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3135 lines
90 KiB
C
3135 lines
90 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2014 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_floor.c
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/// \brief Floor animation, elevators
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#include "doomdef.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "r_state.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "g_game.h"
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#include "r_main.h"
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// ==========================================================================
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// FLOORS
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// ==========================================================================
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//
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// Mini-P_IsObjectOnGroundIn for T_MovePlane hack
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//
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static inline boolean P_MobjReadyToMove(mobj_t *mo, sector_t *sec, boolean sectorisffloor, boolean sectorisquicksand)
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{
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if (sectorisquicksand)
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return (mo->z > sec->floorheight && mo->z < sec->ceilingheight);
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else if (((mo->flags & MF_SPAWNCEILING) == MF_SPAWNCEILING) ^ ((mo->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP))
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return ((sectorisffloor) ? (mo->z+mo->height != sec->floorheight) : (mo->z+mo->height != sec->ceilingheight));
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else
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return ((sectorisffloor) ? (mo->z != sec->ceilingheight) : (mo->z != sec->floorheight));
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}
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//
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// Move a plane (floor or ceiling) and check for crushing
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//
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result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crush,
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INT32 floorOrCeiling, INT32 direction)
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{
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boolean flag;
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fixed_t lastpos;
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fixed_t destheight; // used to keep floors/ceilings from moving through each other
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// Stuff used for mobj hacks.
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INT32 secnum = -1;
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mobj_t *mo = NULL;
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sector_t *sec = NULL;
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ffloor_t *rover = NULL;
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boolean sectorisffloor = false;
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boolean sectorisquicksand = false;
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sector->moved = true;
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switch (floorOrCeiling)
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{
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case 0:
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// moving a floor
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switch (direction)
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{
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case -1:
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// Moving a floor down
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if (sector->floorheight - speed < dest)
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{
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lastpos = sector->floorheight;
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sector->floorheight = dest;
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flag = P_CheckSector(sector, crush);
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if (flag && sector->numattached)
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{
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sector->floorheight = lastpos;
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P_CheckSector(sector, crush);
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->floorheight;
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sector->floorheight -= speed;
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flag = P_CheckSector(sector, crush);
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if (flag && sector->numattached)
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{
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sector->floorheight = lastpos;
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P_CheckSector(sector, crush);
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return crushed;
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}
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}
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break;
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case 1:
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// Moving a floor up
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// keep floor from moving through ceilings
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destheight = (dest < sector->ceilingheight) ? dest : sector->ceilingheight;
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if (sector->floorheight + speed > destheight)
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{
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lastpos = sector->floorheight;
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sector->floorheight = destheight;
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flag = P_CheckSector(sector, crush);
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if (flag)
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{
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sector->floorheight = lastpos;
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P_CheckSector(sector, crush);
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}
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return pastdest;
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}
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else
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{
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// crushing is possible
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lastpos = sector->floorheight;
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sector->floorheight += speed;
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flag = P_CheckSector(sector, crush);
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if (flag)
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{
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sector->floorheight = lastpos;
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P_CheckSector(sector, crush);
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return crushed;
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}
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}
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break;
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}
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break;
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case 1:
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// moving a ceiling
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switch (direction)
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{
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case -1:
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// moving a ceiling down
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// keep ceiling from moving through floors
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destheight = (dest > sector->floorheight) ? dest : sector->floorheight;
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if (sector->ceilingheight - speed < destheight)
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = destheight;
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flag = P_CheckSector(sector, crush);
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if (flag)
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{
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sector->ceilingheight = lastpos;
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P_CheckSector(sector, crush);
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}
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return pastdest;
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}
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else
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{
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// crushing is possible
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lastpos = sector->ceilingheight;
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sector->ceilingheight -= speed;
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flag = P_CheckSector(sector, crush);
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if (flag)
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{
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sector->ceilingheight = lastpos;
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P_CheckSector(sector, crush);
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return crushed;
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}
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}
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break;
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case 1:
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// moving a ceiling up
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if (sector->ceilingheight + speed > dest)
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = dest;
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flag = P_CheckSector(sector, crush);
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if (flag && sector->numattached)
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{
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sector->ceilingheight = lastpos;
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P_CheckSector(sector, crush);
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight += speed;
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flag = P_CheckSector(sector, crush);
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if (flag && sector->numattached)
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{
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sector->ceilingheight = lastpos;
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P_CheckSector(sector, crush);
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return crushed;
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}
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}
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break;
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}
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break;
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}
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// Hack for buggy mobjs to move by gravity with moving planes.
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if (sector->tagline)
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sectorisffloor = true;
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// Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop.
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if (!sectorisffloor)
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sec = sector;
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// Optimization condition. Only run the logic if there is any Things in the sector.
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if (sectorisffloor || sec->thinglist)
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{
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// If this is an FOF being checked, check all the affected sectors for moving mobjs.
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while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
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{
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if (sectorisffloor)
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{
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// Get actual sector from the list of sectors.
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sec = §ors[secnum];
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// Can't use P_InQuicksand because it will return the incorrect result
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// because of checking for heights.
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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if (rover->target == sec && (rover->flags & FF_QUICKSAND))
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{
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sectorisquicksand = true;
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break;
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}
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}
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}
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for (mo = sec->thinglist; mo; mo = mo->snext)
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{
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// The object should be ready to move as defined by this function.
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if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
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continue;
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// The object should not be moving at all.
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if (mo->momx || mo->momy || mo->momz)
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continue;
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// These objects will be affected by this condition.
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switch (mo->type)
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{
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case MT_GOOP: // Egg Slimer's goop objects
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case MT_SPINFIRE: // Elemental Shield flame balls
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case MT_SPIKE: // Floor Spike
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// Is the object hang from the ceiling?
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// In that case, swap the planes used.
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// verticalflip inverts
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if (((mo->flags & MF_SPAWNCEILING) == MF_SPAWNCEILING) ^ ((mo->eflags & MFE_VERTICALFLIP) == MFE_VERTICALFLIP))
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{
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if (sectorisffloor && !sectorisquicksand)
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mo->z = mo->ceilingz - mo->height;
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else
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mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
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}
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else
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{
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if (sectorisffloor && !sectorisquicksand)
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mo->z = mo->floorz;
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else
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mo->z = mo->floorz = mo->subsector->sector->floorheight;
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}
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break;
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// Kill warnings...
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default:
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break;
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}
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}
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// Break from loop if there is no FOFs to check.
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if (!sectorisffloor)
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break;
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}
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}
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return ok;
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}
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//
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// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN)
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//
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void T_MoveFloor(floormove_t *movefloor)
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{
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result_e res = 0;
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boolean dontupdate = false;
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if (movefloor->delaytimer)
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{
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movefloor->delaytimer--;
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return;
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}
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res = T_MovePlane(movefloor->sector,
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movefloor->speed,
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movefloor->floordestheight,
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movefloor->crush, 0, movefloor->direction);
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if (movefloor->type == bounceFloor)
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{
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const fixed_t origspeed = FixedDiv(movefloor->origspeed,(ELEVATORSPEED/2));
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const fixed_t fs = abs(movefloor->sector->floorheight - lines[movefloor->texture].frontsector->floorheight);
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const fixed_t bs = abs(movefloor->sector->floorheight - lines[movefloor->texture].backsector->floorheight);
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if (fs < bs)
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movefloor->speed = FixedDiv(fs,25*FRACUNIT) + FRACUNIT/4;
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else
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movefloor->speed = FixedDiv(bs,25*FRACUNIT) + FRACUNIT/4;
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movefloor->speed = FixedMul(movefloor->speed,origspeed);
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}
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if (res == pastdest)
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{
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if (movefloor->direction == 1)
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{
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switch (movefloor->type)
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{
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case moveFloorByFrontSector:
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if (movefloor->texture < -1) // chained linedef executing
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P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
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case instantMoveFloorByFrontSector:
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if (movefloor->texture > -1) // flat changing
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movefloor->sector->floorpic = movefloor->texture;
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break;
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case bounceFloor: // Graue 03-12-2004
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if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
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movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
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else
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movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
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movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
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movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
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movefloor->delaytimer = movefloor->delay;
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P_RecalcPrecipInSector(movefloor->sector);
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return; // not break, why did this work? Graue 04-03-2004
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case bounceFloorCrush: // Graue 03-27-2004
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if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
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{
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movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
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movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dy),4*FRACUNIT); // return trip, use dy
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}
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else
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{
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movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
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movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dx),4*FRACUNIT); // forward again, use dx
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}
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movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
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movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
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movefloor->delaytimer = movefloor->delay;
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P_RecalcPrecipInSector(movefloor->sector);
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return; // not break, why did this work? Graue 04-03-2004
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case crushFloorOnce:
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movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
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movefloor->direction = -1;
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movefloor->sector->soundorg.z = movefloor->sector->floorheight;
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S_StartSound(&movefloor->sector->soundorg,sfx_pstop);
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P_RecalcPrecipInSector(movefloor->sector);
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return;
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default:
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break;
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}
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}
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else if (movefloor->direction == -1)
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{
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switch (movefloor->type)
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{
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case moveFloorByFrontSector:
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if (movefloor->texture < -1) // chained linedef executing
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P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
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case instantMoveFloorByFrontSector:
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if (movefloor->texture > -1) // flat changing
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movefloor->sector->floorpic = movefloor->texture;
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break;
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case bounceFloor: // Graue 03-12-2004
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if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
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movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
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else
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movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
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movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
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movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
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movefloor->delaytimer = movefloor->delay;
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P_RecalcPrecipInSector(movefloor->sector);
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return; // not break, why did this work? Graue 04-03-2004
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case bounceFloorCrush: // Graue 03-27-2004
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if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
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{
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movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
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movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dy),4*FRACUNIT); // return trip, use dy
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}
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else
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{
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movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
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movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dx),4*FRACUNIT); // forward again, use dx
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}
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movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
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movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
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movefloor->delaytimer = movefloor->delay;
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P_RecalcPrecipInSector(movefloor->sector);
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return; // not break, why did this work? Graue 04-03-2004
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case crushFloorOnce:
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movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it
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P_RemoveThinker(&movefloor->thinker);
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movefloor->sector->floorspeed = 0;
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P_RecalcPrecipInSector(movefloor->sector);
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return;
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default:
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break;
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}
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}
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movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it
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movefloor->sector->floorspeed = 0;
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P_RemoveThinker(&movefloor->thinker);
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dontupdate = true;
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}
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if (!dontupdate)
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movefloor->sector->floorspeed = movefloor->speed*movefloor->direction;
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else
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movefloor->sector->floorspeed = 0;
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P_RecalcPrecipInSector(movefloor->sector);
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}
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//
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// T_MoveElevator
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//
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// Move an elevator to it's destination (up or down)
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// Called once per tick for each moving floor.
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//
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// Passed an elevator_t structure that contains all pertinent info about the
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// move. See p_spec.h for fields.
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// No return.
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//
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// The function moves the planes differently based on direction, so if it's
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// traveling really fast, the floor and ceiling won't hit each other and
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// stop the lift.
