Kart-Public/src/p_floor.c
SeventhSentinel 2422501ab9 Add a mapobjectscale global
Should be no different than it was before, now it's just less tedious to type :V
2018-12-12 21:55:59 -05:00

3304 lines
96 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_floor.c
/// \brief Floor animation, elevators
#include "doomdef.h"
#include "doomstat.h"
#include "p_local.h"
#include "r_state.h"
#include "s_sound.h"
#include "z_zone.h"
#include "g_game.h"
#include "r_main.h"
// ==========================================================================
// FLOORS
// ==========================================================================
//
// Mini-P_IsObjectOnGroundIn for T_MovePlane hack
//
static inline boolean P_MobjReadyToMove(mobj_t *mo, sector_t *sec, boolean sectorisffloor, boolean sectorisquicksand)
{
if (sectorisquicksand)
return (mo->z > sec->floorheight && mo->z < sec->ceilingheight);
else if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
return ((sectorisffloor) ? (mo->z+mo->height != sec->floorheight) : (mo->z+mo->height != sec->ceilingheight));
else
return ((sectorisffloor) ? (mo->z != sec->ceilingheight) : (mo->z != sec->floorheight));
}
//
// Move a plane (floor or ceiling) and check for crushing
//
result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crush,
INT32 floorOrCeiling, INT32 direction)
{
boolean flag;
fixed_t lastpos;
fixed_t destheight; // used to keep floors/ceilings from moving through each other
// Stuff used for mobj hacks.
INT32 secnum = -1;
mobj_t *mo = NULL;
sector_t *sec = NULL;
ffloor_t *rover = NULL;
boolean sectorisffloor = false;
boolean sectorisquicksand = false;
sector->moved = true;
switch (floorOrCeiling)
{
case 0:
// moving a floor
switch (direction)
{
case -1:
// Moving a floor down
if (sector->floorheight - speed < dest)
{
lastpos = sector->floorheight;
sector->floorheight = dest;
flag = P_CheckSector(sector, crush);
if (flag && sector->numattached)
{
sector->floorheight = lastpos;
P_CheckSector(sector, crush);
}
return pastdest;
}
else
{
lastpos = sector->floorheight;
sector->floorheight -= speed;
flag = P_CheckSector(sector, crush);
if (flag && sector->numattached)
{
sector->floorheight = lastpos;
P_CheckSector(sector, crush);
return crushed;
}
}
break;
case 1:
// Moving a floor up
// keep floor from moving through ceilings
destheight = (dest < sector->ceilingheight) ? dest : sector->ceilingheight;
if (sector->floorheight + speed > destheight)
{
lastpos = sector->floorheight;
sector->floorheight = destheight;
flag = P_CheckSector(sector, crush);
if (flag)
{
sector->floorheight = lastpos;
P_CheckSector(sector, crush);
}
return pastdest;
}
else
{
// crushing is possible
lastpos = sector->floorheight;
sector->floorheight += speed;
flag = P_CheckSector(sector, crush);
if (flag)
{
sector->floorheight = lastpos;
P_CheckSector(sector, crush);
return crushed;
}
}
break;
}
break;
case 1:
// moving a ceiling
switch (direction)
{
case -1:
// moving a ceiling down
// keep ceiling from moving through floors
destheight = (dest > sector->floorheight) ? dest : sector->floorheight;
if (sector->ceilingheight - speed < destheight)
{
lastpos = sector->ceilingheight;
sector->ceilingheight = destheight;
flag = P_CheckSector(sector, crush);
if (flag)
{
sector->ceilingheight = lastpos;
P_CheckSector(sector, crush);
}
return pastdest;
}
else
{
// crushing is possible
lastpos = sector->ceilingheight;
sector->ceilingheight -= speed;
flag = P_CheckSector(sector, crush);
if (flag)
{
sector->ceilingheight = lastpos;
P_CheckSector(sector, crush);
return crushed;
}
}
break;
case 1:
// moving a ceiling up
if (sector->ceilingheight + speed > dest)
{
lastpos = sector->ceilingheight;
sector->ceilingheight = dest;
flag = P_CheckSector(sector, crush);
if (flag && sector->numattached)
{
sector->ceilingheight = lastpos;
P_CheckSector(sector, crush);
}
return pastdest;
}
else
{
lastpos = sector->ceilingheight;
sector->ceilingheight += speed;
flag = P_CheckSector(sector, crush);
if (flag && sector->numattached)
{
sector->ceilingheight = lastpos;
P_CheckSector(sector, crush);
return crushed;
}
}
break;
}
break;
}
// Hack for buggy mobjs to move by gravity with moving planes.
