- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but

without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
  A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

SVN r3542 (trunk)
This commit is contained in:
Randy Heit 2012-04-08 05:39:46 +00:00
parent c175acb75d
commit d0bba7c3c3
7 changed files with 53 additions and 21 deletions

View file

@ -357,7 +357,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(_x, _y);
self->ceilingz = sec->ceilingplane.ZatPoint(_x, _y);
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
if (self->flags & MF_SPAWNCEILING)
{
@ -385,12 +385,16 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
}
}
// Redo floor/ceiling check, in case of 3D floors
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_SAMESECTOR);
if (self->z < self->floorz)
{ // Do not reappear under the floor, even if that's where we were for the
// initial spawn.
self->z = self->floorz;
}
if (self->z + self->height > self->ceilingz)
{ // Do the same for the ceiling.
self->z = self->ceilingz - self->height;
}
}
int AInventory::StaticLastMessageTic;

View file

@ -432,7 +432,13 @@ void P_ResetSightCounters (bool full);
bool P_TalkFacing (AActor *player);
void P_UseLines (player_t* player);
bool P_UsePuzzleItem (AActor *actor, int itemType);
void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos = false);
enum
{
FFCF_ONLYSPAWNPOS = 1,
FFCF_SAMESECTOR = 2
};
void P_FindFloorCeiling (AActor *actor, int flags=0);
bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);

View file

@ -170,12 +170,12 @@ static bool PIT_FindFloorCeiling (line_t *ld, const FBoundingBox &box, FCheckPos
//
//==========================================================================
void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
{
sector_t *sec;
if (get)
if (!(flags & FFCF_ONLYSPAWNPOS))
{
sec = P_PointInSector (tmf.x, tmf.y);
sec = !(flags & FFCF_SAMESECTOR) ? P_PointInSector (tmf.x, tmf.y) : sec = tmf.thing->Sector;
tmf.floorsector = sec;
tmf.ceilingsector = sec;
@ -184,7 +184,10 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
tmf.floorpic = sec->GetTexture(sector_t::floor);
tmf.ceilingpic = sec->GetTexture(sector_t::ceiling);
}
else sec = tmf.thing->Sector;
else
{
sec = tmf.thing->Sector;
}
#ifdef _3DFLOORS
for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
@ -219,7 +222,7 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, bool get)
//
//==========================================================================
void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
void P_FindFloorCeiling (AActor *actor, int flags)
{
FCheckPosition tmf;
@ -228,9 +231,9 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
tmf.y = actor->y;
tmf.z = actor->z;
if (!onlyspawnpos)
if (!(flags & FFCF_ONLYSPAWNPOS))
{
P_GetFloorCeilingZ(tmf, true);
P_GetFloorCeilingZ(tmf, flags);
}
else
{
@ -240,7 +243,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
tmf.ceilingz = actor->ceilingz;
tmf.floorpic = actor->floorpic;
tmf.ceilingpic = actor->ceilingpic;
P_GetFloorCeilingZ(tmf, false);
P_GetFloorCeilingZ(tmf, flags);
}
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
@ -266,7 +269,7 @@ void P_FindFloorCeiling (AActor *actor, bool onlyspawnpos)
if (tmf.touchmidtex) tmf.dropoffz = tmf.floorz;
if (!onlyspawnpos || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
if (!(flags & FFCF_ONLYSPAWNPOS) || (tmf.abovemidtex && (tmf.floorz <= actor->z)))
{
actor->floorz = tmf.floorz;
actor->dropoffz = tmf.dropoffz;
@ -321,7 +324,7 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
tmf.z = z;
tmf.touchmidtex = false;
tmf.abovemidtex = false;
P_GetFloorCeilingZ(tmf, true);
P_GetFloorCeilingZ(tmf, FFCF_ONLYSPAWNPOS);
spechit.Clear ();

View file

@ -578,7 +578,7 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz)
LinkToWorld ();
floorz = Sector->floorplane.ZatPoint (ix, iy);
ceilingz = Sector->ceilingplane.ZatPoint (ix, iy);
P_FindFloorCeiling(this, true);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
}
FBlockNode *FBlockNode::FreeBlocks = NULL;

View file

@ -2476,12 +2476,34 @@ void P_NightmareRespawn (AActor *mobj)
// can use P_CheckPosition() properly.
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{
mo->z = mo->ceilingz - mo->height;
}
}
else if (z == ONCEILINGZ)
{
mo->z -= mobj->SpawnPoint[2];
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, FFCF_SAMESECTOR);
if (z == ONFLOORZ)
{
if (mo->z < mo->floorz)
{ // Do not respawn monsters in the floor, even if that's where they
// started. The initial P_ZMovement() call would have put them on
// the floor right away, but we need them on the floor now so we
// can use P_CheckPosition() properly.
mo->z = mo->floorz;
}
if (mo->z + mo->height > mo->ceilingz)
{ // Do the same for the ceiling.
mo->z = mo->ceilingz - mo->height;
}
}
// something is occupying its position?
if (!P_CheckPosition(mo, mo->x, mo->y, true))
{
@ -2491,9 +2513,6 @@ void P_NightmareRespawn (AActor *mobj)
return; // no respawn
}
// If there are 3D floors, we need to find floor/ceiling again.
P_FindFloorCeiling(mo, true);
z = mo->z;
// inherit attributes from deceased one
@ -3629,7 +3648,7 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
// z-coordinate.
if (!SpawningMapThing)
{
P_FindFloorCeiling(actor, true);
P_FindFloorCeiling(actor, FFCF_ONLYSPAWNPOS);
}
else
{
@ -4495,7 +4514,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
mobj->SpawnPoint[2] = mthing->z;
mobj->SpawnAngle = mthing->angle;
mobj->SpawnFlags = mthing->flags;
P_FindFloorCeiling(mobj, true);
P_FindFloorCeiling(mobj, FFCF_ONLYSPAWNPOS);
if (!(mobj->flags2 & MF2_ARGSDEFINED))
{

View file

@ -542,7 +542,7 @@ void APlayerPawn::PostBeginPlay()
{
dropoffz = floorz = Sector->floorplane.ZatPoint(x, y);
ceilingz = Sector->ceilingplane.ZatPoint(x, y);
P_FindFloorCeiling(this, true);
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
z = floorz;
}
else

View file

@ -2697,7 +2697,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
self->dropoffz =
self->floorz = sec->floorplane.ZatPoint(self->x, self->y);
self->ceilingz = sec->ceilingplane.ZatPoint(self->x, self->y);
P_FindFloorCeiling(self, true);
P_FindFloorCeiling(self, FFCF_ONLYSPAWNPOS);
}
}
else