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void T_MoveElevator(elevator_t *elevator)
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{
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result_e res1 = 0, res2 = 0, res = 0;
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boolean dontupdate = false;
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fixed_t oldfloor, oldceiling;
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if (elevator->delaytimer)
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{
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elevator->delaytimer--;
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return;
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}
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if (elevator->direction < 0) // moving down
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{
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if (elevator->type == elevateContinuous)
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{
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const fixed_t origspeed = FixedDiv(elevator->origspeed,(ELEVATORSPEED/2));
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const fixed_t wh = abs(elevator->sector->floorheight - elevator->floorwasheight);
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const fixed_t dh = abs(elevator->sector->floorheight - elevator->floordestheight);
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// Slow down when reaching destination Tails 12-06-2000
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if (wh < dh)
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elevator->speed = FixedDiv(wh,25*FRACUNIT) + FRACUNIT/4;
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else
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elevator->speed = FixedDiv(dh,25*FRACUNIT) + FRACUNIT/4;
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if (elevator->origspeed)
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{
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elevator->speed = FixedMul(elevator->speed,origspeed);
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if (elevator->speed > elevator->origspeed)
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elevator->speed = (elevator->origspeed);
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if (elevator->speed < 1)
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elevator->speed = 1;
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}
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else
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{
|
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if (elevator->speed > 3*FRACUNIT)
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elevator->speed = 3*FRACUNIT;
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if (elevator->speed < 1)
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elevator->speed = 1;
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}
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}
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oldfloor = elevator->sector->floorheight;
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oldceiling = elevator->sector->ceilingheight;
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res1 = T_MovePlane //jff 4/7/98 reverse order of ceiling/floor
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(
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elevator->sector,
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elevator->speed,
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elevator->ceilingdestheight,
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elevator->distance,
|
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1, // move floor
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elevator->direction
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);
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res2 = T_MovePlane
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(
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elevator->sector,
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elevator->speed,
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elevator->floordestheight,
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elevator->distance,
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0, // move ceiling
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elevator->direction
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);
|
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if (elevator->distance && (res1 == crushed || res2 == crushed))
|
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{
|
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res = crushed;
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elevator->sector->floorheight = oldfloor;
|
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elevator->sector->ceilingheight = oldceiling;
|
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}
|
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else
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res = res1;
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}
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else // moving up
|
|
{
|
|
if (elevator->type == elevateContinuous)
|
|
{
|
|
const fixed_t origspeed = FixedDiv(elevator->origspeed,(ELEVATORSPEED/2));
|
|
const fixed_t wc = abs(elevator->sector->ceilingheight - elevator->ceilingwasheight);
|
|
const fixed_t dc = abs(elevator->sector->ceilingheight - elevator->ceilingdestheight);
|
|
// Slow down when reaching destination Tails 12-06-2000
|
|
if (wc < dc)
|
|
elevator->speed = FixedDiv(wc,25*FRACUNIT) + FRACUNIT/4;
|
|
else
|
|
elevator->speed = FixedDiv(dc,25*FRACUNIT) + FRACUNIT/4;
|
|
|
|
if (elevator->origspeed)
|
|
{
|
|
elevator->speed = FixedMul(elevator->speed,origspeed);
|
|
if (elevator->speed > elevator->origspeed)
|
|
elevator->speed = (elevator->origspeed);
|
|
if (elevator->speed < 1)
|
|
elevator->speed = 1;
|
|
}
|
|
else
|
|
{
|
|
if (elevator->speed > 3*FRACUNIT)
|
|
elevator->speed = 3*FRACUNIT;
|
|
if (elevator->speed < 1)
|
|
elevator->speed = 1;
|
|
}
|
|
}
|
|
|
|
oldfloor = elevator->sector->floorheight;
|
|
oldceiling = elevator->sector->ceilingheight;
|
|
|
|
res1 = T_MovePlane //jff 4/7/98 reverse order of ceiling/floor
|
|
(
|
|
elevator->sector,
|
|
elevator->speed,
|
|
elevator->floordestheight,
|
|
elevator->distance,
|
|
0, // move ceiling
|
|
elevator->direction
|
|
);
|
|
|
|
if (res1 != crushed)
|
|
{
|
|
res2 = T_MovePlane
|
|
(
|
|
elevator->sector,
|
|
elevator->speed,
|
|
elevator->ceilingdestheight,
|
|
elevator->distance,
|
|
1, // move floor
|
|
elevator->direction
|
|
);
|
|
}
|
|
|
|
if (elevator->distance && (res1 == crushed || res2 == crushed))
|
|
{
|
|
res = crushed;
|
|
elevator->sector->floorheight = oldfloor;
|
|
elevator->sector->ceilingheight = oldceiling;
|
|
}
|
|
else
|
|
res = res1;
|
|
}
|
|
/*
|
|
// make floor move sound
|
|
if (!(leveltime&7))
|
|
S_StartSound(&elevator->sector->soundorg, sfx_stnmov);
|
|
*/
|
|
if (res == pastdest || res == crushed) // if destination height acheived
|
|
{
|
|
if (elevator->type == elevateContinuous)
|
|
{
|
|
if (elevator->direction > 0)
|
|
{
|
|
elevator->high = 1;
|
|
elevator->low = 0;
|
|
elevator->direction = -1;
|
|
|
|
if (elevator->origspeed)
|
|
elevator->speed = elevator->origspeed;
|
|
else
|
|
elevator->speed = 3*FRACUNIT;
|
|
|
|
elevator->floorwasheight = elevator->floordestheight;
|
|
elevator->ceilingwasheight = elevator->ceilingdestheight;
|
|
|
|
if (elevator->low)
|
|
{
|
|
elevator->floordestheight =
|
|
P_FindNextHighestFloor(elevator->sector, elevator->sector->floorheight);
|
|
elevator->ceilingdestheight =
|
|
elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight;
|
|
}
|
|
else
|
|
{
|
|
elevator->floordestheight =
|
|
P_FindNextLowestFloor(elevator->sector,elevator->sector->floorheight);
|
|
elevator->ceilingdestheight =
|
|
elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight;
|
|
}
|
|
// T_MoveElevator(elevator);
|
|
}
|
|
else
|
|
{
|
|
elevator->high = 0;
|
|
elevator->low = 1;
|
|
elevator->direction = 1;
|
|
|
|
if (elevator->origspeed)
|
|
elevator->speed = elevator->origspeed;
|
|
else
|
|
elevator->speed = 3*FRACUNIT;
|
|
|
|
elevator->floorwasheight = elevator->floordestheight;
|
|
elevator->ceilingwasheight = elevator->ceilingdestheight;
|
|
|
|
if (elevator->low)
|
|
{
|
|
elevator->floordestheight =
|
|
P_FindNextHighestFloor(elevator->sector, elevator->sector->floorheight);
|
|
elevator->ceilingdestheight =
|
|
elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight;
|
|
}
|
|
else
|
|
{
|
|
elevator->floordestheight =
|
|
P_FindNextLowestFloor(elevator->sector,elevator->sector->floorheight);
|
|
elevator->ceilingdestheight =
|
|
elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight;
|
|
}
|
|
// T_MoveElevator(elevator);
|
|
}
|
|
elevator->delaytimer = elevator->delay;
|
|
}
|
|
else
|
|
{
|
|
elevator->sector->floordata = NULL; //jff 2/22/98
|
|
elevator->sector->ceilingdata = NULL; //jff 2/22/98
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floorspeed = 0;
|
|
P_RemoveThinker(&elevator->thinker); // remove elevator from actives
|
|
dontupdate = true;
|
|
}
|
|
// make floor stop sound
|
|
// S_StartSound(&elevator->sector->soundorg, sfx_pstop);
|
|
}
|
|
if (!dontupdate)
|
|
{
|
|
elevator->sector->floorspeed = elevator->speed*elevator->direction;
|
|
elevator->sector->ceilspeed = 42;
|
|
}
|
|
else
|
|
{
|
|
elevator->sector->floorspeed = 0;
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floordata = NULL;
|
|
elevator->sector->ceilingdata = NULL;
|
|
}
|
|
}
|
|
|
|
//
|
|
// T_ContinuousFalling
|
|
//
|
|
// A sector that continuously falls until its ceiling
|
|
// is below that of its actionsector's floor, then
|
|
// it instantly returns to its original position and
|
|
// falls again.
|
|
//
|
|
// Useful for things like intermittent falling lava.
|
|
//
|
|
void T_ContinuousFalling(levelspecthink_t *faller)
|
|
{
|
|
#define speed vars[0]
|
|
#define direction vars[1]
|
|
#define floorwasheight vars[2]
|
|
#define ceilingwasheight vars[3]
|
|
#define floordestheight vars[4]
|
|
#define ceilingdestheight vars[5]
|
|
|
|
if (faller->direction == -1)
|
|
{
|
|
faller->sector->ceilingheight -= faller->speed;
|
|
faller->sector->floorheight -= faller->speed;
|
|
}
|
|
else
|
|
{
|
|
faller->sector->ceilingheight += faller->speed;
|
|
faller->sector->floorheight += faller->speed;
|
|
}
|
|
|
|
P_CheckSector(faller->sector, false);
|
|
|
|
if (faller->direction == -1) // Down
|
|
{
|
|
if (faller->sector->ceilingheight <= faller->ceilingdestheight) // if destination height acheived
|
|
{
|
|
faller->sector->ceilingheight = faller->ceilingwasheight;
|
|
faller->sector->floorheight = faller->floorwasheight;
|
|
}
|
|
}
|
|
else // Up
|
|
{
|
|
if (faller->sector->floorheight >= faller->floordestheight) // if destination height acheived
|
|
{
|
|
faller->sector->ceilingheight = faller->ceilingwasheight;
|
|
faller->sector->floorheight = faller->floorwasheight;
|
|
}
|
|
}
|
|
|
|
faller->sector->floorspeed = faller->speed*faller->direction;
|
|
faller->sector->ceilspeed = 42;
|
|
faller->sector->moved = true;
|
|
#undef speed
|
|
#undef direction
|
|
#undef floorwasheight
|
|
#undef ceilingwasheight
|
|
#undef floordestheight
|
|
#undef ceilingdestheight
|
|
}
|
|
|
|
//
|
|
// P_SectorCheckWater
|
|
//
|
|
// Like P_MobjCheckWater, but takes a sector instead of a mobj.
|
|
static fixed_t P_SectorCheckWater(sector_t *analyzesector,
|
|
sector_t *elevatorsec)
|
|
{
|
|
fixed_t watertop;
|
|
|
|
// Default if no water exists.
|
|
watertop = analyzesector->floorheight - 512*FRACUNIT;
|
|
|
|
// see if we are in water, and set some flags for later
|
|
if (analyzesector->ffloors)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = analyzesector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID)
|
|
continue;
|
|
|
|
// If the sector is below the water, don't bother.
|
|
if ((elevatorsec->ceilingheight + elevatorsec->floorheight)>>1 < *rover->bottomheight)
|
|
continue;
|
|
|
|
// Do the same as above if the water is too shallow.
|
|
if (*rover->topheight < analyzesector->floorheight + abs((elevatorsec->ceilingheight - elevatorsec->floorheight)>>1))
|
|
continue;
|
|
|
|
if (*rover->topheight > watertop) // highest water block is the one to go for
|
|
watertop = *rover->topheight;
|
|
}
|
|
}
|
|
|
|
return watertop;
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
// T_BounceCheese ////////////////////////////////
|
|
//////////////////////////////////////////////////
|
|
// Bounces a floating cheese
|
|
|
|
void T_BounceCheese(levelspecthink_t *bouncer)
|
|
{
|
|
#define speed vars[0]
|
|
#define distance vars[1]
|
|
#define low vars[2]
|
|
#define ceilingwasheight vars[3]
|
|
#define floorwasheight vars[4]
|
|
fixed_t halfheight;
|
|
fixed_t waterheight;
|
|
fixed_t floorheight;
|
|
sector_t *actionsector;
|
|
INT32 i;
|
|
|
|
if (bouncer->sector->crumblestate == 4 || bouncer->sector->crumblestate == 1
|
|
|| bouncer->sector->crumblestate == 2) // Oops! Crumbler says to remove yourself!
|
|
{
|
|
bouncer->sector->crumblestate = 1;
|
|
bouncer->sector->ceilingdata = NULL;
|
|
bouncer->sector->ceilspeed = 0;
|
|
bouncer->sector->floordata = NULL;
|
|
bouncer->sector->floorspeed = 0;
|
|
P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives
|
|
return;
|
|
}
|
|
|
|
// You can use multiple target sectors, but at your own risk!!!
|
|
for (i = -1; (i = P_FindSectorFromTag(bouncer->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
actionsector = §ors[i];
|
|
actionsector->moved = true;
|
|
|
|
halfheight = abs(bouncer->sector->ceilingheight - bouncer->sector->floorheight) >> 1;
|
|
|
|
waterheight = P_SectorCheckWater(actionsector, bouncer->sector); // sorts itself out if there's no suitable water in the sector
|
|
|
|
floorheight = P_FloorzAtPos(actionsector->soundorg.x, actionsector->soundorg.y, bouncer->sector->floorheight, halfheight << 1);
|
|
|
|
// Water level is up to the ceiling.
|
|
if (waterheight > bouncer->sector->ceilingheight - halfheight && bouncer->sector->ceilingheight >= actionsector->ceilingheight) // Tails 01-08-2004
|
|
{
|
|
bouncer->sector->ceilingheight = actionsector->ceilingheight;
|
|
bouncer->sector->floorheight = bouncer->sector->ceilingheight - (halfheight*2);
|
|
P_RecalcPrecipInSector(actionsector);
|
|
bouncer->sector->ceilingdata = NULL;
|
|
bouncer->sector->floordata = NULL;
|
|
bouncer->sector->floorspeed = 0;
|
|
bouncer->sector->ceilspeed = 0;
|
|
bouncer->sector->moved = true;
|
|
P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives
|
|
return;
|
|
}
|
|
// Water level is too shallow.
|
|
else if (waterheight < bouncer->sector->floorheight + halfheight && bouncer->sector->floorheight <= floorheight)
|
|
{
|
|
bouncer->sector->ceilingheight = floorheight + (halfheight << 1);
|
|
bouncer->sector->floorheight = floorheight;
|
|
P_RecalcPrecipInSector(actionsector);
|
|
bouncer->sector->ceilingdata = NULL;
|
|
bouncer->sector->floordata = NULL;
|
|
bouncer->sector->floorspeed = 0;
|
|
bouncer->sector->ceilspeed = 0;
|
|
bouncer->sector->moved = true;
|
|
P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bouncer->ceilingwasheight = waterheight + halfheight;
|
|
bouncer->floorwasheight = waterheight - halfheight;
|
|
}
|
|
|
|
T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->ceilingheight -
|
|
70*FRACUNIT, 0, 1, -1); // move floor
|
|
T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->floorheight - 70*FRACUNIT,
|
|
0, 0, -1); // move ceiling
|
|
|
|
bouncer->sector->floorspeed = -bouncer->speed/2;
|
|
bouncer->sector->ceilspeed = 42;
|
|
|
|
if (bouncer->sector->ceilingheight < bouncer->ceilingwasheight && bouncer->low == 0) // Down
|
|
{
|
|
if (abs(bouncer->speed) < 6*FRACUNIT)
|
|
bouncer->speed -= bouncer->speed/3;
|
|
else
|
|
bouncer->speed -= bouncer->speed/2;
|
|
|
|
bouncer->low = 1;
|
|
if (abs(bouncer->speed) > 6*FRACUNIT)
|
|
{
|
|
mobj_t *mp = (void *)&actionsector->soundorg;
|
|
actionsector->soundorg.z = bouncer->sector->floorheight;
|
|
S_StartSound(mp, sfx_splash);
|
|
}
|
|
}
|
|
else if (bouncer->sector->ceilingheight > bouncer->ceilingwasheight && bouncer->low) // Up
|
|
{
|
|
if (abs(bouncer->speed) < 6*FRACUNIT)
|
|
bouncer->speed -= bouncer->speed/3;
|
|
else
|
|
bouncer->speed -= bouncer->speed/2;
|
|
|
|
bouncer->low = 0;
|
|
if (abs(bouncer->speed) > 6*FRACUNIT)
|
|
{
|
|
mobj_t *mp = (void *)&actionsector->soundorg;
|
|
actionsector->soundorg.z = bouncer->sector->floorheight;
|
|
S_StartSound(mp, sfx_splash);
|
|
}
|
|
}
|
|
|
|
if (bouncer->sector->ceilingheight < bouncer->ceilingwasheight) // Down
|
|
{
|
|
bouncer->speed -= bouncer->distance;
|
|
}
|
|
else if (bouncer->sector->ceilingheight > bouncer->ceilingwasheight) // Up
|
|
{
|
|
bouncer->speed += gravity;
|
|
}
|
|
|
|
if (bouncer->speed < 2*FRACUNIT && bouncer->speed > -2*FRACUNIT
|
|
&& bouncer->sector->ceilingheight < bouncer->ceilingwasheight + FRACUNIT/4
|
|
&& bouncer->sector->ceilingheight > bouncer->ceilingwasheight - FRACUNIT/4)
|
|
{
|
|
bouncer->sector->floorheight = bouncer->floorwasheight;
|
|
bouncer->sector->ceilingheight = bouncer->ceilingwasheight;
|
|
bouncer->sector->ceilingdata = NULL;
|
|
bouncer->sector->floordata = NULL;
|
|
bouncer->sector->floorspeed = 0;
|
|
bouncer->sector->ceilspeed = 0;
|
|
bouncer->sector->moved = true;
|
|
P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives
|
|
}
|
|
|
|
if (bouncer->distance > 0)
|
|
bouncer->distance--;
|
|
|
|
if (actionsector)
|
|
P_RecalcPrecipInSector(actionsector);
|
|
}
|
|
#undef speed
|
|
#undef distance
|
|
#undef low
|
|
#undef ceilingwasheight
|
|
#undef floorwasheight
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
// T_StartCrumble ////////////////////////////////
|
|
//////////////////////////////////////////////////
|
|
// Crumbling platform Tails 03-11-2002
|
|
//
|
|
// DEFINITION OF THE 'CRUMBLESTATE'S:
|
|
//
|
|
// 0 - No crumble thinker
|
|
// 1 - Don't float on water because this is supposed to wait for a crumble
|
|
// 2 - Crumble thinker activated, but hasn't fallen yet
|
|
// 3 - Crumble thinker is falling
|
|
// 4 - Crumble thinker is about to restore to original position
|
|
//
|
|
void T_StartCrumble(elevator_t *elevator)
|
|
{
|
|
ffloor_t *rover;
|
|
sector_t *sector;
|
|
INT32 i;
|
|
|
|
// Once done, the no-return thinker just sits there,
|
|
// constantly 'returning'... kind of an oxymoron, isn't it?
|
|
if (((elevator->floordestheight == 1 && elevator->direction == -1)
|
|
|| (elevator->floordestheight == 0 && elevator->direction == 1))
|
|
&& elevator->type == elevateContinuous) // No return crumbler
|
|
{
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
|
|
if (elevator->distance != 0)
|
|
{
|
|
if (elevator->distance > 0) // Count down the timer
|
|
{
|
|
elevator->distance--;
|
|
if (elevator->distance <= 0)
|
|
elevator->distance = -15*TICRATE; // Timer until platform returns to original position.
|
|
else
|
|
{
|
|
// Timer isn't up yet, so just keep waiting.
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
}
|
|
else if (++elevator->distance == 0) // Reposition back to original spot
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
sector = §ors[i];
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (rover->flags & FF_CRUMBLE && rover->flags & FF_FLOATBOB
|
|
&& rover->master == elevator->sourceline)
|
|
{
|
|
rover->alpha = elevator->origspeed;
|
|
|
|
if (rover->alpha == 0xff)
|
|
rover->flags &= ~FF_TRANSLUCENT;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Up!
|
|
if (elevator->floordestheight == 1)
|
|
elevator->direction = -1;
|
|
else
|
|
elevator->direction = 1;
|
|
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
|
|
// Flash to indicate that the platform is about to return.
|
|
if (elevator->distance > -224 && (leveltime % ((abs(elevator->distance)/8) + 1) == 0))
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
sector = §ors[i];
|
|
|
|
for (rover = sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_NORETURN) && rover->flags & FF_CRUMBLE && rover->flags & FF_FLOATBOB
|
|
&& rover->master == elevator->sourceline)
|
|
{
|
|
if (rover->alpha == elevator->origspeed)
|
|
{
|
|
rover->flags |= FF_TRANSLUCENT;
|
|
rover->alpha = 0x00;
|
|
}
|
|
else
|
|
{
|
|
if (elevator->origspeed == 0xff)
|
|
rover->flags &= ~FF_TRANSLUCENT;
|
|
|
|
rover->alpha = elevator->origspeed;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// We're about to go back to the original position,
|
|
// so set this to let other thinkers know what is
|
|
// about to happen.
|
|
if (elevator->distance < 0 && elevator->distance > -3)
|
|
elevator->sector->crumblestate = 4; // makes T_BounceCheese remove itself
|
|
}
|
|
|
|
if ((elevator->floordestheight == 0 && elevator->direction == -1)
|
|
|| (elevator->floordestheight == 1 && elevator->direction == 1)) // Down
|
|
{
|
|
elevator->sector->crumblestate = 3; // Allow floating now.
|
|
|
|
// Only fall like this if it isn't meant to float on water
|
|
if (elevator->high != 42)
|
|
{
|
|
elevator->speed += gravity; // Gain more and more speed
|
|
|
|
if ((elevator->floordestheight == 0 && !(elevator->sector->ceilingheight < -16384*FRACUNIT))
|
|
|| (elevator->floordestheight == 1 && !(elevator->sector->ceilingheight > 16384*FRACUNIT)))
|
|
{
|
|
fixed_t dest;
|
|
|
|
if (elevator->floordestheight == 1)
|
|
dest = elevator->sector->ceilingheight + (elevator->speed*2);
|
|
else
|
|
dest = elevator->sector->ceilingheight - (elevator->speed*2);
|
|
|
|
T_MovePlane //jff 4/7/98 reverse order of ceiling/floor
|
|
(
|
|
elevator->sector,
|
|
elevator->speed,
|
|
dest,
|
|
0,
|
|
1, // move floor
|
|
elevator->direction
|
|
);
|
|
|
|
if (elevator->floordestheight == 1)
|
|
dest = elevator->sector->floorheight + (elevator->speed*2);
|
|
else
|
|
dest = elevator->sector->floorheight - (elevator->speed*2);
|
|
|
|
T_MovePlane
|
|
(
|
|
elevator->sector,
|
|
elevator->speed,
|
|
dest,
|
|
0,
|
|
0, // move ceiling
|
|
elevator->direction
|
|
);
|
|
|
|
elevator->sector->ceilspeed = 42;
|
|
elevator->sector->floorspeed = elevator->speed*elevator->direction;
|
|
}
|
|
}
|
|
}
|
|
else // Up (restore to original position)
|
|
{
|
|
elevator->sector->crumblestate = 1;
|
|
elevator->sector->ceilingheight = elevator->ceilingwasheight;
|
|
elevator->sector->floorheight = elevator->floorwasheight;
|
|
elevator->sector->floordata = NULL;
|
|
elevator->sector->ceilingdata = NULL;
|
|
elevator->sector->ceilspeed = 0;
|
|
elevator->sector->floorspeed = 0;
|
|
elevator->sector->moved = true;
|
|
P_RemoveThinker(&elevator->thinker);
|
|
}
|
|
|
|
for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
sector = §ors[i];
|
|
sector->moved = true;
|
|
P_RecalcPrecipInSector(sector);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////
|
|
// T_MarioBlock //////////////////////////////////
|
|
//////////////////////////////////////////////////
|
|
// Mario hits a block!
|
|
//
|
|
void T_MarioBlock(levelspecthink_t *block)
|
|
{
|
|
INT32 i;
|
|
|
|
#define speed vars[1]
|
|
#define direction vars[2]
|
|
#define floorwasheight vars[3]
|
|
#define ceilingwasheight vars[4]
|
|
#define distance vars[5]
|
|
#define low vars[6]
|
|
|
|
T_MovePlane
|
|
(
|
|
block->sector,
|
|
block->speed,
|
|
block->sector->ceilingheight + 70*FRACUNIT * block->direction,
|
|
0,
|
|
1, // move floor
|
|
block->direction
|
|
);
|
|
|
|
T_MovePlane
|
|
(
|
|
block->sector,
|
|
block->speed,
|
|
block->sector->floorheight + 70*FRACUNIT * block->direction,
|
|
0,
|
|
0, // move ceiling
|
|
block->direction
|
|
);
|
|
|
|
if (block->sector->ceilingheight >= block->ceilingwasheight + 32*FRACUNIT) // Go back down now..
|
|
block->direction = -block->direction;
|
|
else if (block->sector->ceilingheight <= block->ceilingwasheight)
|
|
{
|
|
block->sector->ceilingheight = block->ceilingwasheight;
|
|
block->sector->floorheight = block->floorwasheight;
|
|
P_RemoveThinker(&block->thinker);
|
|
block->sector->floordata = NULL;
|
|
block->sector->ceilingdata = NULL;
|
|
block->sector->floorspeed = 0;
|
|
block->sector->ceilspeed = 0;
|
|
}
|
|
|
|
for (i = -1; (i = P_FindSectorFromTag((INT16)block->vars[0], i)) >= 0 ;)
|
|
P_RecalcPrecipInSector(§ors[i]);
|
|
|
|
#undef speed
|
|
#undef direction
|
|
#undef floorwasheight
|
|
#undef ceilingwasheight
|
|
#undef distance
|
|
#undef low
|
|
}
|
|
|
|
void T_SpikeSector(levelspecthink_t *spikes)
|
|
{
|
|
mobj_t *thing;
|
|
msecnode_t *node;
|
|
boolean dothepain;
|
|
sector_t *affectsec;
|
|
|
|
node = spikes->sector->touching_thinglist; // things touching this sector
|
|
|
|
for (; node; node = node->m_snext)
|
|
{
|
|
thing = node->m_thing;
|
|
if (!thing->player)
|
|
continue;
|
|
|
|
dothepain = false;
|
|
affectsec = §ors[spikes->vars[0]];
|
|
|
|
if (affectsec == spikes->sector) // Applied to an actual sector
|
|
{
|
|
if (affectsec->flags & SF_FLIPSPECIAL_FLOOR)
|
|
{
|
|
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0)
|
|
continue;
|
|
|
|
if (thing->z == affectsec->floorheight)
|
|
dothepain = true;
|
|
}
|
|
|
|
if (affectsec->flags & SF_FLIPSPECIAL_CEILING)
|
|
{
|
|
if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0)
|
|
continue;
|
|
|
|
if (thing->z + thing->height == affectsec->ceilingheight)
|
|
dothepain = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (affectsec->flags & SF_FLIPSPECIAL_FLOOR)
|
|
{
|
|
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0)
|
|
continue;
|
|
|
|
if (thing->z == affectsec->ceilingheight)
|
|
dothepain = true;
|
|
}
|
|
|
|
if (affectsec->flags & SF_FLIPSPECIAL_CEILING)
|
|
{
|
|
if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0)
|
|
continue;
|
|
|
|
if (thing->z + thing->height == affectsec->floorheight)
|
|
dothepain = true;
|
|
}
|
|
}
|
|
|
|
if (dothepain)
|
|
{
|
|
mobj_t *killer = P_SpawnMobj(thing->x, thing->y, thing->z, MT_NULL);
|
|
killer->threshold = 43; // Special flag that it was spikes which hurt you.