if (sector->tagline)
sectorisffloor = true;
// Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop.
if (!sectorisffloor)
sec = sector;
// Optimization condition. Only run the logic if there is any Things in the sector.
if (sectorisffloor || sec->thinglist)
{
// If this is an FOF being checked, check all the affected sectors for moving mobjs.
while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
{
if (sectorisffloor)
{
// Get actual sector from the list of sectors.
sec = &sectors[secnum];
// Can't use P_InQuicksand because it will return the incorrect result
// because of checking for heights.
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->target == sec && (rover->flags & FF_QUICKSAND))
{
sectorisquicksand = true;
break;
}
}
}
for (mo = sec->thinglist; mo; mo = mo->snext)
{
// The object should be ready to move as defined by this function.
if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
continue;
// The object should not be moving at all.
if (mo->momx || mo->momy || mo->momz)
continue;
// These objects will be affected by this condition.
switch (mo->type)
{
case MT_GOOP: // Egg Slimer's goop objects
case MT_SPINFIRE: // Elemental Shield flame balls
case MT_SNEAKERTRAIL:
case MT_SPIKE: // Floor Spike
// Is the object hang from the ceiling?
// In that case, swap the planes used.
// verticalflip inverts
if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->ceilingz - mo->height;
else
mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
}
else
{
if (sectorisffloor && !sectorisquicksand)
mo->z = mo->floorz;
else
mo->z = mo->floorz = mo->subsector->sector->floorheight;
}
break;
// Kill warnings...
default:
break;
}
}
// Break from loop if there is no FOFs to check.
if (!sectorisffloor)
break;
}
}
return ok;
}
//
// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN)
//
void T_MoveFloor(floormove_t *movefloor)
{
result_e res = 0;
boolean dontupdate = false;
if (movefloor->delaytimer)
{
movefloor->delaytimer--;
return;
}
res = T_MovePlane(movefloor->sector,
movefloor->speed,
movefloor->floordestheight,
movefloor->crush, 0, movefloor->direction);
if (movefloor->type == bounceFloor)
{
const fixed_t origspeed = FixedDiv(movefloor->origspeed,(ELEVATORSPEED/2));
const fixed_t fs = abs(movefloor->sector->floorheight - lines[movefloor->texture].frontsector->floorheight);
const fixed_t bs = abs(movefloor->sector->floorheight - lines[movefloor->texture].backsector->floorheight);
if (fs < bs)
movefloor->speed = FixedDiv(fs,25*FRACUNIT) + FRACUNIT/4;
else
movefloor->speed = FixedDiv(bs,25*FRACUNIT) + FRACUNIT/4;
movefloor->speed = FixedMul(movefloor->speed,origspeed);
}
if (res == pastdest)
{
if (movefloor->direction == 1)
{
switch (movefloor->type)
{
case moveFloorByFrontSector:
if (movefloor->texture < -1) // chained linedef executing
P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
/* FALLTHRU */
case instantMoveFloorByFrontSector:
if (movefloor->texture > -1) // flat changing
movefloor->sector->floorpic = movefloor->texture;
break;
case bounceFloor: // Graue 03-12-2004
if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
else
movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
movefloor->delaytimer = movefloor->delay;
P_RecalcPrecipInSector(movefloor->sector);
return; // not break, why did this work? Graue 04-03-2004
case bounceFloorCrush: // Graue 03-27-2004
if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
{
movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dy),4*FRACUNIT); // return trip, use dy
}
else
{
movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dx),4*FRACUNIT); // forward again, use dx
}
movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
movefloor->delaytimer = movefloor->delay;
P_RecalcPrecipInSector(movefloor->sector);
return; // not break, why did this work? Graue 04-03-2004
case crushFloorOnce:
movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
movefloor->direction = -1;
movefloor->sector->soundorg.z = movefloor->sector->floorheight;
S_StartSound(&movefloor->sector->soundorg,sfx_pstop);
P_RecalcPrecipInSector(movefloor->sector);
return;
default:
break;
}
}
else if (movefloor->direction == -1)
