Move mobj spawn Z calculating to a separate function.

This commit is contained in:
Nev3r 2019-12-10 18:03:15 +01:00
parent 3dfa526eea
commit 8466dc5813
2 changed files with 79 additions and 108 deletions

View File

@ -11550,6 +11550,80 @@ void P_MovePlayerToStarpost(INT32 playernum)
mapthing_t *huntemeralds[MAXHUNTEMERALDS];
INT32 numhuntemeralds;
static fixed_t GetMobjSpawnHeight (const mobjtype_t i, const mapthing_t* mthing, const fixed_t x, const fixed_t y)
{
subsector_t *ss = R_PointInSubsector(x, y);
fixed_t z;
fixed_t extraoffset = 0;
fixed_t heightoffset = 0;
boolean flip;
switch (i)
{
// 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:
heightoffset = mthing->z ? 0 : 33*FRACUNIT;
goto atend;
case MT_EGGMOBILE:
heightoffset = mthing->z ? 0 : 128*FRACUNIT;
goto atend;
case MT_GOLDBUZZ:
case MT_REDBUZZ:
heightoffset = mthing->z ? 0 : 288*FRACUNIT;
goto atend;
// Ring-like items, may float additional units with MTF_AMBUSH.
case MT_SPIKEBALL:
case MT_EMERALDSPAWN:
case MT_TOKEN:
case MT_EMBLEM:
weaponfloat:
flip = mthing->options & MTF_OBJECTFLIP;
extraoffset = mthing->options & MTF_AMBUSH ? 24*FRACUNIT : 0;
heightoffset = mthing->z*FRACUNIT;
break;
// Remaining objects.
default:
if (P_WeaponOrPanel(i))
goto weaponfloat; // Ring-like items don't use MF_SPAWNCEILING to consider flips.
atend:
heightoffset = mthing->z*FRACUNIT;
flip = (!!(mobjinfo[i].flags & MF_SPAWNCEILING) ^ !!(mthing->options & MTF_OBJECTFLIP));
}
// Establish height.
if (flip)
return (
#ifdef ESLOPE
ss->sector->c_slope ? P_GetZAt(ss->sector->c_slope, x, y) :
#endif
ss->sector->ceilingheight) - extraoffset - mobjinfo[i].height;
else
return (
#ifdef ESLOPE
ss->sector->f_slope ? P_GetZAt(ss->sector->f_slope, x, y) :
#endif
ss->sector->floorheight) + extraoffset + heightoffset;
}
//
// P_SpawnMapThing
// The fields of the mapthing should
@ -11560,7 +11634,6 @@ 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)
@ -11685,13 +11758,6 @@ 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;
@ -11820,102 +11886,7 @@ 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 = GetMobjSpawnHeight(i, mthing, x, y);
mobj = P_SpawnMobj(x, y, z, i);
mobj->spawnpoint = mthing;
@ -12019,7 +11990,7 @@ 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:

View File

@ -1025,10 +1025,10 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
mt->type &= 4095;
if (mt->type == 1705 || (mt->type == 750 && mt->extrainfo)) // NiGHTS Hoops
mt->z = mthing->options;
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 = mthing->options >> ZSHIFT;
mt->z = mt->options >> ZSHIFT;
}
}