|
|
P_DamageMobj(thing, killer, killer, 1);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void T_FloatSector(levelspecthink_t *floater)
|
|
{
|
|
fixed_t cheeseheight;
|
|
sector_t *actionsector;
|
|
INT32 secnum;
|
|
|
|
cheeseheight = (floater->sector->ceilingheight + floater->sector->floorheight)>>1;
|
|
|
|
// Just find the first sector with the tag.
|
|
// Doesn't work with multiple sectors that have different floor/ceiling heights.
|
|
secnum = P_FindSectorFromTag((INT16)floater->vars[0], -1);
|
|
|
|
if (secnum > 0)
|
|
actionsector = §ors[secnum];
|
|
else
|
|
actionsector = NULL;
|
|
|
|
if (actionsector)
|
|
{
|
|
boolean tofloat = false;
|
|
boolean floatanyway = false; // Ignore the crumblestate setting.
|
|
fixed_t waterheight = actionsector->floorheight - 512*FRACUNIT;
|
|
|
|
waterheight = P_SectorCheckWater(actionsector, floater->sector); // find the highest suitable water block around
|
|
|
|
if (waterheight == cheeseheight) // same height, no floating needed
|
|
;
|
|
else if (floater->sector->floorheight == actionsector->floorheight && waterheight < cheeseheight) // too low
|
|
;
|
|
else if (floater->sector->ceilingheight == actionsector->ceilingheight && waterheight > cheeseheight) // too high
|
|
;
|
|
else // we have something to float in! Or we're for some reason above the ground, let's fall anyway
|
|
tofloat = true;
|
|
|
|
if (tofloat && (floater->sector->crumblestate == 0 || floater->sector->crumblestate >= 3 || floatanyway))
|
|
EV_BounceSector(floater->sector, FRACUNIT, floater->sourceline);
|
|
|
|
P_RecalcPrecipInSector(actionsector);
|
|
}
|
|
}
|
|
|
|
//
|
|
// T_BridgeThinker
|
|
//
|
|
// Kind of like T_RaiseSector,
|
|
// but spreads out across
|
|
// multiple FOFs at varying
|
|
// intensity.
|
|
//
|
|
void T_BridgeThinker(levelspecthink_t *bridge)
|
|
{
|
|
msecnode_t *node;
|
|
mobj_t *thing;
|
|
sector_t *sector;
|
|
sector_t *controlsec = NULL;
|
|
INT32 i, k;
|
|
|
|
INT16 j;
|
|
boolean playeronme = false;
|
|
fixed_t ceilingdestination = 0, floordestination = 0;
|
|
result_e res = 0;
|
|
|
|
#define ORIGFLOORHEIGHT (bridge->vars[0])
|
|
#define ORIGCEILINGHEIGHT (bridge->vars[1])
|
|
#define BASESPEED (bridge->vars[2])
|
|
#define CURSPEED (bridge->vars[3])
|
|
#define STARTTAG ((INT16)bridge->vars[4])
|
|
#define ENDTAG ((INT16)bridge->vars[5])
|
|
#define DIRECTION (bridge->vars[8])
|
|
#define SAGAMT (8*FRACUNIT)
|
|
fixed_t lowceilheight = ORIGCEILINGHEIGHT - SAGAMT;
|
|
fixed_t lowfloorheight = ORIGFLOORHEIGHT - SAGAMT;
|
|
#define LOWCEILINGHEIGHT (lowceilheight)
|
|
#define LOWFLOORHEIGHT (lowfloorheight)
|
|
#define STARTCONTROLTAG (ENDTAG + 1)
|
|
#define ENDCONTROLTAG (ENDTAG + (ENDTAG - STARTTAG) + 1)
|
|
|
|
// Is someone standing on it?
|
|
for (j = STARTTAG; j <= ENDTAG; j++)
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
|
{
|
|
sector = §ors[i];
|
|
|
|
// Nab the control sector that this sector belongs to.
|
|
k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
|
|
|
|
if (k == -1)
|
|
break;
|
|
|
|
controlsec = §ors[k];
|
|
|
|
// Is a player standing on me?
|
|
for (node = sector->touching_thinglist; node; node = node->m_snext)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (!thing->player)
|
|
continue;
|
|
|
|
if (!(thing->z == controlsec->ceilingheight))
|
|
continue;
|
|
|
|
playeronme = true;
|
|
goto wegotit; // Just take the first one?
|
|
}
|
|
}
|
|
}
|
|
wegotit:
|
|
if (playeronme)
|
|
{
|
|
// Lower controlsec like a regular T_RaiseSector
|
|
// Set the heights of all the other control sectors to
|
|
// be a gradient of this height toward the edges
|
|
}
|
|
else
|
|
{
|
|
// Raise controlsec like a regular T_RaiseSector
|
|
// Set the heights of all the other control sectors to
|
|
// be a gradient of this height toward the edges.
|
|
}
|
|
|
|
if (playeronme && controlsec)
|
|
{
|
|
INT32 dist;
|
|
|
|
bridge->sector = controlsec;
|
|
CURSPEED = BASESPEED;
|
|
|
|
{
|
|
// Translate tags to - 0 + range
|
|
/*so you have a number in [min, max].
|
|
let range = max - min, subtract min
|
|
from your number to get [0, range].
|
|
subtract range/2 to get [-range/2, range/2].
|
|
take absolute value and get [0, range/2] where
|
|
lower number = closer to midpoint. divide by
|
|
range/2 to get [0, 1]. subtract that number
|
|
from 1 to get [0, 1] with higher number = closer
|
|
to midpoint. multiply this by max sag amount*/
|
|
|
|
INT32 midpoint = STARTCONTROLTAG + ((ENDCONTROLTAG-STARTCONTROLTAG) + 1)/2;
|
|
// INT32 tagstart = STARTTAG - midpoint;
|
|
// INT32 tagend = ENDTAG - midpoint;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "tagstart is %d, tagend is %d\n", tagstart, tagend);
|
|
|
|
// Sag is adjusted by how close you are to the center
|
|
dist = ((ENDCONTROLTAG - STARTCONTROLTAG))/2 - abs(bridge->sector->tag - midpoint);
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "Dist is %d\n", dist);
|
|
LOWCEILINGHEIGHT -= (SAGAMT) * dist;
|
|
LOWFLOORHEIGHT -= (SAGAMT) * dist;
|
|
}
|
|
|
|
// go down
|
|
if (bridge->sector->ceilingheight <= LOWCEILINGHEIGHT)
|
|
{
|
|
bridge->sector->floorheight = LOWCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
|
bridge->sector->ceilingheight = LOWCEILINGHEIGHT;
|
|
bridge->sector->ceilspeed = 0;
|
|
bridge->sector->floorspeed = 0;
|
|
goto dorest;
|
|
}
|
|
|
|
DIRECTION = -1;
|
|
ceilingdestination = LOWCEILINGHEIGHT;
|
|
floordestination = LOWFLOORHEIGHT;
|
|
|
|
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
|
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
|
|
// Slow down as you get closer to the bottom
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
else
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
// Slow down as you get closer to the top
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "Curspeed is %d\n", CURSPEED>>FRACBITS);
|
|
|
|
res = T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
ceilingdestination, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
floordestination, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
bridge->sector->ceilspeed = 42;
|
|
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
|
|
|
dorest:
|
|
// Adjust joined sector heights
|
|
{
|
|
sector_t *sourcesec = bridge->sector;
|
|
|
|
INT32 divisor = sourcesec->tag - ENDTAG + 1;
|
|
fixed_t heightdiff = ORIGCEILINGHEIGHT - sourcesec->ceilingheight;
|
|
fixed_t interval;
|
|
INT32 plusplusme = 0;
|
|
|
|
if (divisor > 0)
|
|
{
|
|
interval = heightdiff/divisor;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "interval is %d\n", interval>>FRACBITS);
|
|
|
|
// TODO: Use T_MovePlane
|
|
|
|
for (j = (INT16)(ENDTAG+1); j <= sourcesec->tag; j++, plusplusme++)
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
|
{
|
|
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
|
|
{
|
|
sectors[i].ceilingheight = ORIGCEILINGHEIGHT - (interval*plusplusme);
|
|
sectors[i].floorheight = ORIGFLOORHEIGHT - (interval*plusplusme);
|
|
}
|
|
else // Do the regular rise
|
|
{
|
|
bridge->sector = §ors[i];
|
|
|
|
CURSPEED = BASESPEED/2;
|
|
|
|
// rise back up
|
|
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
|
{
|
|
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
|
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
|
bridge->sector->ceilspeed = 0;
|
|
bridge->sector->floorspeed = 0;
|
|
continue;
|
|
}
|
|
|
|
DIRECTION = 1;
|
|
ceilingdestination = ORIGCEILINGHEIGHT;
|
|
floordestination = ORIGFLOORHEIGHT;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
|
|
|
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
|
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
|
|
// Slow down as you get closer to the bottom
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
else
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
// Slow down as you get closer to the top
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
|
|
res = T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
ceilingdestination, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
floordestination, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
bridge->sector->ceilspeed = 42;
|
|
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Now the other side
|
|
divisor = ENDTAG + (ENDTAG-STARTTAG) + 1;
|
|
divisor -= sourcesec->tag;
|
|
|
|
if (divisor > 0)
|
|
{
|
|
interval = heightdiff/divisor;
|
|
plusplusme = 0;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "interval2 is %d\n", interval>>FRACBITS);
|
|
|
|
for (j = (INT16)(sourcesec->tag+1); j <= ENDTAG + (ENDTAG-STARTTAG) + 1; j++, plusplusme++)
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
|
{
|
|
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
|
|
{
|
|
sectors[i].ceilingheight = sourcesec->ceilingheight + (interval*plusplusme);
|
|
sectors[i].floorheight = sourcesec->floorheight + (interval*plusplusme);
|
|
}
|
|
else // Do the regular rise
|
|
{
|
|
bridge->sector = §ors[i];
|
|
|
|
CURSPEED = BASESPEED/2;
|
|
|
|
// rise back up
|
|
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
|
{
|
|
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
|
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
|
bridge->sector->ceilspeed = 0;
|
|
bridge->sector->floorspeed = 0;
|
|
continue;
|
|
}
|
|
|
|
DIRECTION = 1;
|
|
ceilingdestination = ORIGCEILINGHEIGHT;
|
|
floordestination = ORIGFLOORHEIGHT;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
|
|
|
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
|
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
|
|
// Slow down as you get closer to the bottom
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
else
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
// Slow down as you get closer to the top
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
|
|
res = T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
ceilingdestination, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
floordestination, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
bridge->sector->ceilspeed = 42;
|
|
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// for (i = -1; (i = P_FindSectorFromTag(bridge->sourceline->tag, i)) >= 0 ;)
|
|
// P_RecalcPrecipInSector(§ors[i]);
|
|
}
|
|
else
|
|
{
|
|
// Iterate control sectors
|
|
for (j = (INT16)(ENDTAG+1); j <= (ENDTAG+(ENDTAG-STARTTAG)+1); j++)
|
|
{
|
|
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
|
{
|
|
bridge->sector = §ors[i];
|
|
|
|
CURSPEED = BASESPEED/2;
|
|
|
|
// rise back up
|
|
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
|
{
|
|
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
|
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
|
bridge->sector->ceilspeed = 0;
|
|
bridge->sector->floorspeed = 0;
|
|
continue;
|
|
}
|
|
|
|
DIRECTION = 1;
|
|
ceilingdestination = ORIGCEILINGHEIGHT;
|
|
floordestination = ORIGFLOORHEIGHT;
|
|
|
|
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
|
|
|
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
|
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
|
|
// Slow down as you get closer to the bottom
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
else
|
|
{
|
|
fixed_t origspeed = CURSPEED;
|
|
// Slow down as you get closer to the top
|
|
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
|
|
|
if (CURSPEED <= origspeed/16)
|
|
CURSPEED = origspeed/16;
|
|
else if (CURSPEED > origspeed)
|
|
CURSPEED = origspeed;
|
|
}
|
|
|
|
res = T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
ceilingdestination, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
bridge->sector, // sector
|
|
CURSPEED, // speed
|
|
floordestination, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
DIRECTION // direction
|
|
);
|
|
|
|
bridge->sector->ceilspeed = 42;
|
|
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
|
}
|
|
}
|
|
// Update precip
|
|
}
|
|
|
|
#undef SAGAMT
|
|
#undef LOWFLOORHEIGHT
|
|
#undef LOWCEILINGHEIGHT
|
|
#undef ORIGFLOORHEIGHT
|
|
#undef ORIGCEILINGHEIGHT
|
|
#undef BASESPEED
|
|
#undef CURSPEED
|
|
#undef STARTTAG
|
|
#undef ENDTAG
|
|
#undef DIRECTION
|
|
}
|
|
|
|
static mobj_t *SearchMarioNode(msecnode_t *node)
|
|
{
|
|
mobj_t *thing = NULL;
|
|
for (; node; node = node->m_snext)
|
|
{
|
|
// Things which should NEVER be ejected from a MarioBlock, by type.