{
switch (movefloor->type)
{
case moveFloorByFrontSector:
if (movefloor->texture < -1) // chained linedef executing
P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL);
/* FALLTHRU */
case instantMoveFloorByFrontSector:
if (movefloor->texture > -1) // flat changing
movefloor->sector->floorpic = movefloor->texture;
break;
case bounceFloor: // Graue 03-12-2004
if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
else
movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
movefloor->delaytimer = movefloor->delay;
P_RecalcPrecipInSector(movefloor->sector);
return; // not break, why did this work? Graue 04-03-2004
case bounceFloorCrush: // Graue 03-27-2004
if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight)
{
movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight;
movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dy),4*FRACUNIT); // return trip, use dy
}
else
{
movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight;
movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dx),4*FRACUNIT); // forward again, use dx
}
movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1;
movefloor->sector->floorspeed = movefloor->speed * movefloor->direction;
movefloor->delaytimer = movefloor->delay;
P_RecalcPrecipInSector(movefloor->sector);
return; // not break, why did this work? Graue 04-03-2004
case crushFloorOnce:
movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it
P_RemoveThinker(&movefloor->thinker);
movefloor->sector->floorspeed = 0;
P_RecalcPrecipInSector(movefloor->sector);
return;
default:
break;
}
}
movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it
movefloor->sector->floorspeed = 0;
P_RemoveThinker(&movefloor->thinker);
dontupdate = true;
}
if (!dontupdate)
movefloor->sector->floorspeed = movefloor->speed*movefloor->direction;
else
movefloor->sector->floorspeed = 0;
P_RecalcPrecipInSector(movefloor->sector);
}
//
// T_MoveElevator
//
// Move an elevator to it's destination (up or down)
// Called once per tick for each moving floor.
//
// Passed an elevator_t structure that contains all pertinent info about the
// move. See p_spec.h for fields.
// No return.
//
// The function moves the planes differently based on direction, so if it's
// traveling really fast, the floor and ceiling won't hit each other and
// stop the lift.
void T_MoveElevator(elevator_t *elevator)
{
result_e res1 = 0, res2 = 0, res = 0;
boolean dontupdate = false;
fixed_t oldfloor, oldceiling;
if (elevator->delaytimer)
{
elevator->delaytimer--;
return;
}
if (elevator->direction < 0) // moving down
{
if (elevator->type == elevateContinuous)
{
const fixed_t origspeed = FixedDiv(elevator->origspeed,(ELEVATORSPEED/2));
const fixed_t wh = abs(elevator->sector->floorheight - elevator->floorwasheight);
const fixed_t dh = abs(elevator->sector->floorheight - elevator->floordestheight);
// Slow down when reaching destination Tails 12-06-2000
if (wh < dh)
elevator->speed = FixedDiv(wh,25*FRACUNIT) + FRACUNIT/4;
else
elevator->speed = FixedDiv(dh,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->ceilingdestheight,
elevator->distance,
1, // move floor
elevator->direction
);
res2 = T_MovePlane
(
elevator->sector,
elevator->speed,
elevator->floordestheight,
elevator->distance,
0, // move ceiling
elevator->direction
);
if (elevator->distance && (res1 == crushed || res2 == crushed))
{
res = crushed;
elevator->sector->floorheight = oldfloor;
elevator->sector->ceilingheight = oldceiling;
}
else
res = res1;
}
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 = &sectors[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);
T_MovePlane(bouncer->sector, 0, bouncer->sector->ceilingheight, 0, 1, -1); // update things on ceiling
T_MovePlane(bouncer->sector, 0, bouncer->sector->floorheight, 0, 0, -1); // update things on floor
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;
T_MovePlane(bouncer->sector, 0, bouncer->sector->ceilingheight, 0, 1, -1); // update things on ceiling
T_MovePlane(bouncer->sector, 0, bouncer->sector->floorheight, 0, 0, -1); // update things on floor
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 ceiling
