mirror of
https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2/ into udmf-next
This commit is contained in:
commit
d40713d08b
7 changed files with 6 additions and 641 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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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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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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{
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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)
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{
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// If this is an FOF being checked, check all the affected sectors for moving mobjs.
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while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0)
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{
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if (sectorisffloor)
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{
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// Get actual sector from the list of sectors.
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sec = §ors[secnum];
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// Can't use P_InQuicksand because it will return the incorrect result
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// because of checking for heights.
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for (rover = sec->ffloors; rover; rover = rover->next)
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{
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if (rover->target == sec && (rover->flags & FF_QUICKSAND))
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{
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sectorisquicksand = true;
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break;
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}
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}
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}
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for (mo = sec->thinglist; mo; mo = mo->snext)
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{
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// The object should be ready to move as defined by this function.
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if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand))
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continue;
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// The object should not be moving at all.
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if (mo->momx || mo->momy || mo->momz)
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continue;
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// These objects will be affected by this condition.
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switch (mo->type)
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{
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case MT_GOOP: // Egg Slimer's goop objects
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case MT_SPINFIRE: // Elemental Shield flame balls
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case MT_SPIKE: // Floor Spike
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// Is the object hang from the ceiling?
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// In that case, swap the planes used.
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// verticalflip inverts
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if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP))
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{
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if (sectorisffloor && !sectorisquicksand)
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mo->z = mo->ceilingz - mo->height;
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else
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mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height;
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}
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else
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{
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if (sectorisffloor && !sectorisquicksand)
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mo->z = mo->floorz;
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else
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mo->z = mo->floorz = mo->subsector->sector->floorheight;
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}
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break;
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// Kill warnings...
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default:
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break;
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}
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}
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// Break from loop if there is no FOFs to check.
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if (!sectorisffloor)
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break;
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}
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}
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return ok;
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}
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@ -1275,478 +1177,6 @@ void T_FloatSector(levelspecthink_t *floater)
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}
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}
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//
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// T_BridgeThinker
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//
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// Kind of like T_RaiseSector,
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// but spreads out across
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// multiple FOFs at varying
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// intensity.
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//
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void T_BridgeThinker(levelspecthink_t *bridge)
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{
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msecnode_t *node;
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mobj_t *thing;
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sector_t *sector;
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sector_t *controlsec = NULL;
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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])
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#define ENDTAG ((INT16)bridge->vars[5])
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#define DIRECTION (bridge->vars[8])
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#define SAGAMT (8*FRACUNIT)
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fixed_t lowceilheight = ORIGCEILINGHEIGHT - SAGAMT;
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fixed_t lowfloorheight = ORIGFLOORHEIGHT - SAGAMT;
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#define LOWCEILINGHEIGHT (lowceilheight)
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#define LOWFLOORHEIGHT (lowfloorheight)
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#define STARTCONTROLTAG (ENDTAG + 1)
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#define ENDCONTROLTAG (ENDTAG + (ENDTAG - STARTTAG) + 1)
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// Is someone standing on it?
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for (j = STARTTAG; j <= ENDTAG; j++)
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{
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for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;)
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{
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sector = §ors[i];
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// Nab the control sector that this sector belongs to.
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k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
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if (k == -1)
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break;
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controlsec = §ors[k];
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// Is a player standing on me?
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for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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if (!thing->player)
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continue;
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if (!(thing->z == controlsec->ceilingheight))
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continue;
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playeronme = true;
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goto wegotit; // Just take the first one?
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}
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}
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}
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wegotit:
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if (playeronme)
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{
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// Lower controlsec like a regular T_RaiseSector
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// Set the heights of all the other control sectors to
|
||||
// be a gradient of this height toward the edges
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}
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else
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{
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// Raise controlsec like a regular T_RaiseSector
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// Set the heights of all the other control sectors to
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||||
// be a gradient of this height toward the edges.
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}
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if (playeronme && controlsec)
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{
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INT32 dist;
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bridge->sector = controlsec;
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CURSPEED = BASESPEED;
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{
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// Translate tags to - 0 + range
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/*so you have a number in [min, max].
