Some improvements to crumbling platforms.

- The respawn timer can now be changed, instead of always being 15 
seconds.
- Tweaked the flashing so it looks a bit less weird.
This commit is contained in:
sphere 2021-06-01 20:33:17 +02:00 committed by spherallic
parent 131316c541
commit 15ebb682aa
8 changed files with 38 additions and 11 deletions

View file

@ -1375,6 +1375,7 @@ linedeftypes
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
3dfloor = true;
3dfloorflags = "10019F";
}
@ -1398,6 +1399,7 @@ linedeftypes
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
3dfloor = true;
3dfloorflags = "210841F";
flags643dfloorflagsadd = "40";
@ -1424,6 +1426,7 @@ linedeftypes
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
flags8192text = "[13] Cut cyan flat pixels";
3dfloor = true;
3dfloorflags = "210959F";
@ -1452,6 +1455,7 @@ linedeftypes
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
3dfloor = true;
3dfloorflags = "14019F";
}
@ -1475,6 +1479,7 @@ linedeftypes
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
3dfloor = true;
3dfloorflags = "14019F";
}
@ -1498,6 +1503,7 @@ linedeftypes
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
flags256text = "[8] Set respawn time to X offset";
3dfloor = true;
3dfloorflags = "10019F";
}

View file

@ -2530,6 +2530,7 @@ static int lib_evStartCrumble(lua_State *L)
player_t *player = NULL;
fixed_t origalpha;
boolean crumblereturn = lua_optboolean(L, 6);
int respawntimer = luaL_optinteger(L, 7, 0);
NOHUD
if (!sec)
return LUA_ErrInvalid(L, "sector_t");
@ -2545,7 +2546,7 @@ static int lib_evStartCrumble(lua_State *L)
origalpha = luaL_checkfixed(L, 5);
else
origalpha = rover->alpha;
lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn) != 0);
lua_pushboolean(L, EV_StartCrumble(sec, rover, floating, player, origalpha, crumblereturn, respawntimer) != 0);
return 0;
}

View file

@ -790,8 +790,8 @@ void T_StartCrumble(crumble_t *crumble)
{
if (crumble->timer > 0) // Count down the timer
{
if (--crumble->timer <= 0)
crumble->timer = -15*TICRATE; // Timer until platform returns to original position.
if (--crumble->timer <= 0) // Set timer until the platform returns to its original position
crumble->timer = (crumble->respawntimer == 0) ? -15*TICRATE : -crumble->respawntimer;
else
{
// Timer isn't up yet, so just keep waiting.
@ -836,7 +836,7 @@ void T_StartCrumble(crumble_t *crumble)
}
// Flash to indicate that the platform is about to return.
if (crumble->timer > -224 && (leveltime % ((abs(crumble->timer)/8) + 1) == 0))
if (crumble->timer >= -105 && (leveltime % ((abs(crumble->timer)/8) + 1) == 0))
{
TAG_ITER_SECTORS(tag, i)
{
@ -859,7 +859,7 @@ void T_StartCrumble(crumble_t *crumble)
if (rover->alpha == crumble->origalpha)
{
rover->flags |= FF_TRANSLUCENT;
rover->alpha = 0x00;
rover->alpha = abs(crumble->timer) < crumble->origalpha ? abs(crumble->timer) : 0x00;
}
else
{
@ -2322,7 +2322,7 @@ void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boole
// 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)
player_t *player, fixed_t origalpha, boolean crumblereturn, INT32 respawntimer)
{
crumble_t *crumble;
sector_t *foundsec;
@ -2356,6 +2356,7 @@ INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating,
crumble->floorwasheight = crumble->sector->floorheight;
crumble->ceilingwasheight = crumble->sector->ceilingheight;
crumble->timer = TICRATE;
crumble->respawntimer = respawntimer;
crumble->player = player;
crumble->origalpha = origalpha;

