mirror of
https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'udmf-next' into udmf-multitag
This commit is contained in:
commit
35f539e398
7 changed files with 0 additions and 635 deletions
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@ -738,12 +738,6 @@ linedeftypes
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flags2text = "[1] Use control sector tag";
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flags64text = "[6] No sound effect";
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}
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||||
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65
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{
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||||
title = "Bridge Thinker <disabled>";
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||||
prefix = "(65)";
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||||
}
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||||
}
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||||
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polyobject
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||||
|
|
570
src/p_floor.c
570
src/p_floor.c
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@ -26,19 +26,6 @@
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|||
// FLOORS
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||||
// ==========================================================================
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||||
//
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// Mini-P_IsObjectOnGroundIn for T_MovePlane hack
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//
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static inline boolean P_MobjReadyToMove(mobj_t *mo, sector_t *sec, boolean sectorisffloor, boolean sectorisquicksand)
|
||||
{
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if (sectorisquicksand)
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||||
return (mo->z > sec->floorheight && mo->z < sec->ceilingheight);
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else if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
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return ((sectorisffloor) ? (mo->z+mo->height != sec->floorheight) : (mo->z+mo->height != sec->ceilingheight));
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else
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return ((sectorisffloor) ? (mo->z != sec->ceilingheight) : (mo->z != sec->floorheight));
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}
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//
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// Move a plane (floor or ceiling) and check for crushing
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//
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@ -48,14 +35,6 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
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|||
boolean flag;
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||||
fixed_t lastpos;
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fixed_t destheight; // used to keep floors/ceilings from moving through each other
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||||
// Stuff used for mobj hacks.
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INT32 secnum = -1;
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mobj_t *mo = NULL;
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sector_t *sec = NULL;
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ffloor_t *rover = NULL;
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||||
boolean sectorisffloor = false;
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||||
boolean sectorisquicksand = false;
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||||
|
||||
sector->moved = true;
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||||
|
||||
switch (floorOrCeiling)
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||||
|
@ -193,83 +172,6 @@ result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crus
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|||
break;
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||||
}
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||||
|
||||
// Hack for buggy mobjs to move by gravity with moving planes.
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if (sector->tagline)
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sectorisffloor = true;
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// Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop.
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if (!sectorisffloor)
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sec = sector;
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|
||||
// Optimization condition. Only run the logic if there is any Things in the sector.
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if (sectorisffloor || sec->thinglist)
|
||||
{
|
||||
// If this is an FOF being checked, check all the affected sectors for moving mobjs.
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||||
while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
|
||||
{
|
||||
if (sectorisffloor)
|
||||
{
|
||||
// Get actual sector from the list of sectors.
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sec = §ors[secnum];
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|
||||
// Can't use P_InQuicksand because it will return the incorrect result
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// because of checking for heights.
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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if (rover->target == sec && (rover->flags & FF_QUICKSAND))
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{
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sectorisquicksand = true;
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||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (mo = sec->thinglist; mo; mo = mo->snext)
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{
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||||
// The object should be ready to move as defined by this function.
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if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
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continue;
|
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|
||||
// The object should not be moving at all.
|
||||
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_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;
|
||||
}
|
||||
|
||||
|
@ -1275,478 +1177,6 @@ void T_FloatSector(levelspecthink_t *floater)
|
|||
}
|
||||
}
|
||||
|
||||
//
|
||||
// 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;
|
||||
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INT16 j;
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boolean playeronme = false;
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fixed_t ceilingdestination = 0, floordestination = 0;
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result_e res = 0;
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#define ORIGFLOORHEIGHT (bridge->vars[0])
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#define ORIGCEILINGHEIGHT (bridge->vars[1])
|
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#define BASESPEED (bridge->vars[2])
|
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#define CURSPEED (bridge->vars[3])
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||||
#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)
|
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#define STARTCONTROLTAG (ENDTAG + 1)
|
||||
#define ENDCONTROLTAG (ENDTAG + (ENDTAG - STARTTAG) + 1)
|
||||
|
||||
// Is someone standing on it?
|
||||
for (j = STARTTAG; j <= ENDTAG; j++)
|
||||
{
|
||||
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
||||
{
|
||||
sector = §ors[i];
|
||||
|
||||
// Nab the control sector that this sector belongs to.
|
||||
k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
|
||||
|
||||
if (k == -1)
|
||||
break;
|
||||
|
||||
controlsec = §ors[k];
|
||||
|
||||
// Is a player standing on me?
|
||||
for (node = sector->touching_thinglist; node; node = node->m_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)
|
||||
{
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||||
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);
|
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LOWCEILINGHEIGHT -= (SAGAMT) * dist;
|
||||
LOWFLOORHEIGHT -= (SAGAMT) * dist;
|
||||
}
|
||||
|
||||
// go down
|
||||
if (bridge->sector->ceilingheight <= LOWCEILINGHEIGHT)
|
||||
{
|
||||
bridge->sector->floorheight = LOWCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
||||
bridge->sector->ceilingheight = LOWCEILINGHEIGHT;
|
||||
bridge->sector->ceilspeed = 0;
|
||||
bridge->sector->floorspeed = 0;
|
||||
goto dorest;
|
||||
}
|
||||
|
||||
DIRECTION = -1;
|
||||
ceilingdestination = LOWCEILINGHEIGHT;
|
||||
floordestination = LOWFLOORHEIGHT;
|
||||
|
||||
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
||||
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
|
||||
// Slow down as you get closer to the bottom
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
// Slow down as you get closer to the top
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "Curspeed is %d\n", CURSPEED>>FRACBITS);
|
||||
|
||||
res = T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
ceilingdestination, // dest
|
||||
0, // crush
|
||||
1, // floor or ceiling (1 for ceiling)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
if (res == ok || res == pastdest)
|
||||
T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
floordestination, // dest
|
||||
0, // crush
|
||||
0, // floor or ceiling (0 for floor)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
bridge->sector->ceilspeed = 42;
|
||||
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
||||
|
||||
dorest:
|
||||
// Adjust joined sector heights
|
||||
{
|
||||
sector_t *sourcesec = bridge->sector;
|
||||
|
||||
INT32 divisor = sourcesec->tag - ENDTAG + 1;
|
||||
fixed_t heightdiff = ORIGCEILINGHEIGHT - sourcesec->ceilingheight;
|
||||
fixed_t interval;
|
||||
INT32 plusplusme = 0;
|
||||
|
||||
if (divisor > 0)
|
||||
{
|
||||
interval = heightdiff/divisor;
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "interval is %d\n", interval>>FRACBITS);
|
||||
|
||||
// TODO: Use T_MovePlane
|
||||
|
||||
for (j = (INT16)(ENDTAG+1); j <= sourcesec->tag; j++, plusplusme++)
|
||||
{
|
||||
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
||||
{
|
||||
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
|
||||
{
|
||||
sectors[i].ceilingheight = ORIGCEILINGHEIGHT - (interval*plusplusme);
|
||||
sectors[i].floorheight = ORIGFLOORHEIGHT - (interval*plusplusme);
|
||||
}
|
||||
else // Do the regular rise
|
||||
{
|
||||
bridge->sector = §ors[i];
|
||||
|
||||
CURSPEED = BASESPEED/2;
|
||||
|
||||
// rise back up
|
||||
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
||||
{
|
||||
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
||||
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
||||
bridge->sector->ceilspeed = 0;
|
||||
bridge->sector->floorspeed = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
DIRECTION = 1;
|
||||
ceilingdestination = ORIGCEILINGHEIGHT;
|
||||
floordestination = ORIGFLOORHEIGHT;
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
||||
|
||||
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
||||
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
|
||||
// Slow down as you get closer to the bottom
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
// Slow down as you get closer to the top
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
|
||||
res = T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
ceilingdestination, // dest
|
||||
0, // crush
|
||||
1, // floor or ceiling (1 for ceiling)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
if (res == ok || res == pastdest)
|
||||
T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
floordestination, // dest
|
||||
0, // crush
|
||||
0, // floor or ceiling (0 for floor)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
bridge->sector->ceilspeed = 42;
|
||||
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now the other side
|
||||
divisor = ENDTAG + (ENDTAG-STARTTAG) + 1;
|
||||
divisor -= sourcesec->tag;
|
||||
|
||||
if (divisor > 0)
|
||||
{
|
||||
interval = heightdiff/divisor;
|
||||
plusplusme = 0;
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "interval2 is %d\n", interval>>FRACBITS);
|
||||
|
||||
for (j = (INT16)(sourcesec->tag+1); j <= ENDTAG + (ENDTAG-STARTTAG) + 1; j++, plusplusme++)
|
||||
{
|
||||
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
||||
{
|
||||
if (sectors[i].ceilingheight >= sourcesec->ceilingheight)
|
||||
{
|
||||
sectors[i].ceilingheight = sourcesec->ceilingheight + (interval*plusplusme);
|
||||
sectors[i].floorheight = sourcesec->floorheight + (interval*plusplusme);
|
||||
}
|
||||
else // Do the regular rise
|
||||
{
|
||||
bridge->sector = §ors[i];
|
||||
|
||||
CURSPEED = BASESPEED/2;
|
||||
|
||||
// rise back up
|
||||
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
||||
{
|
||||
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
||||
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
||||
bridge->sector->ceilspeed = 0;
|
||||
bridge->sector->floorspeed = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
DIRECTION = 1;
|
