Merge branch 'public_next' into master

This commit is contained in:
Alam Ed Arias 2016-07-11 15:51:32 -04:00
commit b347ed2ca6
10 changed files with 420 additions and 616 deletions

View File

@ -98,7 +98,7 @@ matrix:
- p7zip-full
- gcc-6
compiler: gcc-6
env: WFLAGS="-Wno-error=tautological-compare"
env: WFLAGS="-Wno-tautological-compare"
#gcc-6 (Ubuntu 6.1.1-3ubuntu11~14.04.1) 6.1.1 20160511
- os: linux
compiler: clang
@ -213,7 +213,7 @@ before_script:
- 7z x $HOME/srb2_cache/SRB2-v2115-assets-2.7z -oassets
- mkdir build
- cd build
- export CFLAGS="-Wall -W $WFLAGS"
- export CFLAGS="-Wall -W -Werror $WFLAGS"
- export CCACHE_COMPRESS=true
- cmake .. -DCMAKE_BUILD_TYPE=Release

View File

@ -213,7 +213,7 @@ extern FILE *logstream;
// it's only for detection of the version the player is using so the MS can alert them of an update.
// Only set it higher, not lower, obviously.
// Note that we use this to help keep internal testing in check; this is why v2.1.0 is not version "1".
#define MODVERSION 20
#define MODVERSION 21
// =========================================================================
@ -435,6 +435,12 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Kalaron/Eternity Engine slope code (SRB2CB ported)
#define ESLOPE
#ifdef ESLOPE
/// Backwards compatibility with SRB2CB's slope linedef types.
/// \note A simple shim that prints a warning.
#define ESLOPE_TYPESHIM
#endif
/// Delete file while the game is running.
/// \note EXTREMELY buggy, tends to crash game.
//#define DELFILE

View File

@ -429,6 +429,16 @@ static int lib_pMobjFlip(lua_State *L)
return 1;
}
static int lib_pGetMobjGravity(lua_State *L)
{
mobj_t *mobj = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
//HUDSAFE
if (!mobj)
return LUA_ErrInvalid(L, "mobj_t");
lua_pushfixed(L, P_GetMobjGravity(mobj));
return 1;
}
static int lib_pWeaponOrPanel(lua_State *L)
{
mobjtype_t type = luaL_checkinteger(L, 1);
@ -2003,6 +2013,7 @@ static luaL_Reg lib[] = {
{"P_SPMAngle",lib_pSPMAngle},
{"P_SpawnPlayerMissile",lib_pSpawnPlayerMissile},
{"P_MobjFlip",lib_pMobjFlip},
{"P_GetMobjGravity",lib_pGetMobjGravity},
{"P_WeaponOrPanel",lib_pWeaponOrPanel},
{"P_FlashPal",lib_pFlashPal},
{"P_GetClosestAxis",lib_pGetClosestAxis},

View File

@ -251,6 +251,7 @@ mobj_t *P_SPMAngle(mobj_t *source, mobjtype_t type, angle_t angle, UINT8 aimtype
#endif
void P_ColorTeamMissile(mobj_t *missile, player_t *source);
SINT8 P_MobjFlip(mobj_t *mobj);
fixed_t P_GetMobjGravity(mobj_t *mo);
boolean P_WeaponOrPanel(mobjtype_t type);
boolean P_CameraThinker(player_t *player, camera_t *thiscam, boolean resetcalled);

View File

@ -2433,6 +2433,8 @@ isblocking:
//
// P_IsClimbingValid
//
// Unlike P_DoClimbing, don't use when up against a one-sided linedef.
//
static boolean P_IsClimbingValid(player_t *player, angle_t angle)
{
fixed_t platx, platy;
@ -2657,6 +2659,7 @@ isblocking:
// see about climbing on the wall
if (!(checkline->flags & ML_NOCLIMB))
{
boolean canclimb; // FUCK C90
angle_t climbangle, climbline;
INT32 whichside = P_PointOnLineSide(slidemo->x, slidemo->y, li);
@ -2667,9 +2670,11 @@ isblocking:
climbangle += (ANGLE_90 * (whichside ? -1 : 1));
canclimb = (li->backsector ? P_IsClimbingValid(slidemo->player, climbangle) : true);
if (((!slidemo->player->climbing && abs((signed)(slidemo->angle - ANGLE_90 - climbline)) < ANGLE_45)
|| (slidemo->player->climbing == 1 && abs((signed)(slidemo->angle - climbline)) < ANGLE_135))
&& P_IsClimbingValid(slidemo->player, climbangle))
&& canclimb)
{
slidemo->angle = climbangle;
if (!demoplayback || P_AnalogMove(slidemo->player))

