Spawned things spawn relative to slope floor/ceiling heights now

This was a headache. :<
This commit is contained in:
RedEnchilada 2015-05-16 00:02:01 -05:00
parent 36d576adf4
commit 6fcdac494f
4 changed files with 131 additions and 38 deletions

View File

@ -7306,8 +7306,16 @@ mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type)
// Make sure scale matches destscale immediately when spawned
P_SetScale(mobj, mobj->destscale);
mobj->floorz = mobj->subsector->sector->floorheight;
mobj->ceilingz = mobj->subsector->sector->ceilingheight;
mobj->floorz =
#ifdef ESLOPE
mobj->subsector->sector->f_slope ? P_GetZAt(mobj->subsector->sector->f_slope, x, y) :
#endif
mobj->subsector->sector->floorheight;
mobj->ceilingz =
#ifdef ESLOPE
mobj->subsector->sector->c_slope ? P_GetZAt(mobj->subsector->sector->c_slope, x, y) :
#endif
mobj->subsector->sector->ceilingheight;
// Tells MobjCheckWater that the water height was not set.
mobj->watertop = INT32_MAX;
@ -8364,7 +8372,11 @@ void P_SpawnMapThing(mapthing_t *mthing)
return;
ss = R_PointInSubsector(mthing->x << FRACBITS, mthing->y << FRACBITS);
mthing->z = (INT16)((ss->sector->floorheight>>FRACBITS) + (mthing->options >> ZSHIFT));
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;
@ -8482,14 +8494,22 @@ void P_SpawnMapThing(mapthing_t *mthing)
ss = R_PointInSubsector(x, y);
if (i == MT_NIGHTSBUMPER)
z = ss->sector->floorheight + ((mthing->options >> ZSHIFT) << FRACBITS);
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_SPECIALSPIKEBALL || P_WeaponOrPanel(i) || i == MT_EMERALDSPAWN || i == MT_EMMY)
{
if (mthing->options & MTF_OBJECTFLIP)
{
z = ss->sector->ceilingheight;
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;
@ -8500,7 +8520,11 @@ void P_SpawnMapThing(mapthing_t *mthing)
}
else
{
z = ss->sector->floorheight;
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;
@ -8520,9 +8544,17 @@ void P_SpawnMapThing(mapthing_t *mthing)
// base positions
if (flip)
z = ss->sector->ceilingheight - mobjinfo[i].height;
z = (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - mobjinfo[i].height;
else
z = ss->sector->floorheight;
z = (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight);
// offsetting
if (mthing->options >> ZSHIFT)
@ -9036,7 +9068,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
// Screw these damn hoops, I need this thinker.
//hoopcenter->flags |= MF_NOTHINK;
z += sec->floorheight;
z +=
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
hoopcenter->z = z - hoopcenter->height/2;
@ -9169,7 +9205,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
hoopcenter = P_SpawnMobj(x, y, z, MT_HOOPCENTER);
hoopcenter->spawnpoint = mthing;
z += sec->floorheight;
z +=
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
hoopcenter->z = z - hoopcenter->height/2;
P_UnsetThingPosition(hoopcenter);
@ -9281,7 +9321,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
// Wing logo item.
else if (mthing->type == mobjinfo[MT_NIGHTSWING].doomednum)
{
z = sec->floorheight;
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
@ -9333,13 +9377,21 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
// Set proper height
if (mthing->options & MTF_OBJECTFLIP)
{
z = sec->ceilingheight - mobjinfo[ringthing].height;
z = (
#ifdef ESLOPE
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);
}
else
{
z = sec->floorheight;
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
}
@ -9393,13 +9445,21 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
{
if (mthing->options & MTF_OBJECTFLIP)
{
z = sec->ceilingheight - mobjinfo[ringthing].height - dist*r;
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height - dist*r;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
}
else
{
z = sec->floorheight + dist*r;
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight) + dist*r;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
}
@ -9445,13 +9505,21 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
if (mthing->options & MTF_OBJECTFLIP)
{
z = sec->ceilingheight - mobjinfo[ringthing].height - 64*FRACUNIT*r;
z = (
#ifdef ESLOPE
sec->c_slope ? P_GetZAt(sec->c_slope, x, y) :
#endif
sec->ceilingheight) - mobjinfo[ringthing].height - 64*FRACUNIT*r;
if (mthing->options >> ZSHIFT)
z -= ((mthing->options >> ZSHIFT) << FRACBITS);
}
else
{
z = sec->floorheight + 64*FRACUNIT*r;
z = (
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight) + 64*FRACUNIT*r;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);
}
@ -9482,7 +9550,11 @@ void P_SpawnHoopsAndRings(mapthing_t *mthing)
size = 192*FRACUNIT;
}
z = sec->floorheight;
z =
#ifdef ESLOPE
sec->f_slope ? P_GetZAt(sec->f_slope, x, y) :
#endif
sec->floorheight;
if (mthing->options >> ZSHIFT)
z += ((mthing->options >> ZSHIFT) << FRACBITS);

View File

@ -892,9 +892,14 @@ static void P_LoadThings(lumpnum_t lumpnum)
numhuntemeralds = 0;
for (i = 0; i < nummapthings; i++, mt++)
{
sector_t *mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
// Z for objects
mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
->sector->floorheight>>FRACBITS);
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
@ -2535,6 +2540,10 @@ boolean P_SetupLevel(boolean skipprecip)
P_MapStart();
#ifdef ESLOPE
P_ResetDynamicSlopes();
#endif
P_LoadThings(lastloadedmaplumpnum + ML_THINGS);
P_SpawnSecretItems(loademblems);
@ -2544,7 +2553,6 @@ boolean P_SetupLevel(boolean skipprecip)
break;
// set up world state
P_ResetDynamicSlopes();
P_SpawnSpecials(fromnetsave);
if (loadprecip) // ugly hack for P_NetUnArchiveMisc (and P_LoadNetGame)

View File

@ -42,11 +42,6 @@
static pslope_t *dynslopes = NULL;
// Reset the dynamic slopes pointer
void P_ResetDynamicSlopes(void) {
dynslopes = NULL;
}
// Calculate line normal
void P_CalculateSlopeNormal(pslope_t *slope) {
slope->normal.z = FINECOSINE(slope->zangle>>ANGLETOFINESHIFT);
@ -722,6 +717,35 @@ void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum)
}
#endif
// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes
void P_ResetDynamicSlopes(void) {
size_t i;
dynslopes = NULL;
// We'll handle copy slopes later, after all the tag lists have been made.
// Yes, this means copied slopes won't affect things' spawning heights. Too bad for you.
for (i = 0; i < numlines; i++)
{
switch (lines[i].special)
{
case 386:
case 387:
case 388:
case 389:
case 390:
case 391:
case 392:
case 393:
P_SpawnSlope_Line(i);
break;
default:
break;
}
}
}

View File

@ -6439,18 +6439,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
sectors[s].midmap = lines[i].frontsector->midmap;
break;
#ifdef ESLOPE // Slope specials. TODO move these to a different spot, maybe?
case 386:
case 387:
case 388:
case 389:
case 390:
case 391:
case 392:
case 393:
P_SpawnSlope_Line(i);
break;
// SoM: Copy slopes
#ifdef ESLOPE // Slope copy specials. Handled here for sanity.
case 394:
case 395:
case 396: