- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.

SVN r3750 (trunk)
This commit is contained in:
Randy Heit 2012-07-08 02:18:15 +00:00
parent 71601f91d1
commit 0c8e4c37d9
8 changed files with 40 additions and 27 deletions

View file

@ -400,12 +400,25 @@ enum EMapThingFlags
STF_ALTSHADOW = 0x0200,
};
// A simplified mapthing for player starts
struct FPlayerStart
{
fixed_t x, y, z;
short angle, type;
FPlayerStart() { }
FPlayerStart(const FMapThing *mthing)
: x(mthing->x), y(mthing->y), z(mthing->z),
angle(mthing->angle),
type(mthing->type)
{ }
};
// Player spawn spots for deathmatch.
extern TArray<FMapThing> deathmatchstarts;
extern TArray<FPlayerStart> deathmatchstarts;
// Player spawn spots.
extern FMapThing playerstarts[MAXPLAYERS];
extern TArray<FMapThing> AllPlayerStarts;
extern FPlayerStart playerstarts[MAXPLAYERS];
extern TArray<FPlayerStart> AllPlayerStarts;
#endif // __DOOMDATA__

View file

@ -1375,7 +1375,7 @@ void G_PlayerReborn (int player)
// because something is occupying it
//
bool G_CheckSpot (int playernum, FMapThing *mthing)
bool G_CheckSpot (int playernum, FPlayerStart *mthing)
{
fixed_t x;
fixed_t y;
@ -1424,7 +1424,7 @@ bool G_CheckSpot (int playernum, FMapThing *mthing)
//
// [RH] Returns the distance of the closest player to the given mapthing
static fixed_t PlayersRangeFromSpot (FMapThing *spot)
static fixed_t PlayersRangeFromSpot (FPlayerStart *spot)
{
fixed_t closest = INT_MAX;
fixed_t distance;
@ -1446,10 +1446,10 @@ static fixed_t PlayersRangeFromSpot (FMapThing *spot)
}
// [RH] Select the deathmatch spawn spot farthest from everyone.
static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
{
fixed_t bestdistance = 0;
FMapThing *bestspot = NULL;
FPlayerStart *bestspot = NULL;
unsigned int i;
for (i = 0; i < selections; i++)
@ -1467,7 +1467,7 @@ static FMapThing *SelectFarthestDeathmatchSpot (size_t selections)
}
// [RH] Select a deathmatch spawn spot at random (original mechanism)
static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
static FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int selections)
{
unsigned int i, j;
@ -1487,7 +1487,7 @@ static FMapThing *SelectRandomDeathmatchSpot (int playernum, unsigned int select
void G_DeathMatchSpawnPlayer (int playernum)
{
unsigned int selections;
FMapThing *spot;
FPlayerStart *spot;
selections = deathmatchstarts.Size ();
// [RH] We can get by with just 1 deathmatch start
@ -1528,13 +1528,13 @@ void G_DeathMatchSpawnPlayer (int playernum)
//
// G_PickPlayerStart
//
FMapThing *G_PickPlayerStart(int playernum, int flags)
FPlayerStart *G_PickPlayerStart(int playernum, int flags)
{
if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM))
{
if (!(flags & PPS_NOBLOCKINGCHECK))
{
TArray<FMapThing *> good_starts;
TArray<FPlayerStart *> good_starts;
unsigned int i;
// Find all unblocked player starts.
@ -1629,7 +1629,7 @@ void G_DoReborn (int playernum, bool freshbot)
}
else
{ // try to spawn at any random player's spot
FMapThing *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
FPlayerStart *start = G_PickPlayerStart(playernum, PPS_FORCERANDOM);
AActor *mo = P_SpawnPlayer(start, playernum);
if (mo != NULL) P_PlayerStartStomp(mo);
}

View file

@ -32,7 +32,7 @@ struct PNGHandle;
//
void G_DeathMatchSpawnPlayer (int playernum);
struct FMapThing *G_PickPlayerStart (int playernum, int flags = 0);
struct FPlayerStart *G_PickPlayerStart (int playernum, int flags = 0);
enum
{
PPS_FORCERANDOM = 1,

View file

@ -158,7 +158,7 @@ void P_TeleportToPlayerStarts (AActor *victim)
fixed_t destX,destY;
angle_t destAngle;
FMapThing *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
FPlayerStart *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK);
destX = start->x;
destY = start->y;
destAngle = ANG45 * (start->angle/45);

View file

@ -38,7 +38,7 @@ bool AArtiTeleport::Use (bool pickup)
}
else
{
FMapThing *start = G_PickPlayerStart(int(Owner->player - players));
FPlayerStart *start = G_PickPlayerStart(int(Owner->player - players));
destX = start->x;
destY = start->y;
destAngle = ANG45 * (start->angle/45);

View file

@ -116,9 +116,7 @@ void P_UnPredictPlayer ();
extern fixed_t FloatBobOffsets[64];
struct FMapThing;
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer=false);
APlayerPawn *P_SpawnPlayer (struct FPlayerStart *mthing, int playernum, bool tempplayer=false);
void P_ThrustMobj (AActor *mo, angle_t angle, fixed_t move);
int P_FaceMobj (AActor *source, AActor *target, angle_t *delta);

View file

@ -4074,7 +4074,7 @@ EXTERN_CVAR (Bool, chasedemo)
extern bool demonew;
APlayerPawn *P_SpawnPlayer (FMapThing *mthing, int playernum, bool tempplayer)
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, bool tempplayer)
{
player_t *p;
APlayerPawn *mobj, *oldactor;
@ -4356,7 +4356,8 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
// count deathmatch start positions
if (mthing->type == 11)
{
deathmatchstarts.Push (*mthing);
FPlayerStart start(mthing);
deathmatchstarts.Push(start);
return NULL;
}
@ -4480,11 +4481,12 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
return NULL;
// save spots for respawning in network games
playerstarts[pnum] = *mthing;
AllPlayerStarts.Push(*mthing);
FPlayerStart start(mthing);
playerstarts[pnum] = start;
AllPlayerStarts.Push(start);
if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
{
return P_SpawnPlayer(&playerstarts[pnum], pnum);
return P_SpawnPlayer(&start, pnum);
}
return NULL;
}

View file

@ -182,9 +182,9 @@ BYTE* rejectmatrix;
bool ForceNodeBuild;
// Maintain single and multi player starting spots.
TArray<FMapThing> deathmatchstarts (16);
FMapThing playerstarts[MAXPLAYERS];
TArray<FMapThing> AllPlayerStarts;
TArray<FPlayerStart> deathmatchstarts (16);
FPlayerStart playerstarts[MAXPLAYERS];
TArray<FPlayerStart> AllPlayerStarts;
static void P_AllocateSideDefs (int count);
@ -3988,7 +3988,7 @@ void P_SetupLevel (char *lumpname, int position)
if (playeringame[i])
{
players[i].mo = NULL;
FMapThing *mthing = G_PickPlayerStart(i);
FPlayerStart *mthing = G_PickPlayerStart(i);
P_SpawnPlayer(mthing, i);
}
}