Refactor an unholy piece of code.

This commit is contained in:
Nev3r 2020-04-13 14:31:19 +02:00
parent d460e1e826
commit 711c35970c

View file

@ -48,13 +48,7 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
boolean flag;
fixed_t lastpos;
fixed_t destheight; // used to keep floors/ceilings from moving through each other
// Stuff used for mobj hacks.
INT32 secnum = -1;
mobj_t *mo = NULL;
sector_t *sec = NULL;
ffloor_t *rover = NULL;
boolean sectorisffloor = false;
boolean sectorisquicksand = false;
sector->moved = true;
@ -193,41 +187,37 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
break;
}
// Hack for buggy mobjs to move by gravity with moving planes.
// If this is an FOF being checked, check all the affected sectors for moving mobjs.
if (sector->tagline)
sectorisffloor = true;
// Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop.
if (!sectorisffloor)
sec = sector;
// Optimization condition. Only run the logic if there is any Things in the sector.
if (sectorisffloor || sec->thinglist)
{
// If this is an FOF being checked, check all the affected sectors for moving mobjs.
while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
{
if (sectorisffloor)
{
// Get actual sector from the list of sectors.
sec = &sectors[secnum];
boolean sectorisquicksand = false;
sector_t *sec;
ffloor_t *rover;
INT32 secnum;
// Can't use P_InQuicksand because it will return the incorrect result
// because of checking for heights.
for (rover = sec->ffloors; rover; rover = rover->next)
while (secnum = P_FindSectorFromLineTag(sector->tagline, secnum) >= 0)
{
// Get actual sector from the list of sectors.
sec = &sectors[secnum];
if (!sec->thinglist)
continue;
// Can't use P_InQuicksand because it will return the incorrect result
// because of checking for heights.
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->target == sec && (rover->flags & FF_QUICKSAND))
{
if (rover->target == sec && (rover->flags & FF_QUICKSAND))
{
sectorisquicksand = true;
break;
}
sectorisquicksand = true;
break;
}
}
for (mo = sec->thinglist; mo; mo = mo->snext)
{
// The object should be ready to move as defined by this function.
if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
if (!P_MobjReadyToMove(mo, sec, true, sectorisquicksand))
continue;
// The object should not be moving at all.
@ -237,39 +227,65 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
// These objects will be affected by this condition.
switch (mo->type)
{
case MT_GOOP: // Egg Slimer's goop objects
case MT_SPINFIRE: // Elemental Shield flame balls
case MT_SPIKE: // Floor Spike
// Is the object hang from the ceiling?
// In that case, swap the planes used.
// verticalflip inverts
if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
}
case MT_GOOP: // Egg Slimer's goop objects
case MT_SPINFIRE: // Elemental Shield flame balls
case MT_SPIKE: // Floor Spike
// Is the object hang from the ceiling?
// In that case, swap the planes used.
// verticalflip inverts
if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
{
if (!sectorisquicksand)
mo->z = mo->ceilingz - mo->height;
else
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->floorz;
else
mo->z = mo->floorz = mo->subsector->sector->floorheight;
}
break;
// Kill warnings...
default:
break;
mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
}
else
{
if (!sectorisquicksand)
mo->z = mo->floorz;
else
mo->z = mo->floorz = mo->subsector->sector->floorheight;
}
break;
default:
break;
}
}
// Break from loop if there is no FOFs to check.
if (!sectorisffloor)
break;
}
}
// Only run the logic if there is any mobjs in the sector.
if (sector->thinglist)
for (mo = sector->thinglist; mo; mo = mo->snext)
{
// The object should be ready to move as defined by this function.
if (!P_MobjReadyToMove(mo, sector, false, false))
continue;
// The object should not be moving at all.
if (mo->momx || mo->momy || mo->momz)
continue;
// These objects will be affected by this condition.
switch (mo->type)
{
case MT_GOOP: // Egg Slimer's goop objects
case MT_SPINFIRE: // Elemental Shield flame balls
case MT_SPIKE: // Floor Spike
// Is the object hang from the ceiling?
// In that case, swap the planes used.
// verticalflip inverts
if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
else
mo->z = mo->floorz = mo->subsector->sector->floorheight;
break;
default:
break;
}
}
return ok;
}