||||
ceilingdestination = ORIGCEILINGHEIGHT;
|
||||
floordestination = ORIGFLOORHEIGHT;
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
||||
|
||||
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
||||
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
|
||||
// Slow down as you get closer to the bottom
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
// Slow down as you get closer to the top
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
|
||||
res = T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
ceilingdestination, // dest
|
||||
0, // crush
|
||||
1, // floor or ceiling (1 for ceiling)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
if (res == ok || res == pastdest)
|
||||
T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
floordestination, // dest
|
||||
0, // crush
|
||||
0, // floor or ceiling (0 for floor)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
bridge->sector->ceilspeed = 42;
|
||||
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// for (i = -1; (i = P_FindSectorFromTag(bridge->sourceline->tag, i)) >= 0 ;)
|
||||
// P_RecalcPrecipInSector(§ors[i]);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Iterate control sectors
|
||||
for (j = (INT16)(ENDTAG+1); j <= (ENDTAG+(ENDTAG-STARTTAG)+1); j++)
|
||||
{
|
||||
for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
|
||||
{
|
||||
bridge->sector = §ors[i];
|
||||
|
||||
CURSPEED = BASESPEED/2;
|
||||
|
||||
// rise back up
|
||||
if (bridge->sector->ceilingheight >= ORIGCEILINGHEIGHT)
|
||||
{
|
||||
bridge->sector->floorheight = ORIGCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
|
||||
bridge->sector->ceilingheight = ORIGCEILINGHEIGHT;
|
||||
bridge->sector->ceilspeed = 0;
|
||||
bridge->sector->floorspeed = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
DIRECTION = 1;
|
||||
ceilingdestination = ORIGCEILINGHEIGHT;
|
||||
floordestination = ORIGFLOORHEIGHT;
|
||||
|
||||
// CONS_Debug(DBG_GAMELOGIC, "ceildest: %d, floordest: %d\n", ceilingdestination>>FRACBITS, floordestination>>FRACBITS);
|
||||
|
||||
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
|
||||
< (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight))
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
|
||||
// Slow down as you get closer to the bottom
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixed_t origspeed = CURSPEED;
|
||||
// Slow down as you get closer to the top
|
||||
CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5));
|
||||
|
||||
if (CURSPEED <= origspeed/16)
|
||||
CURSPEED = origspeed/16;
|
||||
else if (CURSPEED > origspeed)
|
||||
CURSPEED = origspeed;
|
||||
}
|
||||
|
||||
res = T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
ceilingdestination, // dest
|
||||
0, // crush
|
||||
1, // floor or ceiling (1 for ceiling)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
if (res == ok || res == pastdest)
|
||||
T_MovePlane
|
||||
(
|
||||
bridge->sector, // sector
|
||||
CURSPEED, // speed
|
||||
floordestination, // dest
|
||||
0, // crush
|
||||
0, // floor or ceiling (0 for floor)
|
||||
DIRECTION // direction
|
||||
);
|
||||
|
||||
bridge->sector->ceilspeed = 42;
|
||||
bridge->sector->floorspeed = CURSPEED*DIRECTION;
|
||||
}
|
||||
}
|
||||
// Update precip
|
||||
}
|
||||
|
||||
#undef SAGAMT
|
||||
#undef LOWFLOORHEIGHT
|
||||
#undef LOWCEILINGHEIGHT
|
||||
#undef ORIGFLOORHEIGHT
|
||||
#undef ORIGCEILINGHEIGHT
|
||||
#undef BASESPEED
|
||||
#undef CURSPEED
|
||||
#undef STARTTAG
|
||||
#undef ENDTAG
|
||||
#undef DIRECTION
|
||||
}
|
||||
|
||||
static mobj_t *SearchMarioNode(msecnode_t *node)
|
||||
{
|
||||
mobj_t *thing = NULL;
|
||||
|
|
|
@ -1356,7 +1356,6 @@ typedef enum
|
|||
tc_marioblockchecker,
|
||||
tc_spikesector,
|
||||
tc_floatsector,
|
||||
tc_bridgethinker,
|
||||
tc_crushceiling,
|
||||
tc_scroll,
|
||||
tc_friction,
|
||||
|
@ -2372,11 +2371,6 @@ static void P_NetArchiveThinkers(void)
|
|||
SaveSpecialLevelThinker(th, tc_floatsector);
|
||||
continue;
|
||||
}
|
||||
else if (th->function.acp1 == (actionf_p1)T_BridgeThinker)
|
||||
{
|
||||
SaveSpecialLevelThinker(th, tc_bridgethinker);
|
||||
continue;
|
||||
}
|
||||
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
|
||||
{
|
||||
SaveLaserThinker(th, tc_laserflash);
|
||||
|
@ -3568,10 +3562,6 @@ static void P_NetUnArchiveThinkers(void)
|
|||
th = LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0);
|
||||
break;
|
||||
|
||||
case tc_bridgethinker:
|
||||
th = LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3);
|
||||
break;
|
||||
|
||||
case tc_laserflash:
|
||||
th = LoadLaserThinker((actionf_p1)T_LaserFlash);
|
||||
break;
|
||||
|
|
|
@ -875,7 +875,6 @@ static void P_InitializeSector(sector_t *ss)
|
|||
|
||||
ss->linecount = 0;
|
||||
ss->lines = NULL;
|
||||
ss->tagline = NULL;
|
||||
|
||||
ss->ffloors = NULL;
|
||||
ss->attached = NULL;
|
||||
|
|
42
src/p_spec.c
42
src/p_spec.c
|
@ -5741,8 +5741,6 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
|
|||
sec2->floorheight = tempceiling;
|
||||
}
|
||||
|
||||
sec2->tagline = master;
|
||||
|
||||
if (sec2->numattached == 0)
|
||||
{
|
||||
sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
|
||||
|
@ -5944,39 +5942,6 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
|
|||
floater->sourceline = sourceline;
|
||||
}
|
||||
|
||||
/** Adds a bridge thinker.