|
|
switch (node->m_thing->type)
|
|
{
|
|
case MT_NULL:
|
|
case MT_UNKNOWN:
|
|
case MT_THOK:
|
|
case MT_GHOST:
|
|
case MT_OVERLAY:
|
|
case MT_EMERALDSPAWN:
|
|
case MT_GREENORB:
|
|
case MT_YELLOWORB:
|
|
case MT_BLUEORB:
|
|
case MT_BLACKORB:
|
|
case MT_WHITEORB:
|
|
case MT_PITYORB:
|
|
case MT_IVSP:
|
|
case MT_SUPERSPARK:
|
|
case MT_RAIN:
|
|
case MT_SNOWFLAKE:
|
|
case MT_SPLISH:
|
|
case MT_SMOKE:
|
|
case MT_SMALLBUBBLE:
|
|
case MT_MEDIUMBUBBLE:
|
|
case MT_TFOG:
|
|
case MT_SEED:
|
|
case MT_PARTICLE:
|
|
case MT_SCORE:
|
|
case MT_DROWNNUMBERS:
|
|
case MT_GOTEMERALD:
|
|
case MT_TAG:
|
|
case MT_GOTFLAG:
|
|
case MT_GOTFLAG2:
|
|
case MT_HOOP:
|
|
case MT_HOOPCOLLIDE:
|
|
case MT_NIGHTSCORE:
|
|
#ifdef SEENAMES
|
|
case MT_NAMECHECK: // DEFINITELY not this, because it is client-side.
|
|
#endif
|
|
continue;
|
|
default:
|
|
break;
|
|
}
|
|
// Ignore popped monitors, too.
|
|
if (node->m_thing->flags & MF_MONITOR
|
|
&& node->m_thing->threshold == 68)
|
|
continue;
|
|
// Okay, we found something valid.
|
|
if (!thing // take either the first thing
|
|
|| node->m_thing->x < thing->x // or the thing with the lowest x value (left to right item order)
|
|
|| node->m_thing->y < thing->y) // or the thing with the lowest y value (top to bottom item order)
|
|
thing = node->m_thing;
|
|
}
|
|
return thing;
|
|
}
|
|
|
|
void T_MarioBlockChecker(levelspecthink_t *block)
|
|
{
|
|
line_t *masterline = block->sourceline;
|
|
if (SearchMarioNode(block->sector->touching_thinglist))
|
|
sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].bottomtexture;
|
|
else
|
|
sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].toptexture;
|
|
}
|
|
|
|
// This is the Thwomp's 'brain'. It looks around for players nearby, and if
|
|
// it finds any, **SMASH**!!! Muahahhaa....
|
|
void T_ThwompSector(levelspecthink_t *thwomp)
|
|
{
|
|
#define speed vars[1]
|
|
#define direction vars[2]
|
|
#define distance vars[3]
|
|
#define floorwasheight vars[4]
|
|
#define ceilingwasheight vars[5]
|
|
fixed_t thwompx, thwompy;
|
|
sector_t *actionsector;
|
|
INT32 secnum;
|
|
|
|
// If you just crashed down, wait a second before coming back up.
|
|
if (--thwomp->distance > 0)
|
|
{
|
|
sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].bottomtexture;
|
|
return;
|
|
}
|
|
|
|
// Just find the first sector with the tag.
|
|
// Doesn't work with multiple sectors that have different floor/ceiling heights.
|
|
secnum = P_FindSectorFromTag((INT16)thwomp->vars[0], -1);
|
|
|
|
if (secnum > 0)
|
|
actionsector = §ors[secnum];
|
|
else
|
|
return; // Bad bad bad!
|
|
|
|
thwompx = actionsector->soundorg.x;
|
|
thwompy = actionsector->soundorg.y;
|
|
|
|
if (thwomp->direction > 0) // Moving back up..
|
|
{
|
|
result_e res = 0;
|
|
|
|
// Set the texture from the lower one (normal)
|
|
sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].bottomtexture;
|
|
/// \note this should only have to be done once, but is already done repeatedly, above
|
|
|
|
if (thwomp->sourceline->flags & ML_EFFECT5)
|
|
thwomp->speed = thwomp->sourceline->dx/8;
|
|
else
|
|
thwomp->speed = 2*FRACUNIT;
|
|
|
|
res = T_MovePlane
|
|
(
|
|
thwomp->sector, // sector
|
|
thwomp->speed, // speed
|
|
thwomp->floorwasheight, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
thwomp->direction // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
thwomp->sector, // sector
|
|
thwomp->speed, // speed
|
|
thwomp->ceilingwasheight, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
thwomp->direction // direction
|
|
);
|
|
|
|
if (res == pastdest)
|
|
thwomp->direction = 0; // stop moving
|
|
|
|
thwomp->sector->ceilspeed = 42;
|
|
thwomp->sector->floorspeed = thwomp->speed*thwomp->direction;
|
|
}
|
|
else if (thwomp->direction < 0) // Crashing down!
|
|
{
|
|
result_e res = 0;
|
|
|
|
// Set the texture from the upper one (angry)
|
|
sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].toptexture;
|
|
|
|
if (thwomp->sourceline->flags & ML_EFFECT5)
|
|
thwomp->speed = thwomp->sourceline->dy/8;
|
|
else
|
|
thwomp->speed = 10*FRACUNIT;
|
|
|
|
res = T_MovePlane
|
|
(
|
|
thwomp->sector, // sector
|
|
thwomp->speed, // speed
|
|
P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight,
|
|
thwomp->sector->ceilingheight - thwomp->sector->floorheight), // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
thwomp->direction // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
thwomp->sector, // sector
|
|
thwomp->speed, // speed
|
|
P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight,
|
|
thwomp->sector->ceilingheight
|
|
- (thwomp->sector->floorheight + thwomp->speed))
|
|
+ (thwomp->sector->ceilingheight
|
|
- (thwomp->sector->floorheight + thwomp->speed/2)), // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
thwomp->direction // direction
|
|
);
|
|
|
|
if (res == pastdest)
|
|
{
|
|
mobj_t *mp = (void *)&actionsector->soundorg;
|
|
|
|
if (thwomp->sourceline->flags & ML_EFFECT4)
|
|
S_StartSound(mp, sides[thwomp->sourceline->sidenum[0]].textureoffset>>FRACBITS);
|
|
else
|
|
S_StartSound(mp, sfx_thwomp);
|
|
|
|
thwomp->direction = 1; // start heading back up
|
|
thwomp->distance = TICRATE; // but only after a small delay
|
|
}
|
|
|
|
thwomp->sector->ceilspeed = 42;
|
|
thwomp->sector->floorspeed = thwomp->speed*thwomp->direction;
|
|
}
|
|
else // Not going anywhere, so look for players.
|
|
{
|
|
thinker_t *th;
|
|
mobj_t *mo;
|
|
|
|
// scan the thinkers to find players!
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue;
|
|
|
|
mo = (mobj_t *)th;
|
|
if (mo->type == MT_PLAYER && mo->health && mo->z <= thwomp->sector->ceilingheight
|
|
&& P_AproxDistance(thwompx - mo->x, thwompy - mo->y) <= 96*FRACUNIT)
|
|
{
|
|
thwomp->direction = -1;
|
|
break;
|
|
}
|
|
}
|
|
|
|
thwomp->sector->ceilspeed = 0;
|
|
thwomp->sector->floorspeed = 0;
|
|
}
|
|
|
|
P_RecalcPrecipInSector(actionsector);
|
|
#undef speed
|
|
#undef direction
|
|
#undef distance
|
|
#undef floorwasheight
|
|
#undef ceilingwasheight
|
|
}
|
|
|
|
//
|
|
// T_NoEnemiesThinker
|
|
//
|
|
// Runs a linedef exec when no more MF_ENEMY/MF_BOSS objects with health are in the area
|
|
// \sa P_AddNoEnemiesThinker
|
|
//
|
|
void T_NoEnemiesSector(levelspecthink_t *nobaddies)
|
|
{
|
|
size_t i;
|
|
fixed_t upperbound, lowerbound;
|
|
INT32 s;
|
|
sector_t *checksector;
|
|
msecnode_t *node;
|
|
mobj_t *thing;
|
|
boolean exists = false;
|
|
|
|
for (i = 0; i < nobaddies->sector->linecount; i++)
|
|
{
|
|
if (nobaddies->sector->lines[i]->special == 223)
|
|
{
|
|
|
|
upperbound = nobaddies->sector->ceilingheight;
|
|
lowerbound = nobaddies->sector->floorheight;
|
|
|
|
for (s = -1; (s = P_FindSectorFromLineTag(nobaddies->sector->lines[i], s)) >= 0 ;)
|
|
{
|
|
checksector = §ors[s];
|
|
|
|
node = checksector->touching_thinglist; // things touching this sector
|
|
while (node)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (((thing->flags & MF_ENEMY) || (thing->flags & MF_BOSS)) && thing->health > 0
|
|
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
|
|
{
|
|
exists = true;
|
|
goto foundenemy;
|
|
}
|
|
|
|
node = node->m_snext;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
foundenemy:
|
|
if (exists)
|
|
return;
|
|
|
|
s = P_AproxDistance(nobaddies->sourceline->dx, nobaddies->sourceline->dy)>>FRACBITS;
|
|
|
|
CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", s);
|
|
|
|
// Otherwise, run the linedef exec and terminate this thinker
|
|
P_LinedefExecute((INT16)s, NULL, NULL);
|
|
P_RemoveThinker(&nobaddies->thinker);
|
|
}
|
|
|
|
//
|
|
// P_HavePlayersEnteredArea
|
|
//
|
|
// Helper function for T_EachTimeThinker
|
|
//
|
|
static INT32 P_HavePlayersEnteredArea(INT32 *curPlayers, INT32 *oldPlayers, boolean inAndOut)
|
|
{
|
|
INT32 i;
|
|
|
|
// Easy check... nothing has changed
|
|
if (!memcmp(curPlayers, oldPlayers, sizeof(INT32)*MAXPLAYERS))
|
|
return -1;
|
|
|
|
// Otherwise, we have to check if any new players have entered
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (inAndOut && !curPlayers[i] && oldPlayers[i])
|
|
return i;
|
|
|
|
if (curPlayers[i] && !oldPlayers[i])
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//
|
|
// T_EachTimeThinker
|
|
//
|
|
// Runs a linedef exec whenever a player enters an area.
|
|
// Keeps track of players currently in the area and notices any changes.
|
|
//
|
|
// \sa P_AddEachTimeThinker
|
|
//
|
|
void T_EachTimeThinker(levelspecthink_t *eachtime)
|
|
{
|
|
size_t i, j;
|
|
sector_t *sec = NULL;
|
|
sector_t *targetsec = NULL;
|
|
sector_t *usesec = NULL;
|
|
INT32 secnum = -1;
|
|
INT32 affectPlayer = 0;
|
|
INT32 oldPlayersInArea[MAXPLAYERS];
|
|
INT32 playersInArea[MAXPLAYERS];
|
|
INT32 oldPlayersOnArea[MAXPLAYERS];
|
|
INT32 playersOnArea[MAXPLAYERS];
|
|
INT32 *oldPlayersArea;
|
|
INT32 *playersArea;
|
|
boolean FOFsector = false;
|
|
boolean inAndOut = false;
|
|
boolean floortouch = false;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (i & 1)
|
|
{
|
|
oldPlayersInArea[i] = eachtime->vars[i/2] & 65535;
|
|
oldPlayersOnArea[i] = eachtime->var2s[i/2] & 65535;
|
|
eachtime->vars[i/2] = 0;
|
|
eachtime->var2s[i/2] = 0;
|
|
}
|
|
else
|
|
{
|
|
oldPlayersInArea[i] = eachtime->vars[i/2] >> 16;
|
|
oldPlayersOnArea[i] = eachtime->var2s[i/2] >> 16;
|
|
}
|
|
|
|
playersInArea[i] = 0;
|
|
playersOnArea[i] = 0;
|
|
}
|
|
|
|
while ((secnum = P_FindSectorFromLineTag(eachtime->sourceline, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
// Check the lines of this sector, to see if it is a FOF control sector.
