From 10a3d75556f44a95c76ac3073bbc60f6915ab24b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 17 Feb 2016 11:39:14 +0100 Subject: [PATCH] - reviewed and adjusted ZatPoint calls in p_map.cpp. --- src/p_map.cpp | 57 +++++++++++++++++++++++++++------------------------ 1 file changed, 30 insertions(+), 27 deletions(-) diff --git a/src/p_map.cpp b/src/p_map.cpp index b77d6c55af..1a17aa5b8b 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -242,11 +242,9 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags) if (!(flags & FFCF_ONLYSPAWNPOS)) { sec = !(flags & FFCF_SAMESECTOR) ? P_PointInSector(tmf.x, tmf.y) : tmf.thing->Sector; - tmf.floorsector = sec; - tmf.ceilingsector = sec; - tmf.floorz = tmf.dropoffz = sec->floorplane.ZatPoint(tmf.x, tmf.y); - tmf.ceilingz = sec->ceilingplane.ZatPoint(tmf.x, tmf.y); + tmf.floorz = tmf.dropoffz = sec->LowestFloorAt(tmf.x, tmf.y, &tmf.floorsector); + tmf.ceilingz = sec->HighestCeilingAt(tmf.x, tmf.y, &tmf.ceilingsector); tmf.floorpic = sec->GetTexture(sector_t::floor); tmf.floorterrain = sec->GetTerrain(sector_t::floor); tmf.ceilingpic = sec->GetTexture(sector_t::ceiling); @@ -584,7 +582,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) int movefactor = ORIG_FRICTION_FACTOR; fixed_t newfriction; const msecnode_t *m; - const sector_t *sec; + sector_t *sec; if (mo->IsNoClip2()) { @@ -627,6 +625,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) for (m = mo->touching_sectorlist; m; m = m->m_tnext) { sec = m->m_sector; + fixedvec3 pos = mo->PosRelative(sec); // 3D floors must be checked, too for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++) @@ -637,13 +636,13 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) if (rover->flags & FF_SOLID) { // Must be standing on a solid floor - if (mo->Z() != rover->top.plane->ZatPoint(mo)) continue; + if (mo->Z() != rover->top.plane->ZatPoint(pos)) continue; } else if (rover->flags & FF_SWIMMABLE) { // Or on or inside a swimmable floor (e.g. in shallow water) - if (mo->Z() > rover->top.plane->ZatPoint(mo) || - (mo->Top()) < rover->bottom.plane->ZatPoint(mo)) + if (mo->Z() > rover->top.plane->ZatPoint(pos) || + (mo->Top()) < rover->bottom.plane->ZatPoint(pos)) continue; } else @@ -664,9 +663,9 @@ int P_GetFriction(const AActor *mo, int *frictionfactor) } newfriction = secfriction(sec); if ((newfriction < friction || friction == ORIG_FRICTION) && - (mo->Z() <= sec->floorplane.ZatPoint(mo) || + (mo->Z() <= sec->floorplane.ZatPoint(pos) || (sec->GetHeightSec() != NULL && - mo->Z() <= sec->heightsec->floorplane.ZatPoint(mo)))) + mo->Z() <= sec->heightsec->floorplane.ZatPoint(pos)))) { friction = newfriction; movefactor = secmovefac(sec); @@ -1462,13 +1461,11 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo // The base floor / ceiling is from the subsector that contains the point. // Any contacted lines the step closer together will adjust them. - tm.floorz = tm.dropoffz = newsec->floorplane.ZatPoint(x, y); - tm.ceilingz = newsec->ceilingplane.ZatPoint(x, y); - tm.floorpic = newsec->GetTexture(sector_t::floor); - tm.floorterrain = newsec->GetTerrain(sector_t::floor); - tm.floorsector = newsec; - tm.ceilingpic = newsec->GetTexture(sector_t::ceiling); - tm.ceilingsector = newsec; + tm.floorz = tm.dropoffz = newsec->LowestFloorAt(x, y, &tm.floorsector); + tm.ceilingz = newsec->HighestCeilingAt(x, y, &tm.ceilingsector); + tm.floorpic = tm.floorsector->GetTexture(sector_t::floor); + tm.floorterrain = tm.floorsector->GetTerrain(sector_t::floor); + tm.ceilingpic = tm.ceilingsector->GetTexture(sector_t::ceiling); tm.touchmidtex = false; tm.abovemidtex = false; @@ -1815,10 +1812,11 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo if (windowcheck && !(ib_compatflags & BCOMPATF_NOWINDOWCHECK) && line->backsector != NULL) { // Make sure this line actually blocks us and is not a window // or similar construct we are standing inside of. - fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(mobj); - fixed_t fzb = line->frontsector->floorplane.ZatPoint(mobj); - fixed_t bzt = line->backsector->ceilingplane.ZatPoint(mobj); - fixed_t bzb = line->backsector->floorplane.ZatPoint(mobj); + fixedvec3 pos = mobj->PosRelative(line); + fixed_t fzt = line->frontsector->ceilingplane.ZatPoint(pos); + fixed_t fzb = line->frontsector->floorplane.ZatPoint(pos); + fixed_t bzt = line->backsector->ceilingplane.ZatPoint(pos); + fixed_t bzb = line->backsector->floorplane.ZatPoint(pos); if (fzt >= mobj->Top() && bzt >= mobj->Top() && fzb <= mobj->Z() && bzb <= mobj->Z()) { @@ -1829,8 +1827,8 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - fixed_t ff_bottom = rover->bottom.plane->ZatPoint(mobj); - fixed_t ff_top = rover->top.plane->ZatPoint(mobj); + fixed_t ff_bottom = rover->bottom.plane->ZatPoint(pos); + fixed_t ff_top = rover->top.plane->ZatPoint(pos); if (ff_bottom < mobj->Top() && ff_top > mobj->Z()) { @@ -2760,15 +2758,16 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov return NULL; } + fixedvec3 pos = actor->PosRelative(actor->floorsector); const secplane_t *plane = &actor->floorsector->floorplane; - fixed_t planezhere = plane->ZatPoint(actor); + fixed_t planezhere = plane->ZatPoint(pos); for (unsigned int i = 0; ifloorsector->e->XFloor.ffloors.Size(); i++) { F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i]; if (!(rover->flags & FF_SOLID) || !(rover->flags & FF_EXISTS)) continue; - fixed_t thisplanez = rover->top.plane->ZatPoint(actor); + fixed_t thisplanez = rover->top.plane->ZatPoint(pos); if (thisplanez>planezhere && thisplanez <= actor->Z() + actor->MaxStepHeight) { @@ -2836,10 +2835,14 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov { for (node = actor->touching_sectorlist; node; node = node->m_tnext) { - const sector_t *sec = node->m_sector; + sector_t *sec = node->m_sector; if (sec->floorplane.c >= STEEPSLOPE) { - if (sec->floorplane.ZatPoint(destx, desty) >= actor->Z() - actor->MaxStepHeight) + fixedvec3 pos = actor->PosRelative(sec); + pos.x += xmove; + pos.y += ymove; + + if (sec->floorplane.ZatPoint(pos) >= actor->Z() - actor->MaxStepHeight) { dopush = false; break;