|
||||
* Bridge thinkers cause a group of FOFs to behave like
|
||||
* a bridge made up of pieces, that bows under weight.
|
||||
*
|
||||
* \param sec Control sector.
|
||||
* \sa P_SpawnSpecials, T_BridgeThinker
|
||||
* \author SSNTails <http://www.ssntails.org>
|
||||
*/
|
||||
/*
|
||||
static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec)
|
||||
{
|
||||
levelspecthink_t *bridge;
|
||||
|
||||
// create an initialize new thinker
|
||||
bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL);
|
||||
P_AddThinker(THINK_MAIN, &bridge->thinker);
|
||||
|
||||
bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker;
|
||||
|
||||
bridge->sector = sec;
|
||||
bridge->vars[0] = sourceline->frontsector->floorheight;
|
||||
bridge->vars[1] = sourceline->frontsector->ceilingheight;
|
||||
bridge->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); // Speed
|
||||
bridge->vars[2] = FixedDiv(bridge->vars[2], 16*FRACUNIT);
|
||||
bridge->vars[3] = bridge->vars[2];
|
||||
|
||||
// Start tag and end tag are TARGET SECTORS, not CONTROL SECTORS
|
||||
// Control sector tags should be End_Tag + (End_Tag - Start_Tag)
|
||||
bridge->vars[4] = sourceline->tag; // Start tag
|
||||
bridge->vars[5] = (sides[sourceline->sidenum[0]].textureoffset>>FRACBITS); // End tag
|
||||
}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Adds a plane displacement thinker.
|
||||
* Whenever the "control" sector moves,
|
||||
|
@ -6725,13 +6690,6 @@ void P_SpawnSpecials(boolean fromnetsave)
|
|||
}
|
||||
break;
|
||||
|
||||
case 65: // Bridge Thinker
|
||||
/*
|
||||
// Disable this until it's working right!
|
||||
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
||||
P_AddBridgeThinker(&lines[i], §ors[s]);*/
|
||||
break;
|
||||
|
||||
case 66: // Displace floor by front sector
|
||||
TAG_ITER_SECTORS(lines[i].tag, s)
|
||||
P_AddPlaneDisplaceThinker(pd_floor, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB));
|
||||
|
|
|
@ -354,7 +354,6 @@ void T_StartCrumble(elevator_t *elevator);
|
|||
void T_MarioBlock(levelspecthink_t *block);
|
||||
void T_SpikeSector(levelspecthink_t *spikes);
|
||||
void T_FloatSector(levelspecthink_t *floater);
|
||||
void T_BridgeThinker(levelspecthink_t *bridge);
|
||||
void T_MarioBlockChecker(levelspecthink_t *block);
|
||||
void T_ThwompSector(levelspecthink_t *thwomp);
|
||||
void T_NoEnemiesSector(levelspecthink_t *nobaddies);
|
||||
|
|
|
@ -331,11 +331,6 @@ typedef struct sector_s
|
|||
|
||||
size_t linecount;
|
||||
struct line_s **lines; // [linecount] size
|
||||
// Hack: store special line tagging to some sectors
|
||||
// to efficiently help work around bugs by directly
|
||||
// referencing the specific line that the problem happens in.
|
||||
// (used in T_MovePlane mobj physics)
|
||||
struct line_s *tagline;
|
||||
|
||||
// Improved fake floor hack
|
||||
ffloor_t *ffloors;
|
||||
|
|
Loading…
Reference in a new issue