T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->floorheight - 70*FRACUNIT,
0, 0, -1); // move floor
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 (abs(bouncer->speed) < 2*FRACUNIT
&& abs(bouncer->sector->ceilingheight-bouncer->ceilingwasheight) < FRACUNIT/4)
{
bouncer->sector->floorheight = bouncer->floorwasheight;
bouncer->sector->ceilingheight = bouncer->ceilingwasheight;
T_MovePlane(bouncer->sector, 0, bouncer->sector->ceilingheight, 0, 1, -1); // update things on ceiling
T_MovePlane(bouncer->sector, 0, bouncer->sector->floorheight, 0, 0, -1); // update things on floor
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 = &sectors[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 = &sectors[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 = &sectors[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(&sectors[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_thinglist_next)
{
thing = node->m_thing;
if (!thing->player)
continue;
dothepain = false;
affectsec = &sectors[spikes->vars[0]];
if (affectsec == spikes->sector) // Applied to an actual sector
{
fixed_t affectfloor = P_GetSpecialBottomZ(thing, affectsec, affectsec);
fixed_t affectceil = P_GetSpecialTopZ(thing, affectsec, affectsec);
if (affectsec->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0)
continue;
if (thing->z == affectfloor)
dothepain = true;
}
if (affectsec->flags & SF_FLIPSPECIAL_CEILING)
{
if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0)
continue;
if (thing->z + thing->height == affectceil)
dothepain = true;
}
}
else
{
fixed_t affectfloor = P_GetSpecialBottomZ(thing, affectsec, spikes->sector);
fixed_t affectceil = P_GetSpecialTopZ(thing, affectsec, spikes->sector);
if (affectsec->flags & SF_FLIPSPECIAL_FLOOR)
{
if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0)
continue;
if (thing->z == affectceil)
dothepain = true;
}
if (affectsec->flags & SF_FLIPSPECIAL_CEILING)
{
if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0)
continue;
if (thing->z + thing->height == affectfloor)
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 = &sectors[secnum];
else
actionsector = NULL;
if (actionsector)
{
//boolean floatanyway = false; // Ignore the crumblestate setting.
fixed_t 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
;
// we have something to float in! Or we're for some reason above the ground, let's fall anyway
else if (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 = &sectors[i];
// Nab the control sector that this sector belongs to.
k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
if (k == -1)
break;
controlsec = &sectors[k];
// Is a player standing on me?
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
{
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 = &sectors[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 = &sectors[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(&sectors[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 = &sectors[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_thinglist_next)
{
// 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->type == MT_RANDOMITEM)
&& 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;
ffloor_t *rover = NULL;
INT32 secnum;
// SRB2kart 170217 - Thwomps are automatic.
// Put up a timer before you start falling down.
// I could of used rowoffset, but the FOF actually
// modifies the textures's Y offset. It doesn't with
// textureoffset, so Effect 4 can be ignored as usual.
if (thwomp->sourceline->flags & ML_EFFECT1
&& leveltime < (unsigned)(sides[thwomp->sourceline->sidenum[0]].textureoffset>>FRACBITS))
thwomp->direction = 0;
// 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]].toptexture;
//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 = &sectors[secnum];
// Look for thwomp FFloor
for (rover = actionsector->ffloors; rover; rover = rover->next)
{
if (rover->master == thwomp->sourceline)
break;
}
}
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 (!rover || (rover->flags & FF_EXISTS))
{
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;
thwomp->direction = -1;
/* // SRB2kart 170217 - Thwomps are automatic.
