Merge branch 'spawn_z_refactor' into 'next'

(UDMF prereq.) Spawn Z refactor

See merge request STJr/SRB2!536
This commit is contained in:
James R 2019-12-16 23:21:07 -05:00
commit 4da57653eb
3 changed files with 169 additions and 210 deletions

View File

@ -1106,7 +1106,7 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
#else
fixed_t cheight = sec->ceilingheight;
#endif
mt->options = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
mt->z = (UINT16)((cheight - player->mo->z - player->mo->height)>>FRACBITS);
}
else
{
@ -1115,12 +1115,11 @@ static mapthing_t *OP_CreateNewMapThing(player_t *player, UINT16 type, boolean c
#else
fixed_t fheight = sec->floorheight;
#endif
mt->options = (UINT16)((player->mo->z - fheight)>>FRACBITS);
mt->z = (UINT16)((player->mo->z - fheight)>>FRACBITS);
}
mt->options <<= ZSHIFT;
mt->angle = (INT16)(FixedInt(AngleFixed(player->mo->angle)));
mt->options |= (UINT16)cv_opflags.value;
mt->options = (mt->z << ZSHIFT) | (UINT16)cv_opflags.value;
return mt;
}

View File

@ -11551,6 +11551,82 @@ 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)
{
const subsector_t *ss = R_PointInSubsector(x, y);
fixed_t offset = mthing->z << FRACBITS;
boolean flip = (!!(mobjinfo[mobjtype].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
switch (mobjtype)
{
// Bumpers never spawn flipped.
case MT_NIGHTSBUMPER:
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:
case MT_JETTBOMBER:
case MT_JETTGUNNER:
case MT_EGGMOBILE2:
if (!offset)
offset = 33*FRACUNIT;
break;
case MT_EGGMOBILE:
if (!offset)
offset = 128*FRACUNIT;
break;
case MT_GOLDBUZZ:
case MT_REDBUZZ:
if (!offset)
offset = 288*FRACUNIT;
break;
// Ring-like items, may float additional units with MTF_AMBUSH.
case MT_SPIKEBALL:
case MT_EMERALDSPAWN:
case MT_TOKEN:
case MT_EMBLEM:
offset += mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
break;
// Remaining objects.
default:
if (P_WeaponOrPanel(mobjtype))
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;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
@ -11561,7 +11637,6 @@ void P_SpawnMapThing(mapthing_t *mthing)
mobjtype_t i;
mobj_t *mobj;
fixed_t x, y, z;
subsector_t *ss;
boolean doangle = true;
if (!mthing->type)
@ -11686,13 +11761,6 @@ You should think about modifying the deathmatch starts to take full advantage of
if (gametype != GT_COOP)
return;
ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
mthing->z = (INT16)(((
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, mthing->x << FRACBITS, mthing->y << FRACBITS) :
#endif
ss->sector->floorheight)>>FRACBITS) + (mthing->options >> ZSHIFT));
if (numhuntemeralds < MAXHUNTEMERALDS)
huntemeralds[numhuntemeralds++] = mthing;
return;
@ -11821,102 +11889,7 @@ You should think about modifying the deathmatch starts to take full advantage of
// spawn it
x = mthing->x << FRACBITS;
y = mthing->y << FRACBITS;
ss = R_PointInSubsector(x, y);
if (i == MT_NIGHTSBUMPER)
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_AXIS || i == MT_AXISTRANSFER || i == MT_AXISTRANSFERLINE)
z = ONFLOORZ;
else if (i == MT_SPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_TOKEN || i == MT_EMBLEM)
{
if (mthing->options & MTF_OBJECTFLIP)
{
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight);
if (mthing->options & MTF_AMBUSH) // Special flag for rings
z -= 24*FRACUNIT;
