- 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)
This commit is contained in:
Christoph Oelckers 2009-12-06 22:10:25 +00:00
parent 88b4ab52ad
commit ee4b9ed09b
4 changed files with 35 additions and 3 deletions

View file

@ -1,3 +1,12 @@
December 6, 2009 (Changes by Graf Zahl)
- 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.
December 1, 2009
- Added another surface to receive a copy of the top back buffer immediately
before it is presented. This effectively produces a copy of the front

View file

@ -507,6 +507,8 @@ bool P_Move (AActor *actor)
}
FCheckPosition tm;
tm.FromPMove = true;
try_ok = true;
for(int i=1; i < steps; i++)
{
@ -518,7 +520,7 @@ bool P_Move (AActor *actor)
if (try_ok) try_ok = P_TryMove (actor, tryx, tryy, dropoff, false, tm);
// [GrafZahl] Interpolating monster movement as it is done here just looks bad
// so make it switchable!
// so make it switchable
if (nomonsterinterpolation)
{
actor->PrevX = actor->x;

View file

@ -346,6 +346,7 @@ struct FCheckPosition
sector_t *ceilingsector;
bool touchmidtex;
bool floatok;
bool FromPMove;
line_t *ceilingline;
AActor *stepthing;
// [RH] These are used by PIT_CheckThing and P_XYMovement to apply
@ -359,6 +360,7 @@ struct FCheckPosition
DoRipping = rip;
LastRipped = NULL;
PushTime = 0;
FromPMove = false;
}
};

View file

@ -831,13 +831,32 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
}
}
}
// Both things overlap in x or y direction
bool unblocking = false;
if (tm.FromPMove)
{
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
// takes them further apart.
if (newdist > olddist)
{
// ... but not if they did not overlap in z-direction before but would after the move.
unblocking = !((tm.thing->x >= thing->x + thing->height && tm.x < thing->x + thing->height) ||
(tm.thing->x + tm.thing->height <= thing->x && tm.x + tm.thing->height > thing->x));
}
}
// [RH] If the other thing is a bridge, then treat the moving thing as if it had MF2_PASSMOBJ, so
// you can use a scrolling floor to move scenery items underneath a bridge.
if ((tm.thing->flags2 & MF2_PASSMOBJ || thing->flags4 & MF4_ACTLIKEBRIDGE) && !(i_compatflags & COMPATF_NO_PASSMOBJ))
{ // check if a mobj passed over/under another object
if (tm.thing->flags3 & thing->flags3 & MF3_DONTOVERLAP)
{ // Some things prefer not to overlap each other, if possible
return false;
return unblocking;
}
if ((tm.thing->z >= topz) || (tm.thing->z + tm.thing->height <= thing->z))
{
@ -1145,7 +1164,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
// despite another solid thing being in the way.
// killough 4/11/98: Treat no-clipping things as not blocking
return !solid;
return !solid || unblocking;
// return !(thing->flags & MF_SOLID); // old code -- killough
}