View file

@ -3290,7 +3290,7 @@ void P_MobjCheckWater(mobj_t *mobj)
{ // Water removes electric and non-water fire shields...
if (electric)
P_FlashPal(p, PAL_WHITE, 1);
p->powers[pw_shield] = p->powers[pw_shield] & SH_STACK;
}
}
@ -3750,6 +3750,7 @@ static void P_CheckCrumblingPlatforms(mobj_t *mobj)
for (node = mobj->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
INT32 respawntimer = 0;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
@ -3770,7 +3771,10 @@ static void P_CheckCrumblingPlatforms(mobj_t *mobj)
continue;
}
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN));
if (rover->master->flags & ML_EFFECT3)
respawntimer = sides[rover->master->sidenum[0]].textureoffset >> FRACBITS;
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), mobj->player, rover->alpha, !(rover->flags & FF_NORETURN), respawntimer);
}
}
}

View file

@ -2116,6 +2116,7 @@ static void SaveCrumbleThinker(const thinker_t *th, const UINT8 type)
WRITEINT32(save_p, ht->direction);
WRITEINT32(save_p, ht->origalpha);
WRITEINT32(save_p, ht->timer);
WRITEINT32(save_p, ht->respawntimer);
WRITEFIXED(save_p, ht->speed);
WRITEFIXED(save_p, ht->floorwasheight);
WRITEFIXED(save_p, ht->ceilingwasheight);
@ -3248,6 +3249,7 @@ static thinker_t* LoadCrumbleThinker(actionf_p1 thinker)
ht->direction = READINT32(save_p);
ht->origalpha = READINT32(save_p);
ht->timer = READINT32(save_p);
ht->respawntimer = READINT32(save_p);
ht->speed = READFIXED(save_p);
ht->floorwasheight = READFIXED(save_p);
ht->ceilingwasheight = READFIXED(save_p);

View file

@ -3174,6 +3174,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
boolean foundrover = false; // for debug, "Can't find a FOF" message
player_t *player = NULL; // player that caused FOF to fall
boolean respawn = true; // should the fallen FOF respawn?
INT32 respawntimer = 0; // time before respawning
if (mo) // NULL check
player = mo->player;
@ -3181,6 +3182,9 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (line->flags & ML_NOCLIMB) // don't respawn!
respawn = false;
if (line->flags & ML_EFFECT3) // Set respawn time via X offset, so ACTUALLY use the tag for the sector tag :p
sectag = Tag_FGet(&line->tags);
TAG_ITER_SECTORS(sectag, secnum)
{
sec = sectors + secnum;
@ -3200,7 +3204,10 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (line->flags & ML_BLOCKMONSTERS) // FOF flags determine respawn ability instead?
respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn);
if (line->flags & ML_EFFECT3)
respawntimer = sides[line->sidenum[0]].textureoffset >> FRACBITS;
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn, respawntimer);
}
}

View file

@ -322,6 +322,7 @@ typedef struct
INT32 direction;
INT32 origalpha;
INT32 timer;
INT32 respawntimer;
fixed_t speed;
fixed_t floorwasheight; // Height the floor WAS at
fixed_t ceilingwasheight; // Height the ceiling WAS at
@ -446,7 +447,7 @@ void EV_BounceSector(sector_t *sector, fixed_t momz, line_t *sourceline);
// Some other special 3dfloor types
INT32 EV_StartCrumble(sector_t *sector, ffloor_t *rover,
boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn);
boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn, INT32 respawntimer);
void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boolean backwards);

View file

@ -3342,7 +3342,12 @@ static void P_DoClimbing(player_t *player)
if (floorclimb)
{
if (rover->flags & FF_CRUMBLE && !(netgame && player->spectator))
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN));
{
INT32 respawntimer = 0;
if (rover->master->flags & ML_EFFECT3)
respawntimer = sides[rover->master->sidenum[0]].textureoffset >> FRACBITS;
EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, !(rover->flags & FF_NORETURN), respawntimer);
}
break;
}
}