// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 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 "m_random.h" #include "p_local.h" #include "p_slopes.h" #include "r_state.h" #include "s_sound.h" #include "z_zone.h" #include "g_game.h" #include "r_main.h" // ========================================================================== // FLOORS // ========================================================================== // // 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, boolean ceiling, INT32 direction) { fixed_t lastpos; fixed_t destheight; // used to keep floors/ceilings from moving through each other sector->moved = true; if (ceiling) { lastpos = sector->ceilingheight; // 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) { sector->ceilingheight = destheight; if (P_CheckSector(sector, crush)) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { // crushing is possible sector->ceilingheight -= speed; if (P_CheckSector(sector, crush)) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; case 1: // moving a ceiling up if (sector->ceilingheight + speed > dest) { sector->ceilingheight = dest; if (P_CheckSector(sector, crush) && sector->numattached) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { sector->ceilingheight += speed; if (P_CheckSector(sector, crush) && sector->numattached) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; } } else { lastpos = sector->floorheight; // moving a floor switch (direction) { case -1: // Moving a floor down if (sector->floorheight - speed < dest) { sector->floorheight = dest; if (P_CheckSector(sector, crush) && sector->numattached) { sector->floorheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { sector->floorheight -= speed; if (P_CheckSector(sector, crush) && 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) { sector->floorheight = destheight; if (P_CheckSector(sector, crush)) { sector->floorheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { // crushing is possible sector->floorheight += speed; if (P_CheckSector(sector, crush)) { sector->floorheight = lastpos; P_CheckSector(sector, crush); return crushed; } } 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, false, 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, true, // move ceiling elevator->direction ); res2 = T_MovePlane ( elevator->sector, elevator->speed, elevator->floordestheight, elevator->distance, false, // move floor 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, false, // move floor elevator->direction ); if (res1 != crushed) { res2 = T_MovePlane ( elevator->sector, elevator->speed, elevator->ceilingdestheight, elevator->distance, true, // move ceiling 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(continuousfall_t *faller) { faller->sector->ceilingheight += faller->speed*faller->direction; faller->sector->floorheight += faller->speed*faller->direction; P_CheckSector(faller->sector, false); if ((faller->direction == -1 && faller->sector->ceilingheight <= faller->destheight) || (faller->direction == 1 && faller->sector->floorheight >= faller->destheight)) { faller->sector->ceilingheight = faller->ceilingstartheight; faller->sector->floorheight = faller->floorstartheight; } P_CheckSector(faller->sector, false); // you might think this is irrelevant. you would be wrong faller->sector->floorspeed = faller->speed*faller->direction; faller->sector->ceilspeed = 42; faller->sector->moved = true; } // // 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(bouncecheese_t *bouncer) { fixed_t sectorheight; fixed_t halfheight; fixed_t waterheight; fixed_t floorheight; sector_t *actionsector; INT32 i; boolean remove; if (bouncer->sector->crumblestate == CRUMBLE_RESTORE || bouncer->sector->crumblestate == CRUMBLE_WAIT || bouncer->sector->crumblestate == CRUMBLE_ACTIVATED) // Oops! Crumbler says to remove yourself! { bouncer->sector->crumblestate = CRUMBLE_WAIT; bouncer->sector->ceilingdata = NULL; bouncer->sector->ceilspeed = 0; bouncer->sector->floordata = NULL; bouncer->sector->floorspeed = 0; P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives return; } // You can use multiple target sectors, but at your own risk!!! for (i = -1; (i = P_FindSectorFromTag(bouncer->sourceline->tag, i)) >= 0 ;) { actionsector = §ors[i]; actionsector->moved = true; sectorheight = abs(bouncer->sector->ceilingheight - bouncer->sector->floorheight); halfheight = sectorheight/2; 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, sectorheight); remove = false; // 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 = actionsector->ceilingheight - sectorheight; remove = true; } // Water level is too shallow. else if (waterheight < bouncer->sector->floorheight + halfheight && bouncer->sector->floorheight <= floorheight) { bouncer->sector->ceilingheight = floorheight + sectorheight; bouncer->sector->floorheight = floorheight; remove = true; } else { bouncer->ceilingwasheight = waterheight + halfheight; bouncer->floorwasheight = waterheight - halfheight; } if (remove) { T_MovePlane(bouncer->sector, 0, bouncer->sector->ceilingheight, false, true, -1); // update things on ceiling T_MovePlane(bouncer->sector, 0, bouncer->sector->floorheight, false, false, -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; } T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->ceilingheight - 70*FRACUNIT, false, true, -1); // move ceiling T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->floorheight - 70*FRACUNIT, false, false, -1); // move floor bouncer->sector->floorspeed = -bouncer->speed/2; bouncer->sector->ceilspeed = 42; if ((bouncer->sector->ceilingheight < bouncer->ceilingwasheight && !bouncer->low) // Down || (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 = !bouncer->low; 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, false, true, -1); // update things on ceiling T_MovePlane(bouncer->sector, 