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- added some code that prevents overlapping monsters from getting stuck in
each other. PIT_CheckThing will return true under the following contitions now: * It was called from P_Move * The actor that is blocking the move already overlaps with the monster that is being moved. * the move will take the 2 actors further apart. SVN r2018 (trunk)
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4 changed files with 35 additions and 3 deletions
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@ -1,3 +1,12 @@
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December 6, 2009 (Changes by Graf Zahl)
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- added some code that prevents overlapping monsters from getting stuck in
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each other. PIT_CheckThing will return true under the following contitions
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now:
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* It was called from P_Move
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* The actor that is blocking the move already overlaps with the monster
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that is being moved.
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* the move will take the 2 actors further apart.
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December 1, 2009
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- Added another surface to receive a copy of the top back buffer immediately
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before it is presented. This effectively produces a copy of the front
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@ -507,6 +507,8 @@ bool P_Move (AActor *actor)
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}
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FCheckPosition tm;
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tm.FromPMove = true;
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try_ok = true;
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for(int i=1; i < steps; i++)
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{
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@ -518,7 +520,7 @@ bool P_Move (AActor *actor)
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if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, false, tm);
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// [GrafZahl] Interpolating monster movement as it is done here just looks bad
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// so make it switchable!
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// so make it switchable
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if (nomonsterinterpolation)
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{
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actor->PrevX = actor->x;
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@ -346,6 +346,7 @@ struct FCheckPosition
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sector_t *ceilingsector;
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bool touchmidtex;
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bool floatok;
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bool FromPMove;
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line_t *ceilingline;
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AActor *stepthing;
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// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
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@ -359,6 +360,7 @@ struct FCheckPosition
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DoRipping = rip;
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LastRipped = NULL;
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PushTime = 0;
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FromPMove = false;
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}
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};
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@ -831,13 +831,32 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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}
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}
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// Both things overlap in x or y direction
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bool unblocking = false;
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if (tm.FromPMove)
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{
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fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
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fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
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// Both actors already overlap. To prevent them from remaining stuck allow the move if it
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// takes them further apart.
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if (newdist > olddist)
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{
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// ... but not if they did not overlap in z-direction before but would after the move.
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unblocking = !((tm.thing->x >= thing->x + thing->height && tm.x < thing->x + thing->height) ||
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(tm.thing->x + tm.thing->height <= thing->x && tm.x + tm.thing->height > thing->x));
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}
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}
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// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
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// you can use a scrolling floor to move scenery items underneath a bridge.
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if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
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{ // check if a mobj passed over/under another object
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if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
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{ // Some things prefer not to overlap each other, if possible
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return false;
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return unblocking;
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}
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if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
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{
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@ -1145,7 +1164,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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// despite another solid thing being in the way.
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// killough 4/11/98: Treat no-clipping things as not blocking
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return !solid;
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return !solid || unblocking;
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// return !(thing->flags & MF_SOLID); // old code -- killough
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}
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