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let range = max - min, subtract min
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from your number to get [0, range].
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subtract range/2 to get [-range/2, range/2].
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take absolute value and get [0, range/2] where
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lower number = closer to midpoint. divide by
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range/2 to get [0, 1]. subtract that number
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from 1 to get [0, 1] with higher number = closer
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to midpoint. multiply this by max sag amount*/
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INT32 midpoint = STARTCONTROLTAG + ((ENDCONTROLTAG-STARTCONTROLTAG) + 1)/2;
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// INT32 tagstart = STARTTAG - midpoint;
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// INT32 tagend = ENDTAG - midpoint;
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// CONS_Debug(DBG_GAMELOGIC, "tagstart is %d, tagend is %d\n", tagstart, tagend);
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// Sag is adjusted by how close you are to the center
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dist = ((ENDCONTROLTAG - STARTCONTROLTAG))/2 - abs(bridge->sector->tag - midpoint);
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// CONS_Debug(DBG_GAMELOGIC, "Dist is %d\n", dist);
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LOWCEILINGHEIGHT -= (SAGAMT) * dist;
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LOWFLOORHEIGHT -= (SAGAMT) * dist;
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}
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|
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// go down
|
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if (bridge->sector->ceilingheight <= LOWCEILINGHEIGHT)
|
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{
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bridge->sector->floorheight = LOWCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight);
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bridge->sector->ceilingheight = LOWCEILINGHEIGHT;
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bridge->sector->ceilspeed = 0;
|
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bridge->sector->floorspeed = 0;
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goto dorest;
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||||
}
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|
||||
DIRECTION = -1;
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ceilingdestination = LOWCEILINGHEIGHT;
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||||
floordestination = LOWFLOORHEIGHT;
|
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|
||||
if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT)
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< (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;
|
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// 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;
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||||
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;
|
||||
|
|
|
@ -873,7 +873,6 @@ static void P_InitializeSector(sector_t *ss)
|
|||
|
||||
ss->linecount = 0;
|
||||
ss->lines = NULL;
|
||||
ss->tagline = NULL;
|
||||
|
||||
ss->ffloors = NULL;
|
||||
ss->attached = NULL;
|
||||
|
|
54
src/p_spec.c
54
src/p_spec.c
|
@ -2041,7 +2041,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
|
|||
INT32 triggercolor = (INT32)sides[triggerline->sidenum[0]].toptexture;
|
||||
UINT8 color = (actor->player ? actor->player->powers[pw_dye] : actor->color);
|
||||
boolean invert = (triggerline->flags & ML_NOCLIMB ? true : false);
|
||||
|
||||
|
||||
if (invert ^ (triggercolor != color))
|
||||
return false;
|
||||
}
|
||||
|
@ -4050,23 +4050,23 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
case 463: // Dye object
|
||||
{
|
||||
INT32 color = sides[line->sidenum[0]].toptexture;
|
||||
|
||||
|
||||
if (mo)
|
||||
{
|
||||
if (color < 0 || color >= MAXTRANSLATIONS)
|
||||
return;
|
||||
|
||||
|
||||
var1 = 0;
|
||||
var2 = color;
|
||||
A_Dye(mo);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
|
||||
#ifdef POLYOBJECTS
|
||||
case 480: // Polyobj_DoorSlide
|
||||
case 481: // Polyobj_DoorSwing
|
||||
|
@ -5772,8 +5772,6 @@ 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);
|
||||
|
@ -5975,39 +5973,6 @@ 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,
|
||||
|
@ -6753,13 +6718,6 @@ 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
|
||||
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
||||
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));
|
||||
|
@ -7287,7 +7245,7 @@ void P_SpawnSpecials(boolean fromnetsave)
|
|||
case 331:
|
||||
case 333:
|
||||
break;
|
||||
|
||||
|
||||
// Object dye executors
|
||||
case 334:
|
||||
case 336:
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -328,11 +328,6 @@ 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