Improved compatibility of blocking lines handling

Only the first blocking line changes contact state during line iteration
This reverts 3b818171d5

https://forum.zdoom.org/viewtopic.php?t=57870
This commit is contained in:
alexey.lysiuk 2017-12-31 11:34:12 +02:00
parent a5ded11994
commit 40fd816d54

View file

@ -856,7 +856,7 @@ static int LineIsBelow(line_t *line, AActor *actor)
//==========================================================================
static // killough 3/26/98: make static
bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm)
bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::CheckResult &cres, const FBoundingBox &box, FCheckPosition &tm, const bool wasfit)
{
line_t *ld = cres.line;
bool rail = false;
@ -902,12 +902,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
double portz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
{
tm.floorz = portz;
tm.floorsector = cres.line->frontsector;
tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
tm.floorterrain = 0;
tm.portalstep = true;
tm.portalgroup = cres.line->frontsector->GetOppositePortalGroup(sector_t::ceiling);
if (wasfit)
{
tm.floorz = portz;
tm.floorsector = cres.line->frontsector;
tm.floorpic = cres.line->sidedef[0]->GetTexture(side_t::mid);
tm.floorterrain = 0;
tm.portalstep = true;
tm.portalgroup = cres.line->frontsector->GetOppositePortalGroup(sector_t::ceiling);
}
return true;
}
}
@ -916,7 +919,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
tm.thing->BlockingLine = ld;
if (wasfit)
{
tm.thing->BlockingLine = ld;
}
CheckForPushSpecial(ld, 0, tm.thing);
return false;
}
@ -948,12 +954,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (state == -1) return true;
if (state == 1)
{
// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
if (portalz < tm.ceilingz)
if (wasfit)
{
tm.ceilingz = portalz;
tm.ceilingsector = cres.line->frontsector;
// the line should not block but we should set the ceilingz to the portal boundary so that we can't float up into that line.
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::floor);
if (portalz < tm.ceilingz)
{
tm.ceilingz = portalz;
tm.ceilingsector = cres.line->frontsector;
}
}
return true;
}
@ -965,12 +974,15 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
if (state == -1) return true;
if (state == 1)
{
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (portalz > tm.floorz)
if (wasfit)
{
tm.floorz = portalz;
tm.floorsector = cres.line->frontsector;
tm.floorterrain = 0;
double portalz = cres.line->frontsector->GetPortalPlaneZ(sector_t::ceiling);
if (portalz > tm.floorz)
{
tm.floorz = portalz;
tm.floorsector = cres.line->frontsector;
tm.floorterrain = 0;
}
}
return true;
}
@ -981,7 +993,10 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
P_DamageMobj(tm.thing, NULL, NULL, tm.thing->Mass >> 5, NAME_Melee);
}
tm.thing->BlockingLine = ld;
if (wasfit)
{
tm.thing->BlockingLine = ld;
}
// Calculate line side based on the actor's original position, not the new one.
CheckForPushSpecial(ld, P_PointOnLineSide(cres.Position, ld), tm.thing);
return false;
@ -1000,9 +1015,12 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
double portz = tm.thing->Sector->GetPortalPlaneZ(sector_t::ceiling);
if (tm.thing->Z() < portz && tm.thing->Z() + tm.thing->MaxStepHeight >= portz && tm.floorz < portz)
{
// Actor is stepping through a portal.
tm.portalstep = true;
tm.portalgroup = tm.thing->Sector->GetOppositePortalGroup(sector_t::ceiling);
if (wasfit)
{
// Actor is stepping through a portal.
tm.portalstep = true;
tm.portalgroup = tm.thing->Sector->GetOppositePortalGroup(sector_t::ceiling);
}
return true;
}
}
@ -1042,41 +1060,44 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
open.bottom += 32;
}
// adjust floor / ceiling heights
if (!(cres.portalflags & FFCF_NOCEILING))
if (wasfit)
{
if (open.top < tm.ceilingz)
// adjust floor / ceiling heights
if (!(cres.portalflags & FFCF_NOCEILING))
{
tm.ceilingz = open.top;
tm.ceilingsector = open.topsec;
tm.ceilingpic = open.ceilingpic;
tm.ceilingline = ld;
tm.thing->BlockingLine = ld;
}
}
// If we are stepping through a portal the line's opening must be checked, regardless of the NOFLOOR flag
if (!(cres.portalflags & FFCF_NOFLOOR) || (tm.portalstep && open.bottomsec->PortalGroup == tm.portalgroup))
{
if (open.bottom > tm.floorz)
{
tm.floorz = open.bottom;
tm.floorsector = open.bottomsec;
tm.floorpic = open.floorpic;
tm.floorterrain = open.floorterrain;
tm.touchmidtex = open.touchmidtex;
tm.abovemidtex = open.abovemidtex;
tm.thing->BlockingLine = ld;
}
else if (open.bottom == tm.floorz)
{
tm.touchmidtex |= open.touchmidtex;
tm.abovemidtex |= open.abovemidtex;
if (open.top < tm.ceilingz)
{
tm.ceilingz = open.top;
tm.ceilingsector = open.topsec;
tm.ceilingpic = open.ceilingpic;
tm.ceilingline = ld;
tm.thing->BlockingLine = ld;
}
}
if (open.lowfloor < tm.dropoffz)
// If we are stepping through a portal the line's opening must be checked, regardless of the NOFLOOR flag
if (!(cres.portalflags & FFCF_NOFLOOR) || (tm.portalstep && open.bottomsec->PortalGroup == tm.portalgroup))
{
tm.dropoffz = open.lowfloor;
if (open.bottom > tm.floorz)
{
tm.floorz = open.bottom;
tm.floorsector = open.bottomsec;
tm.floorpic = open.floorpic;
tm.floorterrain = open.floorterrain;
tm.touchmidtex = open.touchmidtex;
tm.abovemidtex = open.abovemidtex;
tm.thing->BlockingLine = ld;
}
else if (open.bottom == tm.floorz)
{
tm.touchmidtex |= open.touchmidtex;
tm.abovemidtex |= open.abovemidtex;
}
if (open.lowfloor < tm.dropoffz)
{
tm.dropoffz = open.lowfloor;
}
}
}
@ -1881,7 +1902,7 @@ bool P_CheckPosition(AActor *thing, const DVector2 &pos, FCheckPosition &tm, boo
while (it.Next(&lcres))
{
bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm);
bool thisresult = PIT_CheckLine(it, lcres, it.Box(), tm, good);
good &= thisresult;
if (thisresult)
{
@ -5920,10 +5941,7 @@ bool P_AdjustFloorCeil(AActor *thing, FChangePosition *cpos)
}
bool isgood = P_CheckPosition(thing, thing->Pos(), tm);
// This is essentially utterly broken because it even uses the return from a failed P_CheckPosition but the entire logic will break down if that isn't done.
// However, if tm.floorz is greater than tm.ceilingz we have a real problem that needs to be dealt with exolicitly.
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE) && tm.floorz <= tm.ceilingz)
if (!(thing->flags4 & MF4_ACTLIKEBRIDGE))
{
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;