Merge branch 'snaptoground-fix' into 'master'

Snap to ground fix

Closes #165

See merge request STJr/SRB2Internal!274
This commit is contained in:
toaster 2019-08-03 16:22:47 -04:00
commit 97072d9faa
4 changed files with 122 additions and 9 deletions

View File

@ -1808,7 +1808,7 @@ static boolean PIT_CheckLine(line_t *ld)
{
tmceilingz = opentop;
ceilingline = ld;
tmceilingrover = NULL;
tmceilingrover = openceilingrover;
#ifdef ESLOPE
tmceilingslope = opentopslope;
#endif
@ -1817,7 +1817,7 @@ static boolean PIT_CheckLine(line_t *ld)
if (openbottom > tmfloorz)
{
tmfloorz = openbottom;
tmfloorrover = NULL;
tmfloorrover = openfloorrover;
#ifdef ESLOPE
tmfloorslope = openbottomslope;
#endif
@ -2089,6 +2089,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
#ifdef ESLOPE
tmfloorslope = NULL;
#endif
tmfloorrover = NULL;
}
if (polybottom < tmceilingz && abs(delta1) >= abs(delta2)) {
@ -2096,6 +2097,7 @@ boolean P_CheckPosition(mobj_t *thing, fixed_t x, fixed_t y)
#ifdef ESLOPE
tmceilingslope = NULL;
#endif
tmceilingrover = NULL;
}
}
plink = (polymaplink_t *)(plink->link.next);
@ -4085,6 +4087,7 @@ static boolean PIT_ChangeSector(mobj_t *thing, boolean realcrush)
boolean P_CheckSector(sector_t *sector, boolean crunch)
{
msecnode_t *n;
size_t i;
nofit = false;
crushchange = crunch;
@ -4099,9 +4102,57 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
// First, let's see if anything will keep it from crushing.
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjTouchingPolyobj(po, mo))
continue;
if (!PIT_ChangeSector(mo, false))
{
nofit = true;
return nofit;
}
}
}
}
}
}
}
if (sector->numattached)
{
size_t i;
sector_t *sec;
for (i = 0; i < sector->numattached; i++)
{
@ -4161,9 +4212,53 @@ boolean P_CheckSector(sector_t *sector, boolean crunch)
} while (n); // repeat from scratch until all things left are marked valid
// Nothing blocked us, so lets crush for real!
// Sal: This stupid function chain is required to fix polyobjects not being able to crush.
// Monster Iestyn: don't use P_CheckSector actually just look for objects in the blockmap instead
validcount++;
for (i = 0; i < sector->linecount; i++)
{
if (sector->lines[i]->polyobj)
{
polyobj_t *po = sector->lines[i]->polyobj;
if (po->validcount == validcount)
continue; // skip if already checked
if (!(po->flags & POF_SOLID))
continue;
if (po->lines[0]->backsector == sector) // Make sure you're currently checking the control sector
{
INT32 x, y;
po->validcount = validcount;
for (y = po->blockbox[BOXBOTTOM]; y <= po->blockbox[BOXTOP]; ++y)
{
for (x = po->blockbox[BOXLEFT]; x <= po->blockbox[BOXRIGHT]; ++x)
{
mobj_t *mo;
if (x < 0 || y < 0 || x >= bmapwidth || y >= bmapheight)
continue;
mo = blocklinks[y * bmapwidth + x];
for (; mo; mo = mo->bnext)
{
// Monster Iestyn: do we need to check if a mobj has already been checked? ...probably not I suspect
if (!P_MobjTouchingPolyobj(po, mo))
continue;
PIT_ChangeSector(mo, true);
return nofit;
}
}
}
}
}
}
if (sector->numattached)
{
size_t i;
sector_t *sec;
for (i = 0; i < sector->numattached; i++)
{

View File

@ -311,6 +311,7 @@ fixed_t opentop, openbottom, openrange, lowfloor, highceiling;
#ifdef ESLOPE
pslope_t *opentopslope, *openbottomslope;
#endif
ffloor_t *openfloorrover, *openceilingrover;
// P_CameraLineOpening
// P_LineOpening, but for camera
@ -517,6 +518,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
I_Assert(front != NULL);
I_Assert(back != NULL);
openfloorrover = openceilingrover = NULL;
{ // Set open and high/low values here
fixed_t frontheight, backheight;
@ -641,6 +644,8 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
pslope_t *ceilingslope = opentopslope;
pslope_t *floorslope = openbottomslope;
#endif
ffloor_t *floorrover = NULL;
ffloor_t *ceilingrover = NULL;
// Check for frontsector's fake floors
for (rover = front->ffloors; rover; rover = rover->next)
@ -668,6 +673,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
ceilingslope = *rover->b_slope;
#endif
ceilingrover = rover;
}
else if (bottomheight < highestceiling)
highestceiling = bottomheight;
@ -680,6 +686,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
floorslope = *rover->t_slope;
#endif
floorrover = rover;
}
else if (topheight > lowestfloor)
lowestfloor = topheight;
@ -712,6 +719,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
ceilingslope = *rover->b_slope;
#endif
ceilingrover = rover;
}
else if (bottomheight < highestceiling)
highestceiling = bottomheight;
@ -724,6 +732,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
floorslope = *rover->t_slope;
#endif
floorrover = rover;
}
else if (topheight > lowestfloor)
lowestfloor = topheight;
@ -743,6 +752,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
ceilingslope = NULL;
#endif
ceilingrover = NULL;
}
else if (polysec->floorheight < highestceiling && delta1 >= delta2)
highestceiling = polysec->floorheight;
@ -752,6 +762,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
floorslope = NULL;
#endif
floorrover = NULL;
}
else if (polysec->ceilingheight > lowestfloor && delta1 < delta2)
lowestfloor = polysec->ceilingheight;
@ -765,6 +776,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
openbottomslope = floorslope;
#endif
openfloorrover = floorrover;
}
if (lowestceiling < opentop) {
@ -772,6 +784,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
#ifdef ESLOPE
opentopslope = ceilingslope;
#endif
openceilingrover = ceilingrover;
}
if (lowestfloor > lowfloor)

View File

@ -58,6 +58,7 @@ extern fixed_t opentop, openbottom, openrange, lowfloor, highceiling;
#ifdef ESLOPE
extern pslope_t *opentopslope, *openbottomslope;
#endif
extern ffloor_t *openfloorrover, *openceilingrover;
void P_LineOpening(line_t *plinedef, mobj_t *mobj);

View File

@ -1873,7 +1873,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight = target->z - amtz;
po->lines[0]->backsector->ceilingheight = target->z + amtz;
// Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
// Apply action to mirroring polyobjects as well
start = 0;
@ -1887,7 +1888,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
po->lines[0]->backsector->ceilingheight += diffz;
// Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
}
@ -2050,8 +2052,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
// Apply action to mirroring polyobjects as well
start = 0;
@ -2065,7 +2068,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors!
P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
// updating objects in the front one too just added teleporting to ground bugs
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
}
}