// scan the thinkers to find players!
if (!rover || (rover->flags & FF_EXISTS))
{
// 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->player && !mo->player->spectator
&& 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 = &sectors[s];
node = checksector->touching_thinglist; // things touching this sector
while (node)
{
thing = node->m_thing;
if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0
&& thing->z < upperbound && thing->z+thing->height > lowerbound)
{
exists = true;
goto foundenemy;
}
node = node->m_thinglist_next;
}
}
}
}
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(boolean *curPlayers, boolean *oldPlayers, boolean inAndOut)
{
INT32 i;
// Easy check... nothing has changed
if (!memcmp(curPlayers, oldPlayers, sizeof(boolean)*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;
boolean oldPlayersInArea[MAXPLAYERS];
boolean playersInArea[MAXPLAYERS];
boolean oldPlayersOnArea[MAXPLAYERS];
boolean playersOnArea[MAXPLAYERS];
boolean *oldPlayersArea;
boolean *playersArea;
boolean FOFsector = false;
boolean inAndOut = false;
boolean floortouch = false;
fixed_t bottomheight, topheight;
msecnode_t *node;
ffloor_t *rover;
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] = false;
playersOnArea[i] = false;
}
while ((secnum = P_FindSectorFromLineTag(eachtime->sourceline, secnum)) >= 0)
{
sec = &sectors[secnum];
FOFsector = false;
if (GETSECSPECIAL(sec->special, 2) == 3 || GETSECSPECIAL(sec->special, 2) == 5)
floortouch = true;
else if (GETSECSPECIAL(sec->special, 2) >= 1 && GETSECSPECIAL(sec->special, 2) <= 8)
floortouch = false;
else
continue;
// 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 = &sectors[targetsecnum];
// Find the FOF corresponding to the control linedef
for (rover = targetsec->ffloors; rover; rover = rover->next)
{
if (rover->master == sec->lines[i])
break;
}
if (!rover) // This should be impossible, but don't complain if it is the case somehow
continue;
if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there
continue;
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)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
bottomheight = P_GetSpecialBottomZ(players[j].mo, sec, targetsec);
if (players[j].mo->z > topheight)
continue;
if (players[j].mo->z + players[j].mo->height < bottomheight)
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] = true;
}
else
{
if (j & 1)
eachtime->vars[j/2] |= 1;
else
eachtime->vars[j/2] |= 1 << 16;
playersInArea[j] = true;
}
}
}
}
if (!FOFsector)
{
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)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue;
if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
continue;
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
{
if (i & 1)
eachtime->var2s[i/2] |= 1;
else
eachtime->var2s[i/2] |= 1 << 16;
playersOnArea[i] = true;
}
else
{
if (i & 1)
eachtime->vars[i/2] |= 1;
else
eachtime->vars[i/2] |= 1 << 16;
playersInArea[i] = true;
}
}
}
}
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;
}
while ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1)
{
if (GETSECSPECIAL(sec->special, 2) == 2 || GETSECSPECIAL(sec->special, 2) == 3)
{
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 (!playersArea[i])
return;
}
}
CONS_Debug(DBG_GAMELOGIC, "Trying to activate each time executor with tag %d\n", eachtime->sourceline->tag);
// 03/08/14 -Monster Iestyn
// No more stupid hacks involving changing eachtime->sourceline's tag or special or whatever!
// This should now run ONLY the stuff for eachtime->sourceline itself, instead of all trigger linedefs sharing the same tag.
// Makes much more sense doing it this way, honestly.
P_RunTriggerLinedef(eachtime->sourceline, players[affectPlayer].mo, sec);
if (!eachtime->sourceline->special) // this happens only for "Trigger on X calls" linedefs
P_RemoveThinker(&eachtime->thinker);
oldPlayersArea[affectPlayer]=playersArea[affectPlayer];
}
}
//
// 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 = &sectors[i];
// Is a player standing on me?