if (mthing->options >> ZSHIFT)
z -= (mthing->options >> ZSHIFT)*FRACUNIT;
z -= mobjinfo[i].height; //Don't forget the height!
}
else
{
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
if (mthing->options & MTF_AMBUSH) // Special flag for rings
z += 24*FRACUNIT;
if (mthing->options >> ZSHIFT)
z += (mthing->options >> ZSHIFT)*FRACUNIT;
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
else
{
fixed_t offset = 0;
boolean flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
// base positions
if (flip)
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - mobjinfo[i].height;
else
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
// offsetting
if (mthing->options >> ZSHIFT)
offset = ((mthing->options >> ZSHIFT) << FRACBITS);
else if (i == MT_CRAWLACOMMANDER || i == MT_DETON || i == MT_JETTBOMBER || i == MT_JETTGUNNER || i == MT_EGGMOBILE2)
offset = 33*FRACUNIT;
else if (i == MT_EGGMOBILE)
offset = 128*FRACUNIT;
else if (i == MT_GOLDBUZZ || i == MT_REDBUZZ)
offset = 288*FRACUNIT;
// applying offsets! (if any)
if (flip)
{
if (offset)
z -= offset;
else
z = ONCEILINGZ;
}
else
{
if (offset)
z += offset;
else
z = ONFLOORZ;
}
if (z == ONFLOORZ)
mthing->z = 0;
else
mthing->z = (INT16)(z>>FRACBITS);
}
z = P_GetMobjSpawnHeight(i, mthing, x, y);
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = mthing;
@ -12020,7 +11993,7 @@ You should think about modifying the deathmatch starts to take full advantage of
if (mthing->angle)
mobj->health = mthing->angle;
else
mobj->health = FixedMul(ss->sector->ceilingheight-ss->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
mobj->health = FixedMul(mobj->subsector->sector->ceilingheight - mobj->subsector->sector->floorheight, 3*(FRACUNIT/4))>>FRACBITS;
break;
case MT_METALSONIC_RACE:
case MT_METALSONIC_BATTLE:
@ -13106,7 +13079,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
mobj_t *hoopcenter;
INT16 spewangle;
z = mthing->options << FRACBITS;
z = mthing->z << FRACBITS;
hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
@ -13246,8 +13219,7 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
INT32 hoopsize;
INT32 hoopplacement;
// Save our flags!
z = (mthing->options>>ZSHIFT) << FRACBITS;
z = mthing->z << FRACBITS;
hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
hoopcenter->spawnpoint = mthing;
@ -13389,8 +13361,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13399,8 +13371,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
for (r = 1; r <= 5; r++)
@ -13449,8 +13421,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13459,8 +13431,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight);
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
for (r = 1; r <= iterations; r++)
@ -13506,8 +13478,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
closestangle = FixedAngle(mthing->angle*FRACUNIT);
@ -13611,8 +13583,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z -= (mthing->z << FRACBITS);
}
else
{
@ -13621,8 +13593,8 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
if (mthing->z)
z += (mthing->z << FRACBITS);
}
if (mthing->options & MTF_AMBUSH) // Special flag for rings
@ -13633,8 +13605,6 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing, boolean bonustime)
z += 24*FRACUNIT;
}
mthing->z = (INT16)(z>>FRACBITS);
mobj = P_SpawnMobj(x, y, z, ringthing);
mobj->spawnpoint = mthing;