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
INT32 targetsecnum = -1;
|
|
|
|
if (sec->lines[i]->special < 100 || sec->lines[i]->special >= 300)
|
|
continue;
|
|
|
|
FOFsector = true;
|
|
|
|
while ((targetsecnum = P_FindSectorFromLineTag(sec->lines[i], targetsecnum)) >= 0)
|
|
{
|
|
targetsec = §ors[targetsecnum];
|
|
|
|
if (GETSECSPECIAL(targetsec->special, 2) == 3 || GETSECSPECIAL(targetsec->special, 2) == 5)
|
|
floortouch = true;
|
|
else
|
|
floortouch = false;
|
|
|
|
for (j = 0; j < MAXPLAYERS; j++)
|
|
{
|
|
if (!playeringame[j])
|
|
continue;
|
|
|
|
if (!players[j].mo)
|
|
continue;
|
|
|
|
if (players[j].mo->health <= 0)
|
|
continue;
|
|
|
|
if ((netgame || multiplayer) && players[j].spectator)
|
|
continue;
|
|
|
|
if (players[j].mo->subsector->sector != targetsec)
|
|
continue;
|
|
|
|
if (players[j].mo->z > sec->ceilingheight)
|
|
continue;
|
|
|
|
if (players[j].mo->z + players[j].mo->height < sec->floorheight)
|
|
continue;
|
|
|
|
if (floortouch == true && P_IsObjectOnGroundIn(players[j].mo, targetsec))
|
|
{
|
|
if (j & 1)
|
|
eachtime->var2s[j/2] |= 1;
|
|
else
|
|
eachtime->var2s[j/2] |= 1 << 16;
|
|
|
|
playersOnArea[j] = 1;
|
|
}
|
|
else
|
|
{
|
|
if (j & 1)
|
|
eachtime->vars[j/2] |= 1;
|
|
else
|
|
eachtime->vars[j/2] |= 1 << 16;
|
|
|
|
playersInArea[j] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!FOFsector)
|
|
{
|
|
if (GETSECSPECIAL(sec->special, 2) == 3 || GETSECSPECIAL(sec->special, 2) == 5)
|
|
floortouch = true;
|
|
else
|
|
floortouch = false;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (!players[i].mo)
|
|
continue;
|
|
|
|
if (players[i].mo->health <= 0)
|
|
continue;
|
|
|
|
if ((netgame || multiplayer) && players[i].spectator)
|
|
continue;
|
|
|
|
if (players[i].mo->subsector->sector != sec)
|
|
continue;
|
|
|
|
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec))
|
|
{
|
|
if (i & 1)
|
|
eachtime->var2s[i/2] |= 1;
|
|
else
|
|
eachtime->var2s[i/2] |= 1 << 16;
|
|
|
|
playersOnArea[i] = 1;
|
|
}
|
|
else
|
|
{
|
|
if (i & 1)
|
|
eachtime->vars[i/2] |= 1;
|
|
else
|
|
eachtime->vars[i/2] |= 1 << 16;
|
|
|
|
playersInArea[i] = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (FOFsector && targetsec)
|
|
usesec = targetsec;
|
|
else
|
|
usesec = sec;
|
|
|
|
if ((eachtime->sourceline->flags & ML_BOUNCY) == ML_BOUNCY)
|
|
inAndOut = true;
|
|
|
|
// Check if a new player entered.
|
|
// If not, check if a player hit the floor.
|
|
// If either condition is true, execute.
|
|
if (floortouch == true)
|
|
{
|
|
playersArea = playersOnArea;
|
|
oldPlayersArea = oldPlayersOnArea;
|
|
}
|
|
else
|
|
{
|
|
playersArea = playersInArea;
|
|
oldPlayersArea = oldPlayersInArea;
|
|
}
|
|
|
|
if ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Trying to activate each time executor with tag %d\n", eachtime->sourceline->tag);
|
|
|
|
// Fake-out P_LinedefExecute into thinking you are a continuous.
|
|
eachtime->sourceline->special--;
|
|
P_LinedefExecute(eachtime->sourceline->tag, players[affectPlayer].mo, usesec);
|
|
eachtime->sourceline->special++;
|
|
}
|
|
}
|
|
|
|
//
|
|
// T_RaiseSector
|
|
//
|
|
// Rises up to its topmost position when a
|
|
// player steps on it. Lowers otherwise.
|
|
//
|
|
void T_RaiseSector(levelspecthink_t *raise)
|
|
{
|
|
msecnode_t *node;
|
|
mobj_t *thing;
|
|
sector_t *sector;
|
|
INT32 i;
|
|
boolean playeronme = false;
|
|
fixed_t ceilingdestination, floordestination;
|
|
result_e res = 0;
|
|
|
|
if (raise->sector->crumblestate >= 3 || raise->sector->ceilingdata)
|
|
return;
|
|
|
|
for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
sector = §ors[i];
|
|
|
|
// Is a player standing on me?
|
|
for (node = sector->touching_thinglist; node; node = node->m_snext)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (!thing->player)
|
|
continue;
|
|
|
|
// Ignore spectators.
|
|
if (thing->player && thing->player->spectator)
|
|
continue;
|
|
|
|
// Option to require spindashing.
|
|
if (raise->vars[1] && !(thing->player->pflags & PF_STARTDASH))
|
|
continue;
|
|
|
|
if (!(thing->z == raise->sector->ceilingheight))
|
|
continue;
|
|
|
|
playeronme = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (playeronme)
|
|
{
|
|
raise->vars[3] = raise->vars[2];
|
|
|
|
if (raise->vars[0] == 1)
|
|
{
|
|
if (raise->sector->ceilingheight <= raise->vars[7])
|
|
{
|
|
raise->sector->floorheight = raise->vars[7] - (raise->sector->ceilingheight - raise->sector->floorheight);
|
|
raise->sector->ceilingheight = raise->vars[7];
|
|
raise->sector->ceilspeed = 0;
|
|
raise->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
|
|
raise->vars[8] = -1;
|
|
ceilingdestination = raise->vars[7];
|
|
floordestination = raise->vars[6];
|
|
}
|
|
else // elevateUp
|
|
{
|
|
if (raise->sector->ceilingheight >= raise->vars[5])
|
|
{
|
|
raise->sector->floorheight = raise->vars[5] - (raise->sector->ceilingheight - raise->sector->floorheight);
|
|
raise->sector->ceilingheight = raise->vars[5];
|
|
raise->sector->ceilspeed = 0;
|
|
raise->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
|
|
raise->vars[8] = 1;
|
|
ceilingdestination = raise->vars[5];
|
|
floordestination = raise->vars[4];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
raise->vars[3] = raise->vars[2]/2;
|
|
|
|
if (raise->vars[0] == 1)
|
|
{
|
|
if (raise->sector->ceilingheight >= raise->vars[5])
|
|
{
|
|
raise->sector->floorheight = raise->vars[5] - (raise->sector->ceilingheight - raise->sector->floorheight);
|
|
raise->sector->ceilingheight = raise->vars[5];
|
|
raise->sector->ceilspeed = 0;
|
|
raise->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
raise->vars[8] = 1;
|
|
ceilingdestination = raise->vars[5];
|
|
floordestination = raise->vars[4];
|
|
}
|
|
else // elevateUp
|
|
{
|
|
if (raise->sector->ceilingheight <= raise->vars[7])
|
|
{
|
|
raise->sector->floorheight = raise->vars[7] - (raise->sector->ceilingheight - raise->sector->floorheight);
|
|
raise->sector->ceilingheight = raise->vars[7];
|
|
raise->sector->ceilspeed = 0;
|
|
raise->sector->floorspeed = 0;
|
|
return;
|
|
}
|
|
raise->vars[8] = -1;
|
|
ceilingdestination = raise->vars[7];
|
|
floordestination = raise->vars[6];
|
|
}
|
|
}
|
|
|
|
if ((raise->sector->ceilingheight - raise->vars[7])
|
|
< (raise->vars[5] - raise->sector->ceilingheight))
|
|
{
|
|
fixed_t origspeed = raise->vars[3];
|
|
|
|
// Slow down as you get closer to the bottom
|
|
raise->vars[3] = FixedMul(raise->vars[3],FixedDiv(raise->sector->ceilingheight - raise->vars[7], (raise->vars[5] - raise->vars[7])>>5));
|
|
|
|
if (raise->vars[3] <= origspeed/16)
|
|
raise->vars[3] = origspeed/16;
|
|
else if (raise->vars[3] > origspeed)
|
|
raise->vars[3] = origspeed;
|
|
}
|
|
else
|
|
{
|
|
fixed_t origspeed = raise->vars[3];
|
|
// Slow down as you get closer to the top
|
|
raise->vars[3] = FixedMul(raise->vars[3],FixedDiv(raise->vars[5] - raise->sector->ceilingheight, (raise->vars[5] - raise->vars[7])>>5));
|
|
|
|
if (raise->vars[3] <= origspeed/16)
|
|
raise->vars[3] = origspeed/16;
|
|
else if (raise->vars[3] > origspeed)
|
|
raise->vars[3] = origspeed;
|
|
}
|
|
|
|
res = T_MovePlane
|
|
(
|
|
raise->sector, // sector
|
|
raise->vars[3], // speed
|
|
ceilingdestination, // dest
|
|
0, // crush
|
|
1, // floor or ceiling (1 for ceiling)
|
|
raise->vars[8] // direction
|
|
);
|
|
|
|
if (res == ok || res == pastdest)
|
|
T_MovePlane
|
|
(
|
|
raise->sector, // sector
|
|
raise->vars[3], // speed
|
|
floordestination, // dest
|
|
0, // crush
|
|
0, // floor or ceiling (0 for floor)
|
|
raise->vars[8] // direction
|
|
);
|
|
|
|
raise->sector->ceilspeed = 42;
|
|
raise->sector->floorspeed = raise->vars[3]*raise->vars[8];
|
|
|
|
for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;)
|
|
P_RecalcPrecipInSector(§ors[i]);
|
|
}
|
|
|
|
void T_CameraScanner(elevator_t *elevator)
|
|
{
|
|
// leveltime is compared to make multiple scanners in one map function correctly.
|
|
static tic_t lastleveltime = 32000; // any number other than 0 should do here
|
|
static boolean camerascanned, camerascanned2;
|
|
|
|
if (leveltime != lastleveltime) // Back on the first camera scanner
|
|
{
|
|
camerascanned = camerascanned2 = false;
|
|
lastleveltime = leveltime;
|
|
}
|
|
|
|
if (players[displayplayer].mo)
|
|
{
|
|
if (players[displayplayer].mo->subsector->sector == elevator->actionsector)
|
|
{
|
|
if (t_cam_dist == -42)
|
|
t_cam_dist = cv_cam_dist.value;
|
|
if (t_cam_height == -42)
|
|
t_cam_height = cv_cam_height.value;
|
|
if (t_cam_rotate == -42)
|
|
t_cam_rotate = cv_cam_rotate.value;
|
|
CV_SetValue(&cv_cam_height, FixedInt(elevator->sector->floorheight));
|
|
CV_SetValue(&cv_cam_dist, FixedInt(elevator->sector->ceilingheight));
|
|
CV_SetValue(&cv_cam_rotate, elevator->distance);
|
|
camerascanned = true;
|
|
}
|
|
else if (!camerascanned)
|
|
{
|
|
if (t_cam_height != -42 && cv_cam_height.value != t_cam_height)
|
|
CV_Set(&cv_cam_height, va("%f", (double)FIXED_TO_FLOAT(t_cam_height)));
|
|
if (t_cam_dist != -42 && cv_cam_dist.value != t_cam_dist)
|
|
CV_Set(&cv_cam_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam_dist)));
|
|
if (t_cam_rotate != -42 && cv_cam_rotate.value != t_cam_rotate)
|
|
CV_Set(&cv_cam_rotate, va("%f", (double)t_cam_rotate));
|
|
|
|
t_cam_dist = t_cam_height = t_cam_rotate = -42;
|
|
}
|
|
}
|
|
|
|
if (splitscreen && players[secondarydisplayplayer].mo)
|
|
{
|
|
if (players[secondarydisplayplayer].mo->subsector->sector == elevator->actionsector)
|
|
{
|
|
if (t_cam2_rotate == -42)
|
|
t_cam2_dist = cv_cam2_dist.value;
|
|
if (t_cam2_rotate == -42)
|
|
t_cam2_height = cv_cam2_height.value;
|
|
if (t_cam2_rotate == -42)
|
|
t_cam2_rotate = cv_cam2_rotate.value;
|
|
CV_SetValue(&cv_cam2_height, FixedInt(elevator->sector->floorheight));
|
|
CV_SetValue(&cv_cam2_dist, FixedInt(elevator->sector->ceilingheight));
|
|
CV_SetValue(&cv_cam2_rotate, elevator->distance);
|
|
camerascanned2 = true;
|
|
}
|
|
else if (!camerascanned2)
|
|
{
|
|
if (t_cam2_height != -42 && cv_cam2_height.value != t_cam2_height)
|
|
CV_Set(&cv_cam2_height, va("%f", (double)FIXED_TO_FLOAT(t_cam2_height)));
|
|
if (t_cam2_dist != -42 && cv_cam2_dist.value != t_cam2_dist)
|
|
CV_Set(&cv_cam2_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam2_dist)));
|
|
if (t_cam2_rotate != -42 && cv_cam2_rotate.value != t_cam2_rotate)
|
|
CV_Set(&cv_cam2_rotate, va("%f", (double)t_cam2_rotate));
|
|
|
|
t_cam2_dist = t_cam2_height = t_cam2_rotate = -42;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// EV_DoFloor
|
|
//
|
|
// Set up and start a floor thinker.