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
{
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 == P_GetSpecialTopZ(thing, raise->sector, sector)))
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(&sectors[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, camerascanned3, camerascanned4;
if (leveltime != lastleveltime) // Back on the first camera scanner
{
camerascanned = camerascanned2 = camerascanned3 = camerascanned4 = 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;
}
}
if (splitscreen > 1 && players[thirddisplayplayer].mo)
{
if (players[thirddisplayplayer].mo->subsector->sector == elevator->actionsector)
{
if (t_cam3_rotate == -42)
t_cam3_dist = cv_cam3_dist.value;
if (t_cam3_rotate == -42)
t_cam3_height = cv_cam3_height.value;
if (t_cam3_rotate == -42)
t_cam3_rotate = cv_cam3_rotate.value;
CV_SetValue(&cv_cam3_height, FixedInt(elevator->sector->floorheight));
CV_SetValue(&cv_cam3_dist, FixedInt(elevator->sector->ceilingheight));
CV_SetValue(&cv_cam3_rotate, elevator->distance);
camerascanned3 = true;
}
else if (!camerascanned3)
{
if (t_cam3_height != -42 && cv_cam3_height.value != t_cam3_height)
CV_Set(&cv_cam3_height, va("%f", (double)FIXED_TO_FLOAT(t_cam3_height)));
if (t_cam3_dist != -42 && cv_cam3_dist.value != t_cam3_dist)
CV_Set(&cv_cam3_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam3_dist)));
if (t_cam3_rotate != -42 && cv_cam3_rotate.value != t_cam3_rotate)
CV_Set(&cv_cam3_rotate, va("%f", (double)t_cam3_rotate));
t_cam3_dist = t_cam3_height = t_cam3_rotate = -42;
}
}
if (splitscreen > 2 && players[fourthdisplayplayer].mo)
{
if (players[fourthdisplayplayer].mo->subsector->sector == elevator->actionsector)
{
if (t_cam4_rotate == -42)
t_cam4_dist = cv_cam4_dist.value;
if (t_cam4_rotate == -42)
t_cam4_height = cv_cam4_height.value;
if (t_cam4_rotate == -42)
t_cam4_rotate = cv_cam4_rotate.value;
CV_SetValue(&cv_cam4_height, FixedInt(elevator->sector->floorheight));
CV_SetValue(&cv_cam4_dist, FixedInt(elevator->sector->ceilingheight));
CV_SetValue(&cv_cam4_rotate, elevator->distance);
camerascanned4 = true;
}
else if (!camerascanned4)
{
if (t_cam4_height != -42 && cv_cam4_height.value != t_cam4_height)
CV_Set(&cv_cam4_height, va("%f", (double)FIXED_TO_FLOAT(t_cam4_height)));
if (t_cam4_dist != -42 && cv_cam4_dist.value != t_cam4_dist)
CV_Set(&cv_cam4_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam4_dist)));
if (t_cam4_rotate != -42 && cv_cam4_rotate.value != t_cam4_rotate)
CV_Set(&cv_cam4_rotate, va("%f", (double)t_cam4_rotate));
t_cam4_dist = t_cam4_height = t_cam4_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 = &sectors[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 = &sectors[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;
mobjtype_t type = MT_ROCKCRUMBLE1;
const fixed_t spacing = 48*mapobjectscale;
// If the control sector has a special
// of Section3:7-15, use the custom debris.
if (GETSECSPECIAL(rover->master->frontsector->special, 3) >= 8)
type = MT_ROCKCRUMBLE1+(GETSECSPECIAL(rover->master->frontsector->special, 3)-7);
// soundorg z height never gets set normally, so MEH.
sec->soundorg.z = sec->floorheight;
S_StartSound(&sec->soundorg, sfx_crumbl);
// Find the outermost vertexes in the subsector
for (i = 0; i < sec->linecount; i++)
{
// Find the leftmost vertex in the subsector.
if ((sec->lines[i]->v1->x < sec->lines[leftmostvertex]->v1->x))
leftmostvertex = i;
// Find the rightmost vertex in the subsector.
if ((sec->lines[i]->v1->x > sec->lines[rightmostvertex]->v1->x))
rightmostvertex = i;
// Find the topmost vertex in the subsector.
if ((sec->lines[i]->v1->y > sec->lines[topmostvertex]->v1->y))
topmostvertex = i;
// Find the bottommost vertex in the subsector.
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-(spacing/2);
for (a = leftx; a < rightx; a += spacing)
{
for (b = topy; b > bottomy; b -= spacing)
{
if (R_PointInSubsector(a, b)->sector == sec)
{
mobj_t *spawned = NULL;
for (c = topz; c > *rover->bottomheight; c -= spacing)
{
spawned = P_SpawnMobj(a, b, c, type);
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 = &sectors[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->type == MT_RANDOMITEM)
{
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;
}