Made a mapthing-independent version of P_GetMobjSpawnHeight so P_SpawnHoopsAndRings subfunctions can use it instead of duplicating code.

This commit is contained in:
MascaraSnake 2019-12-23 21:17:12 +01:00
parent 2b3922a8f3
commit 24f8d4ef51
1 changed files with 48 additions and 96 deletions

View File

@ -11559,10 +11559,39 @@ void P_MovePlayerToStarpost(INT32 playernum)
mapthing_t *huntemeralds[MAXHUNTEMERALDS];
INT32 numhuntemeralds;
static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const fixed_t x, const fixed_t y, const fixed_t offset, const boolean flip)
{
const subsector_t *ss = R_PointInSubsector(x, y);
// Axis objects snap to the floor.
if (mobjtype == MT_AXIS || mobjtype == MT_AXISTRANSFER || mobjtype == MT_AXISTRANSFERLINE)
return ONFLOORZ;
if (!offset) // Snap to the surfaces when there's no offset set.
{
if (flip)
return ONCEILINGZ;
else
return ONFLOORZ;
}
// Establish height.
if (flip)
return (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
else
return (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + offset;
}
static fixed_t P_GetMapThingSpawnHeight(const mobjtype_t mobjtype, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
{
fixed_t offset = mthing->z << FRACBITS;
boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
@ -11573,12 +11602,6 @@ static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t*
flip = false;
break;
// Axis objects snap to the floor.
case MT_AXIS:
case MT_AXISTRANSFER:
case MT_AXISTRANSFERLINE:
return ONFLOORZ;
// Objects with a non-zero default height.
case MT_CRAWLACOMMANDER:
case MT_DETON:
@ -11626,27 +11649,7 @@ static fixed_t P_GetMobjSpawnHeight(const mobjtype_t mobjtype, const mapthing_t*
offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
}
if (!offset) // Snap to the surfaces when there's no offset set.
{
if (flip)
return ONCEILINGZ;
else
return ONFLOORZ;
}
// Establish height.
if (flip)
return (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - offset - mobjinfo[mobjtype].height;
else
return (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + offset;
return P_GetMobjSpawnHeight(mobjtype, x, y, offset, flip);
}
static boolean P_SpawnNonMobjMapThing(mapthing_t *mthing)
@ -13022,7 +13025,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
z = P_GetMobjSpawnHeight(i, mthing, x, y);
z = P_GetMapThingSpawnHeight(i, mthing, x, y);
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = mthing;
@ -13074,7 +13077,7 @@ void P_SpawnMapThing(mapthing_t *mthing)
mobj->flags2 |= MF2_DONTDRAW;
}
static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, sector_t* sec, INT32 hoopsize, fixed_t sizefactor)
static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, INT32 hoopsize, fixed_t sizefactor)
{
mobj_t *mobj = NULL;
mobj_t *nextmobj = NULL;
@ -13085,11 +13088,7 @@ static void P_SpawnHoop(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, sec
angle_t fa;
TVector v, *res;
z +=
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
z = P_GetMobjSpawnHeight(MT_HOOP, x, y, z, false);
hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
hoopcenter->spawnpoint = mthing;
@ -13209,7 +13208,7 @@ static void P_SpawnRingItem(mapthing_t *mthing, fixed_t x, fixed_t y, boolean bo
ringthing = (gametype == GT_CTF) ? MT_BLUETEAMRING : MT_RING;
}
z = P_GetMobjSpawnHeight(ringthing, mthing, x, y);
z = P_GetMapThingSpawnHeight(ringthing, mthing, x, y);
mobj = P_SpawnMobj(x, y, z, ringthing);
mobj->spawnpoint = mthing;
@ -13230,11 +13229,10 @@ static void P_SpawnRingItem(mapthing_t *mthing, fixed_t x, fixed_t y, boolean bo
P_SetMobjState(mobj, mobj->info->seestate);
}
static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y, sector_t* sec, boolean nightsreplace)
static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y, fixed_t z, boolean nightsreplace)
{
mobjtype_t ringthing = MT_RING;
mobj_t* mobj = NULL;