View File

@ -1427,13 +1427,12 @@ static void P_PlayerFlip(mobj_t *mo)
}
//
// P_CheckGravity
// P_GetMobjGravity
//
// Checks the current gravity state
// of the object. If affect is true,
// a gravity force will be applied.
// Returns the current gravity
// value of the object.
//
void P_CheckGravity(mobj_t *mo, boolean affect)
fixed_t P_GetMobjGravity(mobj_t *mo)
{
fixed_t gravityadd = 0;
boolean no3dfloorgrav = true; // Custom gravity
@ -1492,9 +1491,6 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
if (mo->eflags & MFE_UNDERWATER && !goopgravity)
gravityadd = gravityadd/3;
if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
gravityadd <<= 1;
if (mo->player)
{
if (mo->player->charability == CA_FLY && (mo->player->powers[pw_tailsfly]
@ -1575,12 +1571,31 @@ void P_CheckGravity(mobj_t *mo, boolean affect)
if (goopgravity)
gravityadd = -gravityadd/5;
if (affect)
mo->momz += FixedMul(gravityadd, mo->scale);
if (mo->player && !!(mo->eflags & MFE_VERTICALFLIP) != wasflip)
P_PlayerFlip(mo);
gravityadd = FixedMul(gravityadd, mo->scale);
return gravityadd;
}
//
// P_CheckGravity
//
// Checks the current gravity state
// of the object. If affect is true,
// a gravity force will be applied.
//
void P_CheckGravity(mobj_t *mo, boolean affect)
{
fixed_t gravityadd = P_GetMobjGravity(mo);
if (!mo->momz) // mobj at stop, no floor, so feel the push of gravity!
gravityadd <<= 1;
if (affect)
mo->momz += gravityadd;
if (mo->type == MT_SKIM && mo->z + mo->momz <= mo->watertop && mo->z >= mo->watertop)
{
mo->momz = 0;
@ -1655,7 +1670,7 @@ static void P_XYFriction(mobj_t *mo, fixed_t oldx, fixed_t oldy)
&& abs(player->rmomy) < FixedMul(STOPSPEED, mo->scale)
&& (!(player->cmd.forwardmove && !(twodlevel || mo->flags2 & MF2_TWOD)) && !player->cmd.sidemove && !(player->pflags & PF_SPINNING))
#ifdef ESLOPE
&& !(player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
&& !(player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && (abs(player->mo->standingslope->zdelta) >= FRACUNIT/2))
#endif
)
{
@ -2329,16 +2344,6 @@ static boolean P_ZMovement(mobj_t *mo)
I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo));
#ifdef ESLOPE
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
// Intercept the stupid 'fall through 3dfloors' bug
if (mo->subsector->sector->ffloors)
P_AdjustMobjFloorZ_FFloors(mo, mo->subsector->sector, 0);
@ -2353,6 +2358,16 @@ static boolean P_ZMovement(mobj_t *mo)
}
mo->z += mo->momz;
#ifdef ESLOPE
if (mo->standingslope)
{
if (mo->flags & MF_NOCLIPHEIGHT)
mo->standingslope = NULL;
else if (!P_IsObjectOnGround(mo))
P_SlopeLaunch(mo);
}
#endif
switch (mo->type)
{
case MT_THROWNBOUNCE:
@ -2539,10 +2554,7 @@ static boolean P_ZMovement(mobj_t *mo)
if ((mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope) {
mo->standingslope = (mo->eflags & MFE_VERTICALFLIP) ? tmceilingslope : tmfloorslope;
// Reverse quantizing might could use its own function later
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
P_QuantizeMomentumToSlope(&mom, mo->standingslope);
mo->standingslope->zangle = ANGLE_MAX-mo->standingslope->zangle;
P_ReverseQuantizeMomentumToSlope(&mom, mo->standingslope);
}
#endif

View File

@ -1934,7 +1934,7 @@ static void P_GroupLines(void)
if (sector->linecount == 0) // no lines found?
{
sector->lines = NULL;
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %d has no lines\n", i);
CONS_Debug(DBG_SETUP, "P_GroupLines: sector %s has no lines\n", sizeu1(i));
}
else
{

View File

@ -199,7 +199,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
// Find furthest vertex from the reference line. It, along with the two ends
// of the line, will define the plane.
// SRB2CBTODO: Use a formula to get the slope to slide objects depending on how steep
for(i = 0; i < sector->linecount; i++)
{
line_t *li = sector->lines[i];
@ -231,7 +230,6 @@ static fixed_t P_GetExtent(sector_t *sector, line_t *line)
//
// Creates one or more slopes based on the given line type and front/back
// sectors.
// Kalaron: Check if dynamic slopes need recalculation
//
void P_SpawnSlope_Line(int linenum)
{
@ -276,7 +274,6 @@ void P_SpawnSlope_Line(int linenum)
ny = -FixedDiv(line->dx, len);
}
// SRB2CBTODO: Transform origin relative to the bounds of an individual FOF
origin.x = line->v1->x + (line->v2->x - line->v1->x)/2;
origin.y = line->v1->y + (line->v2->y - line->v1->y)/2;
@ -327,7 +324,7 @@ void P_SpawnSlope_Line(int linenum)
// fslope->normal is a 3D line perpendicular to the 3D vector
// Sync the linedata of the line that started this slope
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
// TODO: Anything special for control sector based slopes later?
fslope->sourceline = line;
// To find the real highz/lowz of a slope, you need to check all the vertexes
@ -379,7 +376,7 @@ void P_SpawnSlope_Line(int linenum)
cslope->refpos = 2;
// Sync the linedata of the line that started this slope
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
// TODO: Anything special for control sector based slopes later?
cslope->sourceline = line;
// Remember the way the slope is formed
@ -445,7 +442,7 @@ void P_SpawnSlope_Line(int linenum)
fslope->refpos = 3;
// Sync the linedata of the line that started this slope
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
// TODO: Anything special for control sector based slopes later?
fslope->sourceline = line;
// Remember the way the slope is formed
@ -488,7 +485,7 @@ void P_SpawnSlope_Line(int linenum)
cslope->refpos = 4;
// Sync the linedata of the line that started this slope
// SRB2CBTODO: Anything special for remote(control sector)-based slopes later?
// TODO: Anything special for control sector based slopes later?
cslope->sourceline = line;
// Remember the way the slope is formed
@ -554,16 +551,11 @@ static pslope_t *P_NewVertexSlope(INT16 tag1, INT16 tag2, INT16 tag3, UINT8 flag
ret->vertices[2] = mt;
}
if (!ret->vertices[0])
CONS_Printf("PANIC 0\n");
if (!ret->vertices[1])
CONS_Printf("PANIC 1\n");
if (!ret->vertices[2])
CONS_Printf("PANIC 2\n");
// Now set heights for each vertex, because they haven't been set yet
for (i = 0; i < 3; i++) {
mt = ret->vertices[i];
if (!mt) // If a vertex wasn't found, it's game over. There's nothing you can do to recover (except maybe try and kill the slope instead - TODO?)
I_Error("P_NewVertexSlope: Slope vertex %s (for linedef tag %d) not found!", sizeu1(i), tag1);
if (mt->extrainfo)
mt->z = mt->options;
else
@ -623,265 +615,10 @@ pslope_t *P_SlopeById(UINT16 id)
return ret;
}
#ifdef SPRINGCLEAN
#include "byteptr.h"
#include "p_setup.h"
#include "p_local.h"
//==========================================================================
//
// P_SetSlopesFromVertexHeights
//
//==========================================================================
void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum)
{
mapthing_t *mt;
boolean vt_found = false;
size_t i, j, k, l, q;
//size_t i;
//mapthing_t *mt;
char *data;
char *datastart;
// SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10
// anything else seems to make a map not load properly,
// but this hard-coded value MUST have some reason for being what it is
size_t snummapthings = W_LumpLength(lumpnum) / (5 * sizeof (short));
mapthing_t *smapthings = Z_Calloc(snummapthings * sizeof (*smapthings), PU_LEVEL, NULL);
fixed_t x, y;
sector_t *sector;
// Spawn axis points first so they are
// at the front of the list for fast searching.
data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL);
mt = smapthings;
for (i = 0; i < snummapthings; i++, mt++)
{
mt->x = READINT16(data);
mt->y = READINT16(data);
mt->angle = READINT16(data);
mt->type = READINT16(data);
mt->options = READINT16(data);
// mt->z hasn't been set yet!
//mt->extrainfo = (byte)(mt->type >> 12); // slope things are special, they have a bigger range of types
//mt->type &= 4095; // SRB2CBTODO: WHAT IS THIS???? Mobj type limits?!!!!
x = mt->x*FRACUNIT;
y = mt->y*FRACUNIT;
sector = R_PointInSubsector(x, y)->sector;
// Z for objects
#ifdef ESLOPE
if (sector->f_slope)
mt->z = (short)(P_GetZAt(sector->f_slope, x, y)>>FRACBITS);
else
#endif
mt->z = (short)(sector->floorheight>>FRACBITS);
mt->z = mt->z + (mt->options >> ZSHIFT);
if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ) // THING_VertexFloorZ
{
for(l = 0; l < numvertexes; l++)
{
if (vertexes[l].x == mt->x*FRACUNIT && vertexes[l].y == mt->y*FRACUNIT)
{
if (mt->type == THING_VertexFloorZ)
{
vertexes[l].z = mt->z*FRACUNIT;
//I_Error("Z value: %i", vertexes[l].z/FRACUNIT);
}
else
{
vertexes[l].z = mt->z*FRACUNIT; // celing floor
}
vt_found = true;
}
}
//mt->type = 0; // VPHYSICS: Dynamic slopes
if (vt_found)
{
for (k = 0; k < numsectors; k++)
{
sector_t *sec = &sectors[k];
if (sec->linecount != 3) continue; // only works with triangular sectors
v3float_t vt1, vt2, vt3; // cross = ret->normalf
v3float_t vec1, vec2;
int vi1, vi2, vi3;
vi1 = (int)(sec->lines[0]->v1 - vertexes);
vi2 = (int)(sec->lines[0]->v2 - vertexes);
vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
(int)(sec->lines[1]->v2 - vertexes) : (int)(sec->lines[1]->v1 - vertexes);
//if (vertexes[vi1].z)
// I_Error("OSNAP %i", vertexes[vi1].z/FRACUNIT);
//if (vertexes[vi2].z)
// I_Error("OSNAP %i", vertexes[vi2].z/FRACUNIT);
//if (vertexes[vi3].z)
// I_Error("OSNAP %i", vertexes[vi3].z/FRACUNIT);
//I_Error("%i, %i", mt->z*FRACUNIT, vertexes[vi1].z);
//I_Error("%i, %i, %i", mt->x, mt->y, mt->z);
//P_SpawnMobj(mt->x*FRACUNIT, mt->y*FRACUNIT, mt->z*FRACUNIT, MT_RING);
// TODO: Make sure not to spawn in the same place 2x! (we need an object in every vertex of the
// triangle sector to setup the real vertex slopes
// Check for the vertexes of all sectors
for(q = 0; q < numvertexes; q++)
{
if (vertexes[q].x == mt->x*FRACUNIT && vertexes[q].y == mt->y*FRACUNIT)
{
//I_Error("yeah %i", vertexes[q].z);
P_SpawnMobj(vertexes[q].x, vertexes[q].y, vertexes[q].z, MT_RING);
#if 0
if ((mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
P_SpawnMobj(vertexes[vi1].x, vertexes[vi1].y, vertexes[vi1].z, MT_RING);
else if ((mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
P_SpawnMobj(vertexes[vi2].x, vertexes[vi2].y, vertexes[vi2].z, MT_BOUNCETV);
else if ((mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z)
&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z))
P_SpawnMobj(vertexes[vi3].x, vertexes[vi3].y, vertexes[vi3].z, MT_GFZFLOWER1);
else
#endif
continue;
}
}
vt1.x = FIXED_TO_FLOAT(vertexes[vi1].x);
vt1.y = FIXED_TO_FLOAT(vertexes[vi1].y);
vt2.x = FIXED_TO_FLOAT(vertexes[vi2].x);
vt2.y = FIXED_TO_FLOAT(vertexes[vi2].y);
vt3.x = FIXED_TO_FLOAT(vertexes[vi3].x);
vt3.y = FIXED_TO_FLOAT(vertexes[vi3].y);
for(j = 0; j < 2; j++)
{
fixed_t z3;
//I_Error("Lo hicimos");
vt1.z = mt->z;//FIXED_TO_FLOAT(j==0 ? sec->floorheight : sec->ceilingheight);
vt2.z = mt->z;//FIXED_TO_FLOAT(j==0? sec->floorheight : sec->ceilingheight);
z3 = mt->z;//j==0? sec->floorheight : sec->ceilingheight; // Destination height
vt3.z = FIXED_TO_FLOAT(z3);
if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
{
vec1.x = vt2.x - vt3.x;
vec1.y = vt2.y - vt3.y;
vec1.z = vt2.z - vt3.z;
vec2.x = vt1.x - vt3.x;
vec2.y = vt1.y - vt3.y;
vec2.z = vt1.z - vt3.z;
}
else
{
vec1.x = vt1.x - vt3.x;
vec1.y = vt1.y - vt3.y;
vec1.z = vt1.z - vt3.z;
vec2.x = vt2.x - vt3.x;
vec2.y = vt2.y - vt3.y;
vec2.z = vt2.z - vt3.z;
}
pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL);
memset(ret, 0, sizeof(*ret));
{
M_CrossProduct3f(&ret->normalf, &vec1, &vec2);
// Cross product length
float len = (float)sqrt(ret->normalf.x * ret->normalf.x +
ret->normalf.y * ret->normalf.y +
ret->normalf.z * ret->normalf.z);
if (len == 0)
{
// Only happens when all vertices in this sector are on the same line.
// Let's just ignore this case.
//CONS_Printf("Slope thing at (%d,%d) lies directly on its target line.\n", (int)(x>>16), (int)(y>>16));
return;
}
// cross/len
ret->normalf.x /= len;
ret->normalf.y /= len;
ret->normalf.z /= len;
// ZDoom cross = ret->normalf
// Fix backward normals
if ((ret->normalf.z < 0 && j == 0) || (ret->normalf.z > 0 && j == 1))
{
// cross = -cross
ret->normalf.x = -ret->normalf.x;
ret->normalf.y = -ret->normalf.x;
ret->normalf.z = -ret->normalf.x;
}
}
secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL);
srcplane->a = FLOAT_TO_FIXED (ret->normalf.x);
srcplane->b = FLOAT_TO_FIXED (ret->normalf.y);
srcplane->c = FLOAT_TO_FIXED (ret->normalf.z);
//srcplane->ic = FixedDiv(FRACUNIT, srcplane->c);
srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
srcplane->b, vertexes[vi3].y,
srcplane->c, z3);
if (j == 0)
{
sec->f_slope = ret;
sec->f_slope->secplane = *srcplane;
}
else if (j == 1)
{
sec->c_slope = ret;
sec->c_slope->secplane = *srcplane;
}
}
}
}
}
}
Z_Free(datastart);
}
#endif
// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes
void P_ResetDynamicSlopes(void) {
size_t i;
#if 1 // Rewrite old specials to new ones, and give a console warning
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
boolean warned = false;
#endif
@ -894,7 +631,7 @@ void P_ResetDynamicSlopes(void) {
{
switch (lines[i].special)
{
#if 1 // Rewrite old specials to new ones, and give a console warning
#ifdef ESLOPE_TYPESHIM // Rewrite old specials to new ones, and give a console warning
#define WARNME if (!warned) {warned = true; CONS_Alert(CONS_WARNING, "This level uses old slope specials.\nA conversion will be needed before 2.2's release.\n");}
case 386:
case 387:
@ -1018,7 +755,11 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y)
// When given a vector, rotates it and aligns it to a slope
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
{
vector3_t axis;
vector3_t axis; // Fuck you, C90.
if (slope->flags & SL_NOPHYSICS)
return; // No physics, no quantizing.
axis.x = -slope->d.y;
axis.y = slope->d.x;
axis.z = 0;
@ -1026,24 +767,38 @@ void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
FV3_Rotate(momentum, &axis, slope->zangle >> ANGLETOFINESHIFT);
}
//
// P_ReverseQuantizeMomentumToSlope
//
// When given a vector, rotates and aligns it to a flat surface (from being relative to a given slope)
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope)
{
slope->zangle = InvAngle(slope->zangle);
P_QuantizeMomentumToSlope(momentum, slope);
slope->zangle = InvAngle(slope->zangle);
}
//
// P_SlopeLaunch
//
// Handles slope ejection for objects
void P_SlopeLaunch(mobj_t *mo)
{
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
// vertical launch given from slopes while increasing the horizontal launch
// given. Good for SRB2's gravity and horizontal speeds.
vector3_t slopemom;
slopemom.x = mo->momx;
slopemom.y = mo->momy;
slopemom.z = mo->momz*2;
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
if (!(mo->standingslope->flags & SL_NOPHYSICS)) // If there's physics, time for launching.
{
// Double the pre-rotation Z, then halve the post-rotation Z. This reduces the
// vertical launch given from slopes while increasing the horizontal launch
// given. Good for SRB2's gravity and horizontal speeds.
vector3_t slopemom;
slopemom.x = mo->momx;
slopemom.y = mo->momy;
slopemom.z = mo->momz*2;
P_QuantizeMomentumToSlope(&slopemom, mo->standingslope);
mo->momx = slopemom.x;
mo->momy = slopemom.y;
mo->momz = slopemom.z/2;
mo->momx = slopemom.x;
mo->momy = slopemom.y;
mo->momz = slopemom.z/2;
}
//CONS_Printf("Launched off of slope.\n");
mo->standingslope = NULL;
@ -1052,17 +807,21 @@ void P_SlopeLaunch(mobj_t *mo)
// Function to help handle landing on slopes
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope)
{
vector3_t mom;
vector3_t mom; // Ditto.
if (slope->flags & SL_NOPHYSICS) { // No physics, no need to make anything complicated.
if (P_MobjFlip(thing)*(thing->momz) < 0) { // falling, land on slope
thing->momz = -P_MobjFlip(thing);
thing->standingslope = slope;
}
return;
}
mom.x = thing->momx;
mom.y = thing->momy;
mom.z = thing->momz*2;
//CONS_Printf("langing on slope\n");
// Reverse quantizing might could use its own function later
slope->zangle = ANGLE_MAX-slope->zangle;
P_QuantizeMomentumToSlope(&mom, slope);
slope->zangle = ANGLE_MAX-slope->zangle;
P_ReverseQuantizeMomentumToSlope(&mom, slope);
if (P_MobjFlip(thing)*mom.z < 0) { // falling, land on slope
thing->momx = mom.x;
@ -1082,6 +841,9 @@ void P_ButteredSlope(mobj_t *mo)
if (!mo->standingslope)
return;
if (mo->standingslope->flags & SL_NOPHYSICS)
return; // No physics, no butter.
if (mo->flags & (MF_NOCLIPHEIGHT|MF_NOGRAVITY))
return; // don't slide down slopes if you can't touch them or you're not affected by gravity
@ -1106,8 +868,6 @@ void P_ButteredSlope(mobj_t *mo)
mult = FINECOSINE(angle >> ANGLETOFINESHIFT);
}
//CONS_Printf("%d\n", mult);
thrust = FixedMul(thrust, FRACUNIT*2/3 + mult/8);
}
@ -1115,10 +875,11 @@ void P_ButteredSlope(mobj_t *mo)
thrust = FixedMul(thrust, FRACUNIT+P_AproxDistance(mo->momx, mo->momy)/16);
// This makes it harder to zigzag up steep slopes, as well as allows greater top speed when rolling down
// Multiply by gravity
thrust = FixedMul(thrust, gravity); // TODO account for per-sector gravity etc
// Multiply by scale (gravity strength depends on mobj scale)
thrust = FixedMul(thrust, mo->scale);
// Let's get the gravity strength for the object...
thrust = FixedMul(thrust, abs(P_GetMobjGravity(mo)));
// ... and its friction against the ground for good measure (divided by original friction to keep behaviour for normal slopes the same).
thrust = FixedMul(thrust, FixedDiv(mo->friction, ORIG_FRICTION));
P_Thrust(mo, mo->standingslope->xydirection, thrust);
}

View File

@ -21,26 +21,6 @@ void P_RunDynamicSlopes(void);
// sectors.
void P_SpawnSlope_Line(int linenum);
#ifdef SPRINGCLEAN
// Loads just map objects that make slopes,
// terrain affecting objects have to be spawned first
void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum);
typedef enum
{
THING_SlopeFloorPointLine = 9500,
THING_SlopeCeilingPointLine = 9501,
THING_SetFloorSlope = 9502,
THING_SetCeilingSlope = 9503,
THING_CopyFloorPlane = 9510,
THING_CopyCeilingPlane = 9511,
THING_VavoomFloor=1500,
THING_VavoomCeiling=1501,
THING_VertexFloorZ=1504,
THING_VertexCeilingZ=1505,
} slopething_e;
#endif
//
// P_CopySectorSlope
//
@ -55,6 +35,7 @@ fixed_t P_GetZAt(pslope_t *slope, fixed_t x, fixed_t y);
// Lots of physics-based bullshit
void P_QuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
void P_ReverseQuantizeMomentumToSlope(vector3_t *momentum, pslope_t *slope);
void P_SlopeLaunch(mobj_t *mo);
void P_HandleSlopeLanding(mobj_t *thing, pslope_t *slope);
void P_ButteredSlope(mobj_t *mo);

View File

@ -1852,12 +1852,8 @@ static void P_CheckBouncySectors(player_t *player)
momentum.y = player->mo->momy;
momentum.z = player->mo->momz*2;
if (slope) {
// Reverse quantizing might could use its own function later
slope->zangle = ANGLE_MAX-slope->zangle;
P_QuantizeMomentumToSlope(&momentum, slope);
slope->zangle = ANGLE_MAX-slope->zangle;
}
if (slope)
P_ReverseQuantizeMomentumToSlope(&momentum, slope);
newmom = momentum.z = -FixedMul(momentum.z,linedist)/2;
#else
@ -2279,9 +2275,9 @@ static void P_DoClimbing(player_t *player)
platx = P_ReturnThrustX(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
platy = P_ReturnThrustY(player->mo, player->mo->angle, player->mo->radius + FixedMul(8*FRACUNIT, player->mo->scale));
glidesector = R_PointInSubsector(player->mo->x + platx, player->mo->y + platy);
glidesector = R_IsPointInSubsector(player->mo->x + platx, player->mo->y + platy);
if (glidesector->sector != player->mo->subsector->sector)
if (!glidesector || glidesector->sector != player->mo->subsector->sector)
{
boolean floorclimb;
boolean thrust;
@ -2293,299 +2289,304 @@ static void P_DoClimbing(player_t *player)
boostup = false;
skyclimber = false;
#ifdef ESLOPE
floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
: glidesector->sector->floorheight;
ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
: glidesector->sector->ceilingheight;
#else
floorheight = glidesector->sector->floorheight;
ceilingheight = glidesector->sector->ceilingheight;
#endif
if (glidesector->sector->ffloors)
if (glidesector)
{
ffloor_t *rover;
fixed_t topheight, bottomheight; // ESLOPE
#ifdef ESLOPE
floorheight = glidesector->sector->f_slope ? P_GetZAt(glidesector->sector->f_slope, player->mo->x, player->mo->y)
: glidesector->sector->floorheight;
ceilingheight = glidesector->sector->c_slope ? P_GetZAt(glidesector->sector->c_slope, player->mo->x, player->mo->y)
: glidesector->sector->ceilingheight;
#else
floorheight = glidesector->sector->floorheight;
ceilingheight = glidesector->sector->ceilingheight;
#endif
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
if (glidesector->sector->ffloors)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
ffloor_t *rover;
fixed_t topheight, bottomheight; // ESLOPE
floorclimb = true;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
floorclimb = true;
#ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
#else
bottomheight = *rover->bottomheight;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
topheight = *rover->topheight;
#endif
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
{
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
// Only supports rovers that are moving like an 'elevator', not just the top or bottom.
if (rover->master->frontsector->floorspeed && rover->master->frontsector->ceilspeed == 42)
{
if (cmd->forwardmove != 0)
player->mo->momz += rover->master->frontsector->floorspeed;
else
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && (bottomheight < player->mo->z+player->mo->height)
&& (topheight >= player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)))
|| ((player->mo->eflags & MFE_VERTICALFLIP) && (topheight > player->mo->z)
&& (bottomheight <= player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))))
{
player->mo->momz = rover->master->frontsector->floorspeed;
climb = false;
if (cmd->forwardmove != 0)
player->mo->momz += rover->master->frontsector->floorspeed;
else
{
player->mo->momz = rover->master->frontsector->floorspeed;
climb = false;
}
}
}
}
// Gravity is flipped, so the comments are, too.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the bottom of the FOF
if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
// Gravity is flipped, so the comments are, too.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
fixed_t bottomheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
// Trying to climb down past the bottom of the FOF
if ((topheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= topheight))
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
fixed_t bottomheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
if (roverbelow == rover)
continue;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
if (roverbelow == rover)
continue;
#ifdef ESLOPE
bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
bottomheight2 = *roverbelow->b_slope ? P_GetZAt(*roverbelow->b_slope, player->mo->x, player->mo->y) : *roverbelow->bottomheight;
#else
bottomheight2 = *roverbelow->bottomheight;
bottomheight2 = *roverbelow->bottomheight;
#endif
if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
if (bottomheight2 < topheight + FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
if (!foundfof)
player->mo->momz = 0;
}
// Below the FOF
if (topheight <= player->mo->z)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
else
{
// Trying to climb down past the bottom of a FOF
if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
{
fixed_t topheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
// Below the FOF
if (topheight <= player->mo->z)
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
floorclimb = false;
boostup = false;
thrust = false;
}
if (roverbelow == rover)
continue;
// Above the FOF
if (bottomheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
else
{
// Trying to climb down past the bottom of a FOF
if ((bottomheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= bottomheight))
{
fixed_t topheight2;
ffloor_t *roverbelow;
boolean foundfof = false;
floorclimb = true;
boostup = false;
// Is there a FOF directly below this one that we can move onto?
for (roverbelow = glidesector->sector->ffloors; roverbelow; roverbelow = roverbelow->next)
{
if (!(roverbelow->flags & FF_EXISTS) || !(roverbelow->flags & FF_BLOCKPLAYER) || (roverbelow->flags & FF_BUSTUP))
continue;
if (roverbelow == rover)
continue;
#ifdef ESLOPE
topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
topheight2 = *roverbelow->t_slope ? P_GetZAt(*roverbelow->t_slope, player->mo->x, player->mo->y) : *roverbelow->topheight;
#else
topheight2 = *roverbelow->topheight;
topheight2 = *roverbelow->topheight;
#endif
if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
if (topheight2 > bottomheight - FixedMul(16*FRACUNIT, player->mo->scale))
foundfof = true;
}
if (!foundfof)
player->mo->momz = 0;
}
if (!foundfof)
player->mo->momz = 0;
// Below the FOF
if (bottomheight >= player->mo->z + player->mo->height)
{
floorclimb = false;
boostup = false;
thrust = false;
}
// Above the FOF
if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
// Below the FOF
if (bottomheight >= player->mo->z + player->mo->height)
if (floorclimb)
{
floorclimb = false;
boostup = false;
thrust = false;
if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
break;
}
// Above the FOF
if (topheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = false;
thrust = true;
boostup = true;
}
}
if (floorclimb)
{
if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
break;
}
}
}
// Gravity is flipped, so are comments.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
// Trying to climb down past the upper texture area
if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
// Gravity is flipped, so are comments.
if (player->mo->eflags & MFE_VERTICALFLIP)
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
// Trying to climb down past the upper texture area
if ((floorheight >= player->mo->z + player->mo->height) && ((player->mo->z + player->mo->height + player->mo->momz) >= floorheight))
{
fixed_t bottomheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
fixed_t bottomheight;
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
#ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
bottomheight = *rover->bottomheight;
bottomheight = *rover->bottomheight;
#endif
if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
if (bottomheight < floorheight + FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
if (!foundfof)
player->mo->momz = 0;
// Reached the top of the lower texture area
if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
else
{
// Trying to climb down past the upper texture area
if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = true;
thrust = false;
boostup = false;
}
// Reached the top of the lower texture area
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
// Reached the top of the lower texture area
if (!floorclimb && ceilingheight > player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || floorheight < (player->mo->z - FixedMul(8*FRACUNIT, player->mo->scale))))
// Trying to climb on the sky
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
{
thrust = true;
boostup = true;
// Play climb-up animation here
skyclimber = true;
}
// Climbing on the lower texture area?
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
{
floorclimb = true;
if (glidesector->sector->floorspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->floorspeed;
else
{
player->mo->momz = glidesector->sector->floorspeed;
climb = false;
}
}
}
// Climbing on the upper texture area?
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
{
floorclimb = true;
if (glidesector->sector->ceilspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->ceilspeed;
else
{
player->mo->momz = glidesector->sector->ceilspeed;
climb = false;
}
}
}
}
else
{
// Trying to climb down past the upper texture area
if ((ceilingheight <= player->mo->z) && ((player->mo->z + player->mo->momz) <= ceilingheight))
{
boolean foundfof = false;
floorclimb = true;
// Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors)
{
ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue;
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
foundfof = true;
break;
}
}
}
if (!foundfof)
player->mo->momz = 0;
}
// Allow climbing from a FOF or lower texture onto the upper texture and vice versa.
if (player->mo->z > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{
floorclimb = true;
thrust = false;
boostup = false;
}
// Reached the top of the lower texture area
if (!floorclimb && floorheight < player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale)
&& (glidesector->sector->ceilingpic == skyflatnum || ceilingheight > (player->mo->z + player->mo->height + FixedMul(8*FRACUNIT, player->mo->scale))))
{
thrust = true;
boostup = true;
// Play climb-up animation here
}
}
// Trying to climb on the sky
if ((ceilingheight < player->mo->z) && glidesector->sector->ceilingpic == skyflatnum)
{
skyclimber = true;
}
// Climbing on the lower texture area?
if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + FixedMul(16*FRACUNIT, player->mo->scale) < floorheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height <= floorheight))
{
floorclimb = true;
if (glidesector->sector->floorspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->floorspeed;
else
{
player->mo->momz = glidesector->sector->floorspeed;
climb = false;
}
}
}
// Climbing on the upper texture area?
else if ((!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z >= ceilingheight)
|| ((player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z + player->mo->height - FixedMul(16*FRACUNIT, player->mo->scale) > ceilingheight))
{
floorclimb = true;
if (glidesector->sector->ceilspeed)
{
if (cmd->forwardmove != 0)
player->mo->momz += glidesector->sector->ceilspeed;
else
{
player->mo->momz = glidesector->sector->ceilspeed;
climb = false;
}
}
}
if (player->lastsidehit != -1 && player->lastlinehit != -1)
{
thinker_t *think;
@ -2846,16 +2847,18 @@ static void P_DoTeeter(player_t *player)
{
boolean teeter = false;
boolean roverfloor; // solid 3d floors?
fixed_t floorheight, ceilingheight;
fixed_t topheight, bottomheight; // for 3d floor usage
const fixed_t tiptop = FixedMul(MAXSTEPMOVE, player->mo->scale); // Distance you have to be above the ground in order to teeter.
if (player->mo->standingslope && player->mo->standingslope->zdelta >= (FRACUNIT/2)) // Always teeter if the slope is too steep.
teeter = true;
else // Let's do some checks...
{
subsector_t *subsec[4]; // changed abcd into array instead
UINT8 i;
subsec[0] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
subsec[1] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y + FixedMul(5*FRACUNIT, player->mo->scale));
subsec[2] = R_PointInSubsector(player->mo->x + FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
subsec[3] = R_PointInSubsector(player->mo->x - FixedMul(5*FRACUNIT, player->mo->scale), player->mo->y - FixedMul(5*FRACUNIT, player->mo->scale));
sector_t *sec;
fixed_t highestceilingheight = INT32_MIN;
fixed_t lowestfloorheight = INT32_MAX;
teeter = false;
roverfloor = false;
@ -2863,13 +2866,43 @@ static void P_DoTeeter(player_t *player)
{
ffloor_t *rover;
if (!(subsec[i]->sector->ffloors))
#define xsign ((i & 1) ? -1 : 1) // 0 -> 1 | 1 -> -1 | 2 -> 1 | 3 -> -1
#define ysign ((i & 2) ? 1 : -1) // 0 -> 1 | 1 -> 1 | 2 -> -1 | 3 -> -1
fixed_t checkx = player->mo->x + (xsign*FixedMul(5*FRACUNIT, player->mo->scale));
fixed_t checky = player->mo->y + (ysign*FixedMul(5*FRACUNIT, player->mo->scale));
#undef xsign
#undef ysign
sec = R_PointInSubsector(checkx, checky)->sector;
ceilingheight = sec->ceilingheight;
floorheight = sec->floorheight;
#ifdef ESLOPE
if (sec->c_slope)
ceilingheight = P_GetZAt(sec->c_slope, checkx, checky);
if (sec->f_slope)
floorheight = P_GetZAt(sec->f_slope, checkx, checky);
#endif
highestceilingheight = (ceilingheight > highestceilingheight) ? ceilingheight : highestceilingheight;
lowestfloorheight = (floorheight < lowestfloorheight) ? floorheight : lowestfloorheight;
if (!(sec->ffloors))
continue; // move on to the next subsector
for (rover = subsec[i]->sector->ffloors; rover; rover = rover->next)
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS)) continue;
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
#endif
if (P_CheckSolidLava(player->mo, rover))
;
else if (!(rover->flags & FF_BLOCKPLAYER || rover->flags & FF_QUICKSAND))
@ -2877,12 +2910,12 @@ static void P_DoTeeter(player_t *player)
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (*rover->bottomheight > subsec[i]->sector->ceilingheight) // Above the ceiling
if (bottomheight > ceilingheight) // Above the ceiling
continue;
if (*rover->bottomheight > player->mo->z + player->mo->height + tiptop
|| (*rover->topheight < player->mo->z
&& player->mo->z + player->mo->height < subsec[i]->sector->ceilingheight - tiptop))
if (bottomheight > player->mo->z + player->mo->height + tiptop
|| (topheight < player->mo->z
&& player->mo->z + player->mo->height < ceilingheight - tiptop))
{
teeter = true;
roverfloor = true;
@ -2896,12 +2929,12 @@ static void P_DoTeeter(player_t *player)
}
else
{
if (*rover->topheight < subsec[i]->sector->floorheight) // Below the floor
if (topheight < floorheight) // Below the floor
continue;
if (*rover->topheight < player->mo->z - tiptop
|| (*rover->bottomheight > player->mo->z + player->mo->height
&& player->mo->z > subsec[i]->sector->floorheight + tiptop))
if (topheight < player->mo->z - tiptop
|| (bottomheight > player->mo->z + player->mo->height
&& player->mo->z > floorheight + tiptop))
{
teeter = true;
roverfloor = true;
@ -2919,18 +2952,12 @@ static void P_DoTeeter(player_t *player)
if (player->mo->eflags & MFE_VERTICALFLIP)
{
if (!teeter && !roverfloor && (subsec[0]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[1]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[2]->sector->ceilingheight > player->mo->ceilingz + tiptop
|| subsec[3]->sector->ceilingheight > player->mo->ceilingz + tiptop))
if (!teeter && !roverfloor && (highestceilingheight > player->mo->ceilingz + tiptop))
teeter = true;
}
else
{
if (!teeter && !roverfloor && (subsec[0]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[1]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[2]->sector->floorheight < player->mo->floorz - tiptop
|| subsec[3]->sector->floorheight < player->mo->floorz - tiptop))
if (!teeter && !roverfloor && (lowestfloorheight < player->mo->floorz - tiptop))
teeter = true;
}
}
@ -3682,7 +3709,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
{
if ((cmd->buttons & BT_USE) && player->speed < FixedMul(5<<FRACBITS, player->mo->scale) && !player->mo->momz && onground && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING)
#ifdef ESLOPE
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
{
@ -3718,7 +3745,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
else if ((cmd->buttons & BT_USE || ((twodlevel || (player->mo->flags2 & MF2_TWOD)) && cmd->forwardmove < -20))
&& !player->climbing && !player->mo->momz && onground && (player->speed > FixedMul(5<<FRACBITS, player->mo->scale)
#ifdef ESLOPE
|| (player->mo->standingslope && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
|| (player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) >= FRACUNIT/2)
#endif
) && !(player->pflags & PF_USEDOWN) && !(player->pflags & PF_SPINNING))
{
@ -3734,7 +3761,7 @@ static void P_DoSpinDash(player_t *player, ticcmd_t *cmd)
if (onground && player->pflags & PF_SPINNING && !(player->pflags & PF_STARTDASH)
&& player->speed < FixedMul(5*FRACUNIT,player->mo->scale)
#ifdef ESLOPE
&& (!player->mo->standingslope || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
&& (!player->mo->standingslope || (player->mo->standingslope->flags & SL_NOPHYSICS) || abs(player->mo->standingslope->zdelta) < FRACUNIT/2)
#endif
)
{
@ -4723,7 +4750,7 @@ static void P_3dMovement(player_t *player)
#ifdef ESLOPE
if ((totalthrust.x || totalthrust.y)
&& player->mo->standingslope && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
&& player->mo->standingslope && (!(player->mo->standingslope->flags & SL_NOPHYSICS)) && abs(player->mo->standingslope->zdelta) > FRACUNIT/2) {
// Factor thrust to slope, but only for the part pushing up it!
// The rest is unaffected.
angle_t thrustangle = R_PointToAngle2(0, 0, totalthrust.x, totalthrust.y)-player->mo->standingslope->xydirection;