View File

@ -906,10 +906,6 @@ void P_ReloadRings(void)
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, true);
}
}
@ -1013,13 +1009,11 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
nummapthings = i / (5 * sizeof (INT16));
mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
// Spawn axis points first so they are
// at the front of the list for fast searching.
mt = mapthings;
for (i = 0; i < nummapthings; i++, mt++)
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
mt->x = READINT16(data);
mt->y = READINT16(data);
mt->angle = READINT16(data);
mt->type = READUINT16(data);
mt->options = READUINT16(data);
@ -1027,6 +1021,73 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
mt->type &= 4095;
if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo))
mt->z = mt->options; // NiGHTS Hoops use the full flags bits to set the height.
else
mt->z = mt->options >> ZSHIFT;
}
}
static void P_PrepareThings(lumpnum_t lumpnum)
{
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
P_PrepareRawThings(data, W_LumpLength(lumpnum));
Z_Free(data);
}
static void P_SpawnEmeraldHunt(void)
{
INT32 emer1, emer2, emer3;
INT32 timeout = 0; // keeps from getting stuck
emer1 = emer2 = emer3 = 0;
//increment spawn numbers because zero is valid.
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
while (timeout++ < 100)
{
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer2 != emer1)
break;
}
timeout = 0;
while (timeout++ < 100)
{
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer3 != emer2 && emer3 != emer1)
break;
}
//decrement spawn values to the actual number because zero is valid.
if (emer1--)
P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
huntemeralds[emer1]->y<<FRACBITS,
huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
if (emer2--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
huntemeralds[emer2]->y<<FRACBITS,
huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+1);
if (emer3--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
huntemeralds[emer3]->y<<FRACBITS,
huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+2);
}
static void P_LoadThings(boolean loademblems)
{
size_t i;
mapthing_t *mt;
// Spawn axis points first so they are at the front of the list for fast searching.
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
switch (mt->type)
{
case 1700: // MT_AXIS
@ -1039,35 +1100,11 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
break;
}
}
}
static void P_PrepareThings(lumpnum_t lumpnum)
{
UINT8 *data = W_CacheLumpNum(lumpnum, PU_STATIC);
P_PrepareRawThings(data, W_LumpLength(lumpnum));
Z_Free(data);
}
static void P_LoadThings(boolean loademblems)
{
size_t i;
mapthing_t *mt;
// Loading the things lump itself into memory is now handled in P_PrepareThings, above
mt = mapthings;
numhuntemeralds = 0;
for (i = 0; i < nummapthings; i++, mt++)
for (i = 0, mt = mapthings; i < nummapthings; i++, mt++)
{
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
// Z for objects
mt->z = (INT16)(
#ifdef ESLOPE
mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
#endif
mtsector->floorheight)>>FRACBITS;
if (mt->type == 1700 // MT_AXIS
|| mt->type == 1701 // MT_AXISTRANSFER
|| mt->type == 1702) // MT_AXISTRANSFERLINE
@ -1082,49 +1119,7 @@ static void P_LoadThings(boolean loademblems)
// random emeralds for hunt
if (numhuntemeralds)
{
INT32 emer1, emer2, emer3;
INT32 timeout = 0; // keeps from getting stuck
emer1 = emer2 = emer3 = 0;
//increment spawn numbers because zero is valid.
emer1 = (P_RandomKey(numhuntemeralds)) + 1;
while (timeout++ < 100)
{
emer2 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer2 != emer1)
break;
}
timeout = 0;
while (timeout++ < 100)
{
emer3 = (P_RandomKey(numhuntemeralds)) + 1;
if (emer3 != emer2 && emer3 != emer1)
break;
}
//decrement spawn values to the actual number because zero is valid.
if (emer1--)
P_SpawnMobj(huntemeralds[emer1]->x<<FRACBITS,
huntemeralds[emer1]->y<<FRACBITS,
huntemeralds[emer1]->z<<FRACBITS, MT_EMERHUNT);
if (emer2--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer2]->x<<FRACBITS,
huntemeralds[emer2]->y<<FRACBITS,
huntemeralds[emer2]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+1);
if (emer3--)
P_SetMobjStateNF(P_SpawnMobj(huntemeralds[emer3]->x<<FRACBITS,
huntemeralds[emer3]->y<<FRACBITS,
huntemeralds[emer3]->z<<FRACBITS, MT_EMERHUNT),
mobjinfo[MT_EMERHUNT].spawnstate+2);
}
P_SpawnEmeraldHunt();
if (metalrecording) // Metal Sonic gets no rings to distract him.
return;
@ -1140,11 +1135,6 @@ static void P_LoadThings(boolean loademblems)
|| mt->type == 1705 || mt->type == 1713) // hoops
{
mt->mobj = NULL;
// Z for objects Tails 05-26-2002
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
P_SpawnHoopsAndRings(mt, false);
}
}