fixed_t z;
INT32 r;
INT32 dist = 64*FRACUNIT;
@ -13247,26 +13245,7 @@ static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y,
if (nightsreplace)
ringthing = MT_NIGHTSSTAR;
if (mthing->options & MTF_OBJECTFLIP)
{
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
z = P_GetMobjSpawnHeight(ringthing, x, y, z, mthing->options & MTF_OBJECTFLIP);
for (r = 1; r <= 5; r++)
{
@ -13292,11 +13271,10 @@ static void P_SpawnVerticalSpringRings(mapthing_t *mthing, fixed_t x, fixed_t y,
}
}
static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t* sec, boolean nightsreplace)
static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, boolean nightsreplace)
{
mobjtype_t ringthing = MT_RING;
mobj_t *mobj = NULL;
fixed_t z;
INT32 r;
angle_t closestangle, fa;
@ -13313,26 +13291,7 @@ static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y,
closestangle = FixedAngle(mthing->angle << FRACBITS);
fa = (closestangle >> ANGLETOFINESHIFT);
if (mthing->options & MTF_OBJECTFLIP)
{
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
z = P_GetMobjSpawnHeight(ringthing, x, y, z, mthing->options & MTF_OBJECTFLIP);
for (r = 1; r <= iterations; r++)
{
@ -13361,11 +13320,11 @@ static void P_SpawnDiagonalSpringRings(mapthing_t* mthing, fixed_t x, fixed_t y,
}
}
static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t* sec, boolean bonustime, boolean nightsreplace)
static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, fixed_t z, boolean bonustime, boolean nightsreplace)
{
mobjtype_t ringthing = MT_RING;
mobj_t *mobj = NULL;
fixed_t z, finalx, finaly, finalz;
fixed_t finalx, finaly, finalz;
angle_t closestangle, fa;
INT32 i;
TVector v, *res;
@ -13378,13 +13337,7 @@ static void P_SpawnItemCircle(mapthing_t* mthing, fixed_t x, fixed_t y, sector_t
size = 192*FRACUNIT;
}
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->z)
z += (mthing->z << FRACBITS);
z = P_GetMobjSpawnHeight(ringthing, x, y, z, false);
closestangle = FixedAngle(mthing->angle << FRACBITS);
@ -13462,7 +13415,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
fixed_t x = mthing->x << FRACBITS;
fixed_t y = mthing->y << FRACBITS;
fixed_t z = mthing->z << FRACBITS;
sector_t *sec = R_PointInSubsector(x, y)->sector;
boolean nightsreplace = ((maptol & TOL_NIGHTS) && !G_IsSpecialStage(gamemap));
switch (mthing->type)
@ -13470,11 +13422,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
// Special placement patterns
case 600: // 5 vertical rings (yellow spring)
case 601: // 5 vertical rings (red spring)
P_SpawnVerticalSpringRings(mthing, x, y, sec, nightsreplace);
P_SpawnVerticalSpringRings(mthing, x, y, z, nightsreplace);
return;
case 602: // 5 diagonal rings (yellow spring)
case 603: // 10 diagonal rings (red spring)
P_SpawnDiagonalSpringRings(mthing, x, y, sec, nightsreplace);
P_SpawnDiagonalSpringRings(mthing, x, y, z, nightsreplace);
return;
case 604: // Circle of rings (8 items)
case 605: // Circle of rings (16 bits)
@ -13482,16 +13434,16 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
case 607: // Circle of blue spheres (16 items)
case 608: // Circle of rings and blue spheres (8 items)
case 609: // Circle of rings and blue spheres (16 items)
P_SpawnItemCircle(mthing, x, y, sec, bonustime, nightsreplace);
P_SpawnItemCircle(mthing, x, y, z, bonustime, nightsreplace);
return;
// Hoops
case 1705: // Generic NiGHTS hoop
P_SpawnHoop(mthing, x, y, z, sec, 24, 4*FRACUNIT);
P_SpawnHoop(mthing, x, y, z, 24, 4*FRACUNIT);
return;
case 1713: // Customizable NiGHTS hoop
// For each flag add 16 fracunits to the size
// Default (0 flags) is 32 fracunits
P_SpawnHoop(mthing, x, y, z, sec, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
P_SpawnHoop(mthing, x, y, z, 8 + (4*(mthing->options & 0xF)), 4*FRACUNIT);
return;
default: // All manners of rings and coins
P_SpawnRingItem(mthing, x, y, bonustime, nightsreplace);