|
|
//
|
|
// Called by P_ProcessLineSpecial (linedef executors), P_ProcessSpecialSector
|
|
// (egg capsule button), P_PlayerInSpecialSector (buttons),
|
|
// and P_SpawnSpecials (continuous floor movers and instant lower).
|
|
//
|
|
INT32 EV_DoFloor(line_t *line, floor_e floortype)
|
|
{
|
|
INT32 rtn = 0, firstone = 1;
|
|
INT32 secnum = -1;
|
|
sector_t *sec;
|
|
floormove_t *dofloor;
|
|
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
if (sec->floordata) // if there's already a thinker on this floor,
|
|
continue; // then don't add another one
|
|
|
|
// new floor thinker
|
|
rtn = 1;
|
|
dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&dofloor->thinker);
|
|
|
|
// make sure another floor thinker won't get started over this one
|
|
sec->floordata = dofloor;
|
|
|
|
// set up some generic aspects of the floormove_t
|
|
dofloor->thinker.function.acp1 = (actionf_p1)T_MoveFloor;
|
|
dofloor->type = floortype;
|
|
dofloor->crush = false; // default: types that crush will change this
|
|
dofloor->sector = sec;
|
|
|
|
switch (floortype)
|
|
{
|
|
// Lowers a floor to the lowest surrounding floor.
|
|
case lowerFloorToLowest:
|
|
dofloor->direction = -1; // down
|
|
dofloor->speed = FLOORSPEED*2; // 2 fracunits per tic
|
|
dofloor->floordestheight = P_FindLowestFloorSurrounding(sec);
|
|
break;
|
|
|
|
// Used for part of the Egg Capsule, when an FOF with type 666 is
|
|
// contacted by the player.
|
|
case raiseFloorToNearestFast:
|
|
dofloor->direction = -1; // down
|
|
dofloor->speed = FLOORSPEED*4; // 4 fracunits per tic
|
|
dofloor->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight);
|
|
break;
|
|
|
|
// Used for sectors tagged to 50 linedefs (effectively
|
|
// changing the base height for placing things in that sector).
|
|
case instantLower:
|
|
dofloor->direction = -1; // down
|
|
dofloor->speed = INT32_MAX/2; // "instant" means "takes one tic"
|
|
dofloor->floordestheight = P_FindLowestFloorSurrounding(sec);
|
|
break;
|
|
|
|
// Linedef executor command, linetype 101.
|
|
// Front sector floor = destination height.
|
|
case instantMoveFloorByFrontSector:
|
|
dofloor->speed = INT32_MAX/2; // as above, "instant" is one tic
|
|
dofloor->floordestheight = line->frontsector->floorheight;
|
|
|
|
if (dofloor->floordestheight >= sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
|
|
// New for 1.09: now you can use the no climb flag to
|
|
// DISABLE the flat changing. This makes it work
|
|
// totally opposite the way linetype 106 does. Yet
|
|
// another reason I'll be glad to break backwards
|
|
// compatibility for the final.
|
|
if (line->flags & ML_NOCLIMB)
|
|
dofloor->texture = -1; // don't mess with the floorpic
|
|
else
|
|
dofloor->texture = line->frontsector->floorpic;
|
|
break;
|
|
|
|
// Linedef executor command, linetype 106.
|
|
// Line length = speed, front sector floor = destination height.
|
|
case moveFloorByFrontSector:
|
|
dofloor->speed = P_AproxDistance(line->dx, line->dy);
|
|
dofloor->speed = FixedDiv(dofloor->speed,8*FRACUNIT);
|
|
dofloor->floordestheight = line->frontsector->floorheight;
|
|
|
|
if (dofloor->floordestheight >= sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
|
|
// chained linedef executing ability
|
|
if (line->flags & ML_BLOCKMONSTERS)
|
|
{
|
|
// Only set it on one of the moving sectors (the
|
|
// smallest numbered) and only if the front side
|
|
// x offset is positive, indicating a valid tag.
|
|
if (firstone && sides[line->sidenum[0]].textureoffset > 0)
|
|
dofloor->texture = (sides[line->sidenum[0]].textureoffset>>FRACBITS) - 32769;
|
|
else
|
|
dofloor->texture = -1;
|
|
}
|
|
|
|
// flat changing ability
|
|
else if (line->flags & ML_NOCLIMB)
|
|
dofloor->texture = line->frontsector->floorpic;
|
|
else
|
|
dofloor->texture = -1; // nothing special to do after movement completes
|
|
|
|
break;
|
|
|
|
case moveFloorByFrontTexture:
|
|
if (line->flags & ML_NOCLIMB)
|
|
dofloor->speed = INT32_MAX/2; // as above, "instant" is one tic
|
|
else
|
|
dofloor->speed = FixedDiv(sides[line->sidenum[0]].textureoffset,8*FRACUNIT); // texture x offset
|
|
dofloor->floordestheight = sec->floorheight + sides[line->sidenum[0]].rowoffset; // texture y offset
|
|
if (dofloor->floordestheight > sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
break;
|
|
|
|
/*
|
|
// Linedef executor command, linetype 108.
|
|
// dx = speed, dy = amount to lower.
|
|
case lowerFloorByLine:
|
|
dofloor->direction = -1; // down
|
|
dofloor->speed = FixedDiv(abs(line->dx),8*FRACUNIT);
|
|
dofloor->floordestheight = sec->floorheight - abs(line->dy);
|
|
if (dofloor->floordestheight > sec->floorheight) // wrapped around
|
|
I_Error("Can't lower sector %d\n", secnum);
|
|
break;
|
|
|
|
// Linedef executor command, linetype 109.
|
|
// dx = speed, dy = amount to raise.
|
|
case raiseFloorByLine:
|
|
dofloor->direction = 1; // up
|
|
dofloor->speed = FixedDiv(abs(line->dx),8*FRACUNIT);
|
|
dofloor->floordestheight = sec->floorheight + abs(line->dy);
|
|
if (dofloor->floordestheight < sec->floorheight) // wrapped around
|
|
I_Error("Can't raise sector %d\n", secnum);
|
|
break;
|
|
*/
|
|
|
|
// Linetypes 2/3.
|
|
// Move floor up and down indefinitely like the old elevators.
|
|
case bounceFloor:
|
|
dofloor->speed = P_AproxDistance(line->dx, line->dy); // same speed as elevateContinuous
|
|
dofloor->speed = FixedDiv(dofloor->speed,4*FRACUNIT);
|
|
dofloor->origspeed = dofloor->speed; // it gets slowed down at the top and bottom
|
|
dofloor->floordestheight = line->frontsector->floorheight;
|
|
|
|
if (dofloor->floordestheight >= sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
|
|
// Any delay?
|
|
dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS;
|
|
dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay
|
|
|
|
dofloor->texture = (fixed_t)(line - lines); // hack: store source line number
|
|
break;
|
|
|
|
// Linetypes 6/7.
|
|
// Like 2/3, but no slowdown at the top and bottom of movement,
|
|
// and the speed is line->dx the first way, line->dy for the
|
|
// return trip. Good for crushers.
|
|
case bounceFloorCrush:
|
|
dofloor->speed = FixedDiv(abs(line->dx),4*FRACUNIT);
|
|
dofloor->origspeed = dofloor->speed;
|
|
dofloor->floordestheight = line->frontsector->floorheight;
|
|
|
|
if (dofloor->floordestheight >= sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
|
|
// Any delay?
|
|
dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS;
|
|
dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay
|
|
|
|
dofloor->texture = (fixed_t)(line - lines); // hack: store source line number
|
|
break;
|
|
|
|
case crushFloorOnce:
|
|
dofloor->speed = FixedDiv(abs(line->dx),4*FRACUNIT);
|
|
dofloor->origspeed = dofloor->speed;
|
|
dofloor->floordestheight = line->frontsector->ceilingheight;
|
|
|
|
if (dofloor->floordestheight >= sec->floorheight)
|
|
dofloor->direction = 1; // up
|
|
else
|
|
dofloor->direction = -1; // down
|
|
|
|
// Any delay?
|
|
dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS;
|
|
dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS;
|
|
|
|
dofloor->texture = (fixed_t)(line - lines); // hack: store source line number
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
firstone = 0;
|
|
}
|
|
|
|
return rtn;
|
|
}
|
|
|
|
// SoM: Boom elevator support.
|
|
//
|
|
// EV_DoElevator
|
|
//
|
|
// Handle elevator linedef types
|
|
//
|
|
// Passed the linedef that triggered the elevator and the elevator action
|
|
//
|
|
// jff 2/22/98 new type to move floor and ceiling in parallel
|
|
//
|
|
INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed)
|
|
{
|
|
INT32 secnum = -1;
|
|
INT32 rtn = 0;
|
|
sector_t *sec;
|
|
elevator_t *elevator;
|
|
|
|
// act on all sectors with the same tag as the triggering linedef
|
|
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
// If either floor or ceiling is already activated, skip it
|
|
if (sec->floordata || sec->ceilingdata)
|
|
continue;
|
|
|
|
// create and initialize new elevator thinker
|
|
rtn = 1;
|
|
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&elevator->thinker);
|
|
sec->floordata = elevator;
|
|
sec->ceilingdata = elevator;
|
|
elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator;
|
|
elevator->type = elevtype;
|
|
elevator->sourceline = line;
|
|
elevator->distance = 1; // Always crush unless otherwise
|
|
|
|
// set up the fields according to the type of elevator action
|
|
switch (elevtype)
|
|
{
|
|
// elevator down to next floor
|
|
case elevateDown:
|
|
elevator->direction = -1;
|
|
elevator->sector = sec;
|
|
elevator->speed = ELEVATORSPEED/2; // half speed
|
|
elevator->floordestheight = P_FindNextLowestFloor(sec, sec->floorheight);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
break;
|
|
|
|
// elevator up to next floor
|
|
case elevateUp:
|
|
elevator->direction = 1;
|
|
elevator->sector = sec;
|
|
elevator->speed = ELEVATORSPEED/4; // quarter speed
|
|
elevator->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
break;
|
|
|
|
// elevator up to highest floor
|
|
case elevateHighest:
|
|
elevator->direction = 1;
|
|
elevator->sector = sec;
|
|
elevator->speed = ELEVATORSPEED/4; // quarter speed
|
|
elevator->floordestheight = P_FindHighestFloorSurrounding(sec);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
break;
|
|
|
|
// elevator to floor height of activating switch's front sector
|
|
case elevateCurrent:
|
|
elevator->sector = sec;
|
|
elevator->speed = ELEVATORSPEED;
|
|
elevator->floordestheight = line->frontsector->floorheight;
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
elevator->direction = elevator->floordestheight > sec->floorheight? 1 : -1;
|
|
break;
|
|
|
|
case elevateContinuous:
|
|
if (customspeed)
|
|
{
|
|
elevator->origspeed = P_AproxDistance(line->dx, line->dy);
|
|
elevator->origspeed = FixedDiv(elevator->origspeed,4*FRACUNIT);
|
|
elevator->speed = elevator->origspeed;
|
|
}
|
|
else
|
|
{
|
|
elevator->speed = ELEVATORSPEED/2;
|
|
elevator->origspeed = elevator->speed;
|
|
}
|
|
|
|
elevator->sector = sec;
|
|
elevator->low = !(line->flags & ML_NOCLIMB); // go down first unless noclimb is on
|
|
if (elevator->low)
|
|
{
|
|
elevator->direction = 1;
|
|
elevator->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
}
|
|
else
|
|
{
|
|
elevator->direction = -1;
|
|
elevator->floordestheight = P_FindNextLowestFloor(sec,sec->floorheight);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
}
|
|
elevator->floorwasheight = elevator->sector->floorheight;
|
|
elevator->ceilingwasheight = elevator->sector->ceilingheight;
|
|
|
|
elevator->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS;
|
|
elevator->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay
|
|
break;
|
|
|
|
case bridgeFall:
|
|
elevator->direction = -1;
|
|
elevator->sector = sec;
|
|
elevator->speed = ELEVATORSPEED*4; // quadruple speed
|
|
elevator->floordestheight = P_FindNextLowestFloor(sec, sec->floorheight);
|
|
elevator->ceilingdestheight = elevator->floordestheight
|
|
+ sec->ceilingheight - sec->floorheight;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
void EV_CrumbleChain(sector_t *sec, ffloor_t *rover)
|
|
{
|
|
size_t i;
|
|
size_t leftmostvertex = 0, rightmostvertex = 0;
|
|
size_t topmostvertex = 0, bottommostvertex = 0;
|
|
fixed_t leftx, rightx;
|
|
fixed_t topy, bottomy;
|
|
fixed_t topz;
|
|
fixed_t a, b, c;
|
|
|
|
// soundorg z height never gets set normally, so MEH.
