 (offX, finecosine[an], -offY, finesine[an]);
|
||||
fixed_t newY = DMulScale16 (offX, finesine[an], offY, finecosine[an]);
|
||||
DAngle an = dest->Angles.Yaw - source->Angles.Yaw;
|
||||
DVector2 off = victim->Pos() - source->Pos();
|
||||
DAngle offAngle = victim->Angles.Yaw - source->Angles.Yaw;
|
||||
DVector2 newp = { off.X * an.Cos() - off.Y * an.Sin(), off.X * an.Sin() + off.Y * an.Cos() };
|
||||
double z = floorz ? ONFLOORZ : dest->Z() + victim->Z() - source->Z();
|
||||
|
||||
bool res =
|
||||
P_Teleport (victim, dest->_f_X() + newX,
|
||||
dest->_f_Y() + newY,
|
||||
floorz ? ONFLOORZ : dest->_f_Z() + victim->_f_Z() - source->_f_Z(),
|
||||
P_Teleport (victim, DVector3(dest->Pos().XY() + newp, z),
|
||||
0., fog ? (TELF_DESTFOG | TELF_SOURCEFOG) : TELF_KEEPORIENTATION);
|
||||
// P_Teleport only changes angle if fog is true
|
||||
victim->Angles.Yaw = (dest->Angles.Yaw + victim->Angles.Yaw - source->Angles.Yaw).Normalized360();
|
||||
|
@ -617,19 +616,6 @@ static bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool fl
|
|||
return res;
|
||||
}
|
||||
|
||||
#if 0
|
||||
static void MoveTheDecal (DBaseDecal *decal, fixed_t z, AActor *source, AActor *dest)
|
||||
{
|
||||
int an = (dest->_f_angle() - source->_f_angle()) >> ANGLETOFINESHIFT;
|
||||
fixed_t offX = decal->x - source->x;
|
||||
fixed_t offY = decal->y - source->y;
|
||||
fixed_t newX = DMulScale16 (offX, finecosine[an], -offY, finesine[an]);
|
||||
fixed_t newY = DMulScale16 (offX, finesine[an], offY, finecosine[an]);
|
||||
|
||||
decal->Relocate (dest->x + newX, dest->y + newY, dest->z + z - source->z);
|
||||
}
|
||||
#endif
|
||||
|
||||
// [RH] Teleport a group of actors centered around source_tid so
|
||||
// that they become centered around dest_tid instead.
|
||||
bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog)
|
||||
|
@ -677,8 +663,7 @@ bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_t
|
|||
if (moveSource && didSomething)
|
||||
{
|
||||
didSomething |=
|
||||
P_Teleport (sourceOrigin, destOrigin->_f_X(), destOrigin->_f_Y(),
|
||||
floorz ? ONFLOORZ : destOrigin->_f_Z(), 0., TELF_KEEPORIENTATION);
|
||||
P_Teleport (sourceOrigin, destOrigin->PosAtZ(floorz ? ONFLOORZ : destOrigin->Z()), 0., TELF_KEEPORIENTATION);
|
||||
sourceOrigin->Angles.Yaw = destOrigin->Angles.Yaw;
|
||||
}
|
||||
|
||||
|
@ -731,32 +716,6 @@ bool EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int gro
|
|||
}
|
||||
node = next;
|
||||
}
|
||||
|
||||
#if 0
|
||||
if (group_tid == 0 && !fog)
|
||||
{
|
||||
int lineindex;
|
||||
for (lineindex = sec->linecount-1; lineindex >= 0; --lineindex)
|
||||
{
|
||||
line_t *line = sec->lines[lineindex];
|
||||
int wallnum;
|
||||
|
||||
wallnum = line->sidenum[(line->backsector == sec)];
|
||||
if (wallnum != -1)
|
||||
{
|
||||
side_t *wall = &sides[wallnum];
|
||||
ADecal *decal = wall->BoundActors;
|
||||
|
||||
while (decal != NULL)
|
||||
{
|
||||
ADecal *next = (ADecal *)decal->snext;
|
||||
MoveTheDecal (decal, decal->GetRealZ (wall), sourceOrigin, destOrigin);
|
||||
decal = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return didSomething;
|
||||
}
|
||||
|
|
|
@ -89,7 +89,6 @@ enum ETerrainKeywords
|
|||
enum EGenericType
|
||||
{
|
||||
GEN_End,
|
||||
GEN_Fixed,
|
||||
GEN_Sound,
|
||||
GEN_Byte,
|
||||
GEN_Class,
|
||||
|
@ -534,11 +533,6 @@ static void GenericParse (FScanner &sc, FGenericParse *parser, const char **keyw
|
|||
notdone = false;
|
||||
break;
|
||||
|
||||
case GEN_Fixed:
|
||||
sc.MustGetFloat ();
|
||||
SET_FIELD (fixed_t, (fixed_t)(FRACUNIT * sc.Float));
|
||||
break;
|
||||
|
||||
case GEN_Sound:
|
||||
sc.MustGetString ();
|
||||
SET_FIELD (FSoundID, FSoundID(sc.String));
|
||||
|
|
12
src/r_defs.h
12
src/r_defs.h
|
@ -767,12 +767,22 @@ struct sector_t
|
|||
planes[pos].alpha = o;
|
||||
}
|
||||
|
||||
void SetAlpha(int pos, double o)
|
||||
{
|
||||
planes[pos].alpha = FLOAT2FIXED(o);
|
||||
}
|
||||
|
||||
fixed_t GetAlpha(int pos) const
|
||||
{
|
||||
return planes[pos].alpha;
|
||||
}
|
||||
|
||||
int GetFlags(int pos) const
|
||||
double GetAlphaF(int pos) const
|
||||
{
|
||||
return FIXED2DBL(planes[pos].alpha);
|
||||
}
|
||||
|
||||
int GetFlags(int pos) const
|
||||
{
|
||||
return planes[pos].Flags;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue