Fix offroad collision

Adds an option to P_MobjTouchingSectorSpecial to only use non-FOF sectors' special if you're touching their floor/ceiling.
This commit is contained in:
Sally Cochenour 2020-03-01 14:36:13 -05:00
parent f9ea683312
commit 76e75d9756
8 changed files with 66 additions and 28 deletions

View file

@ -1542,7 +1542,7 @@ static UINT8 K_CheckOffroadCollide(mobj_t *mo)
for (i = 2; i < 5; i++)
{
if (P_MobjTouchingSectorSpecial(mo, 1, i))
if (P_MobjTouchingSectorSpecial(mo, 1, i, true))
return i-1;
}

View file

@ -1318,10 +1318,11 @@ static int lib_pMobjTouchingSectorSpecial(lua_State *L)
mobj_t *mo = *((mobj_t **)luaL_checkudata(L, 1, META_MOBJ));
INT32 section = (INT32)luaL_checkinteger(L, 2);
INT32 number = (INT32)luaL_checkinteger(L, 3);
boolean touchground = lua_optboolean(L, 4);
//HUDSAFE
if (!mo)
return LUA_ErrInvalid(L, "mobj_t");
LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number), META_SECTOR);
LUA_PushUserdata(L, P_MobjTouchingSectorSpecial(mo, section, number, touchground), META_SECTOR);
return 1;
}

View file

@ -2275,7 +2275,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
continue;
if (!(players[i].mo->subsector->sector == sec
|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2))) == sec))
|| P_MobjTouchingSectorSpecial(players[i].mo, 2, (GETSECSPECIAL(sec->special, 2)), false) == sec))
continue;
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))

View file

@ -925,7 +925,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
special->fuse = 1;
special->flags2 |= MF2_JUSTATTACKED;
if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam))
if (!P_MobjTouchingSectorSpecial(player->mo, 4, 2 + flagteam, false))
{
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);

View file

@ -2790,10 +2790,10 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
fixed_t maxstep = FixedMul(MAXSTEPMOVE, mapobjectscale);
// If using type Section1:13, double the maxstep.
if (P_MobjTouchingSectorSpecial(thing, 1, 13))
if (P_MobjTouchingSectorSpecial(thing, 1, 13, false))
maxstep <<= 1;
// If using type Section1:12, no maxstep. For short walls, like Egg Zeppelin
else if (P_MobjTouchingSectorSpecial(thing, 1, 12))
else if (P_MobjTouchingSectorSpecial(thing, 1, 12, false))
maxstep = 0;
if (thing->type == MT_SKIM)
@ -2817,7 +2817,7 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
return false; // mobj must lower itself to fit
// Ramp test
if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14)))
if ((maxstep > 0) && !(P_MobjTouchingSectorSpecial(thing, 1, 14, false)))
{
// If the floor difference is MAXSTEPMOVE or less, and the sector isn't Section1:14, ALWAYS
// step down! Formerly required a Section1:13 sector for the full MAXSTEPMOVE, but no more.

View file

@ -8355,7 +8355,7 @@ void P_MobjThinker(mobj_t *mobj)
P_Thrust(mobj, mobj->angle, thrustamount);
if (P_MobjTouchingSectorSpecial(mobj, 3, 1))
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
if (mobj->threshold > 0)
@ -8385,7 +8385,7 @@ void P_MobjThinker(mobj_t *mobj)
K_DriftDustHandling(mobj);
if (P_MobjTouchingSectorSpecial(mobj, 3, 1))
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
break;
@ -8437,14 +8437,8 @@ void P_MobjThinker(mobj_t *mobj)
mobj->angle = R_PointToAngle2(0, 0, mobj->momx, mobj->momy);
P_Thrust(mobj, mobj->angle, thrustamount);
if (grounded)
{
sector_t *sec2 = P_ThingOnSpecial3DFloor(mobj);
if ((sec2 && GETSECSPECIAL(sec2->special, 3) == 1)
|| (P_IsObjectOnRealGround(mobj, mobj->subsector->sector)
&& GETSECSPECIAL(mobj->subsector->sector->special, 3) == 1))
K_DoPogoSpring(mobj, 0, 1);
}
if (P_MobjTouchingSectorSpecial(mobj, 3, 1, true))
K_DoPogoSpring(mobj, 0, 1);
if (mobj->threshold > 0)
mobj->threshold--;
@ -9592,7 +9586,7 @@ void P_MobjThinker(mobj_t *mobj)
break;
case MT_BLUEFLAG:
case MT_REDFLAG:
if (P_MobjTouchingSectorSpecial(mobj, 4, 2))
if (P_MobjTouchingSectorSpecial(mobj, 4, 2, false))
mobj->fuse = 1; // Return to base.
break;
case MT_CANNONBALL:

View file

@ -3371,11 +3371,12 @@ boolean P_IsFlagAtBase(mobjtype_t flag)
// the particular type that it finds.
// Returns NULL if it doesn't find it.
//
// Sal: There was absolutely no reason for
// this to be a player_t only function.
// Sal: Couldn't see a reason for this to
// be a player_t only function.
//
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number)
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground)
{
fixed_t topheight, bottomheight;
msecnode_t *node;
ffloor_t *rover;
@ -3384,13 +3385,34 @@ sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number)
// Check default case first
if (GETSECSPECIAL(mo->subsector->sector->special, section) == number)
return mo->subsector->sector;
{
if (touchground)
{
topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector);
bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector);
// Thing must be on top of the floor to be affected...
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
return mo->subsector->sector;
}
if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING)
{
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
return mo->subsector->sector;
}
}
else
{
return mo->subsector->sector;
}
}
// Hmm.. maybe there's a FOF that has it...
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;
@ -3444,14 +3466,35 @@ sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number)
// are we allowed to touch it?
if (node->m_sector == mo->subsector->sector
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return node->m_sector;
{
if (touchground)
{
topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector);
bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector);
// Thing must be on top of the floor to be affected...
if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight)
return node->m_sector;
}
if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING)
{
if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight)
return node->m_sector;
}
}
else
{
return node->m_sector;
}
}
}
// Hmm.. maybe there's a FOF that has it...
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
fixed_t topheight, bottomheight;
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;

View file

@ -37,7 +37,7 @@ void P_SpawnSpecials(INT32 fromnetsave);
// every tic
void P_UpdateSpecials(void);
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number);
sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground);
void P_PlayerInSpecialSector(player_t *player);
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);