|
|
sec->soundorg.z = sec->floorheight;
|
|
S_StartSound(&sec->soundorg, sfx_crumbl);
|
|
|
|
// Find the leftmost vertex in the subsector.
|
|
for (i = 0; i < sec->linecount; i++)
|
|
if ((sec->lines[i]->v1->x < sec->lines[leftmostvertex]->v1->x))
|
|
leftmostvertex = i;
|
|
|
|
// Find the rightmost vertex in the subsector.
|
|
for (i = 0; i < sec->linecount; i++)
|
|
if ((sec->lines[i]->v1->x > sec->lines[rightmostvertex]->v1->x))
|
|
rightmostvertex = i;
|
|
|
|
// Find the topmost vertex in the subsector.
|
|
for (i = 0; i < sec->linecount; i++)
|
|
if ((sec->lines[i]->v1->y > sec->lines[topmostvertex]->v1->y))
|
|
topmostvertex = i;
|
|
|
|
// Find the bottommost vertex in the subsector.
|
|
for (i = 0; i < sec->linecount; i++)
|
|
if ((sec->lines[i]->v1->y < sec->lines[bottommostvertex]->v1->y))
|
|
bottommostvertex = i;
|
|
|
|
leftx = sec->lines[leftmostvertex]->v1->x+(16<<FRACBITS);
|
|
rightx = sec->lines[rightmostvertex]->v1->x;
|
|
topy = sec->lines[topmostvertex]->v1->y-(16<<FRACBITS);
|
|
bottomy = sec->lines[bottommostvertex]->v1->y;
|
|
topz = *rover->topheight-(16<<FRACBITS);
|
|
|
|
for (a = leftx; a < rightx; a += (32<<FRACBITS))
|
|
{
|
|
for (b = topy; b > bottomy; b -= (32<<FRACBITS))
|
|
{
|
|
if (R_PointInSubsector(a, b)->sector == sec)
|
|
{
|
|
mobj_t *spawned = NULL;
|
|
for (c = topz; c > *rover->bottomheight; c -= (32<<FRACBITS))
|
|
{
|
|
// If the control sector has a special
|
|
// of Section3:7-15, use the custom debris.
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 3) >= 8)
|
|
spawned = P_SpawnMobj(a, b, c, MT_ROCKCRUMBLE1+(GETSECSPECIAL(rover->master->frontsector->special, 3)-7));
|
|
else
|
|
spawned = P_SpawnMobj(a, b, c, MT_ROCKCRUMBLE1);
|
|
|
|
spawned->fuse = 3*TICRATE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// no longer exists (can't collide with again)
|
|
rover->flags &= ~FF_EXISTS;
|
|
rover->master->frontsector->moved = true;
|
|
sec->moved = true;
|
|
}
|
|
|
|
// Used for bobbing platforms on the water
|
|
INT32 EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline)
|
|
{
|
|
#define speed vars[0]
|
|
#define distance vars[1]
|
|
#define low vars[2]
|
|
levelspecthink_t *bouncer;
|
|
|
|
// create and initialize new thinker
|
|
if (sec->ceilingdata) // One at a time, ma'am.
|
|
return 0;
|
|
|
|
bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&bouncer->thinker);
|
|
sec->ceilingdata = bouncer;
|
|
bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese;
|
|
|
|
// set up the fields according to the type of elevator action
|
|
bouncer->sector = sec;
|
|
bouncer->speed = momz/2;
|
|
bouncer->sourceline = sourceline;
|
|
bouncer->distance = FRACUNIT;
|
|
bouncer->low = 1;
|
|
|
|
return 1;
|
|
#undef speed
|
|
#undef distance
|
|
#undef low
|
|
}
|
|
|
|
// For T_ContinuousFalling special
|
|
INT32 EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boolean backwards)
|
|
{
|
|
#define speed vars[0]
|
|
#define direction vars[1]
|
|
#define floorwasheight vars[2]
|
|
#define ceilingwasheight vars[3]
|
|
#define floordestheight vars[4]
|
|
#define ceilingdestheight vars[5]
|
|
levelspecthink_t *faller;
|
|
|
|
// workaround for when there is no back sector
|
|
if (backsector == NULL)
|
|
backsector = sec;
|
|
|
|
// create and initialize new thinker
|
|
faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&faller->thinker);
|
|
faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling;
|
|
|
|
// set up the fields
|
|
faller->sector = sec;
|
|
faller->speed = spd;
|
|
|
|
faller->floorwasheight = sec->floorheight;
|
|
faller->ceilingwasheight = sec->ceilingheight;
|
|
|
|
if (backwards)
|
|
{
|
|
faller->ceilingdestheight = backsector->ceilingheight;
|
|
faller->floordestheight = faller->ceilingdestheight;
|
|
faller->direction = 1; // Up!
|
|
}
|
|
else
|
|
{
|
|
faller->floordestheight = backsector->floorheight;
|
|
faller->ceilingdestheight = faller->floordestheight;
|
|
faller->direction = -1;
|
|
}
|
|
|
|
return 1;
|
|
#undef speed
|
|
#undef direction
|
|
#undef floorwasheight
|
|
#undef ceilingwasheight
|
|
#undef floordestheight
|
|
#undef ceilingdestheight
|
|
}
|
|
|
|
// Some other 3dfloor special things Tails 03-11-2002 (Search p_mobj.c for description)
|
|
INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
|
|
player_t *player, fixed_t origalpha, boolean crumblereturn)
|
|
{
|
|
elevator_t *elevator;
|
|
sector_t *foundsec;
|
|
INT32 i;
|
|
|
|
// If floor is already activated, skip it
|
|
if (sec->floordata)
|
|
return 0;
|
|
|
|
if (sec->crumblestate > 1)
|
|
return 0;
|
|
|
|
// create and initialize new elevator thinker
|
|
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&elevator->thinker);
|
|
elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble;
|
|
|
|
// Does this crumbler return?
|
|
if (crumblereturn)
|
|
elevator->type = elevateBounce;
|
|
else
|
|
elevator->type = elevateContinuous;
|
|
|
|
// set up the fields according to the type of elevator action
|
|
elevator->sector = sec;
|
|
elevator->speed = 0;
|
|
|
|
if (player && player->mo && (player->mo->eflags & MFE_VERTICALFLIP))
|
|
{
|
|
elevator->direction = 1; // Up
|
|
elevator->floordestheight = 1;
|
|
}
|
|
else
|
|
{
|
|
elevator->direction = -1; // Down
|
|
elevator->floordestheight = 0;
|
|
}
|
|
|
|
elevator->floorwasheight = elevator->sector->floorheight;
|
|
elevator->ceilingwasheight = elevator->sector->ceilingheight;
|
|
elevator->distance = TICRATE; // Used for delay time
|
|
elevator->low = 0;
|
|
elevator->player = player;
|
|
elevator->origspeed = origalpha;
|
|
|
|
elevator->sourceline = rover->master;
|
|
|
|
sec->floordata = elevator;
|
|
|
|
if (floating)
|
|
elevator->high = 42;
|
|
else
|
|
elevator->high = 0;
|
|
|
|
elevator->sector->crumblestate = 2;
|
|
|
|
for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;)
|
|
{
|
|
foundsec = §ors[i];
|
|
|
|
P_SpawnMobj(foundsec->soundorg.x, foundsec->soundorg.y, elevator->direction == 1 ? elevator->sector->floorheight : elevator->sector->ceilingheight, MT_CRUMBLEOBJ);
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
INT32 EV_MarioBlock(sector_t *sec, sector_t *roversector, fixed_t topheight, mobj_t *puncher)
|
|
{
|
|
levelspecthink_t *block;
|
|
mobj_t *thing;
|
|
fixed_t oldx = 0, oldy = 0, oldz = 0;
|
|
|
|
I_Assert(puncher != NULL);
|
|
I_Assert(puncher->player != NULL);
|
|
|
|
if (sec->floordata || sec->ceilingdata)
|
|
return 0;
|
|
|
|
// Find an item to pop out!
|
|
thing = SearchMarioNode(sec->touching_thinglist);
|
|
|
|
// Found something!
|
|
if (thing)
|
|
{
|
|
const boolean itsamonitor = (thing->flags & MF_MONITOR) == MF_MONITOR;
|
|
// create and initialize new elevator thinker
|
|
|
|
block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL);
|
|
P_AddThinker(&block->thinker);
|
|
sec->floordata = block;
|
|
sec->ceilingdata = block;
|
|
block->thinker.function.acp1 = (actionf_p1)T_MarioBlock;
|
|
|
|
// Set up the fields
|
|
block->sector = sec;
|
|
block->vars[0] = roversector->tag; // actionsector
|
|
block->vars[1] = 4*FRACUNIT; // speed
|
|
block->vars[2] = 1; // Up // direction
|
|
block->vars[3] = block->sector->floorheight; // floorwasheight
|
|
block->vars[4] = block->sector->ceilingheight; // ceilingwasheight
|
|
block->vars[5] = FRACUNIT; // distance
|
|
block->vars[6] = 1; // low
|
|
|
|
if (itsamonitor)
|
|
{
|
|
oldx = thing->x;
|
|
oldy = thing->y;
|
|
oldz = thing->z;
|
|
}
|
|
|
|
P_UnsetThingPosition(thing);
|
|
thing->x = roversector->soundorg.x;
|
|
thing->y = roversector->soundorg.y;
|
|
thing->z = topheight;
|
|
thing->momz = FixedMul(6*FRACUNIT, thing->scale);
|
|
P_SetThingPosition(thing);
|
|
if (thing->flags & MF_SHOOTABLE)
|
|
P_DamageMobj(thing, puncher, puncher, 1);
|
|
else if (thing->type == MT_RING || thing->type == MT_COIN)
|
|
{
|
|
thing->momz = FixedMul(3*FRACUNIT, thing->scale);
|
|
P_TouchSpecialThing(thing, puncher, false);
|
|
// "Thunk!" sound
|
|
S_StartSound(puncher, sfx_mario1); // Puncher is "close enough"
|
|
}
|
|
else
|
|
{
|
|
if (thing->type == MT_EMMY && thing->spawnpoint && (thing->spawnpoint->options & MTF_OBJECTSPECIAL))
|
|
{
|
|
mobj_t *tokenobj = P_SpawnMobj(roversector->soundorg.x, roversector->soundorg.y, topheight, MT_TOKEN);
|
|
P_SetTarget(&thing->tracer, tokenobj);
|
|
P_SetTarget(&tokenobj->target, thing);
|
|
P_SetMobjState(tokenobj, mobjinfo[MT_TOKEN].seestate);
|
|
}
|
|
|
|
// "Powerup rise" sound
|
|
S_StartSound(puncher, sfx_mario9); // Puncher is "close enough"
|
|
}
|
|
|
|
if (itsamonitor)
|
|
{
|
|
P_UnsetThingPosition(tmthing);
|
|
tmthing->x = oldx;
|
|
tmthing->y = oldy;
|
|
tmthing->z = oldz;
|
|
tmthing->momx = 1;
|
|
tmthing->momy = 1;
|
|
P_SetThingPosition(tmthing);
|
|
}
|
|
}
|
|
else
|
|
S_StartSound(puncher, sfx_mario1); // "Thunk!" sound - puncher is "close enough".
|
|
|
|
return 1;
|
|
}
|