0, bouncer->sector->floorheight, false, false, -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); } } ////////////////////////////////////////////////// // T_StartCrumble //////////////////////////////// ////////////////////////////////////////////////// // Crumbling platform Tails 03-11-2002 void T_StartCrumble(elevator_t *elevator) { ffloor_t *rover; sector_t *sector; INT32 i; // Once done, the no-return thinker just sits there, // constantly 'returning'... kind of an oxymoron, isn't it? if (((elevator->floordestheight == 1 && elevator->direction == -1) || (elevator->floordestheight == 0 && elevator->direction == 1)) && elevator->type == elevateContinuous) // No return crumbler { elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; return; } if (elevator->distance != 0) { if (elevator->distance > 0) // Count down the timer { elevator->distance--; if (elevator->distance <= 0) elevator->distance = -15*TICRATE; // Timer until platform returns to original position. else { // Timer isn't up yet, so just keep waiting. elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; return; } } else if (++elevator->distance == 0) // Reposition back to original spot { for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; for (rover = sector->ffloors; rover; rover = rover->next) { if (rover->flags & FF_CRUMBLE && rover->flags & FF_FLOATBOB && rover->master == elevator->sourceline) { rover->alpha = elevator->origspeed; if (rover->alpha == 0xff) rover->flags &= ~FF_TRANSLUCENT; } } } // Up! if (elevator->floordestheight == 1) elevator->direction = -1; else elevator->direction = 1; elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; return; } // Flash to indicate that the platform is about to return. if (elevator->distance > -224 && (leveltime % ((abs(elevator->distance)/8) + 1) == 0)) { for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_NORETURN) && rover->flags & FF_CRUMBLE && rover->flags & FF_FLOATBOB && rover->master == elevator->sourceline) { if (rover->alpha == elevator->origspeed) { rover->flags |= FF_TRANSLUCENT; rover->alpha = 0x00; } else { if (elevator->origspeed == 0xff) rover->flags &= ~FF_TRANSLUCENT; rover->alpha = elevator->origspeed; } } } } } // We're about to go back to the original position, // so set this to let other thinkers know what is // about to happen. if (elevator->distance < 0 && elevator->distance > -3) elevator->sector->crumblestate = CRUMBLE_RESTORE; // makes T_BounceCheese remove itself } if ((elevator->floordestheight == 0 && elevator->direction == -1) || (elevator->floordestheight == 1 && elevator->direction == 1)) // Down { elevator->sector->crumblestate = CRUMBLE_FALL; // 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, false, true, // move ceiling 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, false, false, // move floor elevator->direction ); elevator->sector->ceilspeed = 42; elevator->sector->floorspeed = elevator->speed*elevator->direction; } } } else // Up (restore to original position) { elevator->sector->crumblestate = CRUMBLE_WAIT; elevator->sector->ceilingheight = elevator->ceilingwasheight; elevator->sector->floorheight = elevator->floorwasheight; elevator->sector->floordata = NULL; elevator->sector->ceilingdata = NULL; elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; elevator->sector->moved = true; P_RemoveThinker(&elevator->thinker); } for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; sector->moved = true; P_RecalcPrecipInSector(sector); } } ////////////////////////////////////////////////// // T_MarioBlock ////////////////////////////////// ////////////////////////////////////////////////// // Mario hits a block! // void T_MarioBlock(mariothink_t *block) { INT32 i; T_MovePlane ( block->sector, block->speed, block->sector->ceilingheight + 70*FRACUNIT * block->direction, false, true, // move ceiling block->direction ); T_MovePlane ( block->sector, block->speed, block->sector->floorheight + 70*FRACUNIT * block->direction, false, false, // move floor block->direction ); if (block->sector->ceilingheight >= block->ceilingstartheight + 32*FRACUNIT) // Go back down now.. block->direction *= -1; else if (block->sector->ceilingheight <= block->ceilingstartheight) { block->sector->ceilingheight = block->ceilingstartheight; block->sector->floorheight = block->floorstartheight; P_RemoveThinker(&block->thinker); block->sector->floordata = NULL; block->sector->ceilingdata = NULL; block->sector->floorspeed = 0; block->sector->ceilspeed = 0; block->direction = 0; } for (i = -1; (i = P_FindSectorFromTag(block->tag, i)) >= 0 ;) P_RecalcPrecipInSector(§ors[i]); } void T_FloatSector(floatthink_t *floater) { fixed_t cheeseheight; fixed_t waterheight; sector_t *actionsector; INT32 secnum; // Just find the first sector with the tag. // Doesn't work with multiple sectors that have different floor/ceiling heights. secnum = P_FindSectorFromTag(floater->tag, -1); if (secnum <= 0) return; actionsector = §ors[secnum]; cheeseheight = (floater->sector->ceilingheight + floater->sector->floorheight)>>1; //boolean floatanyway = false; // Ignore the crumblestate setting. waterheight = P_SectorCheckWater(actionsector, floater->sector); // find the highest suitable water block around if (waterheight == cheeseheight) // same height, no floating needed return; if (floater->sector->floorheight == actionsector->floorheight && waterheight < cheeseheight) // too low return; if (floater->sector->ceilingheight == actionsector->ceilingheight && waterheight > cheeseheight) // too high return; // we have something to float in! Or we're for some reason above the ground, let's fall anyway if (floater->sector->crumblestate == CRUMBLE_NONE || floater->sector->crumblestate >= CRUMBLE_FALL/* || floatanyway*/) EV_BounceSector(floater->sector, FRACUNIT, floater->sourceline); } 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_TAILSOVERLAY: case MT_THOK: case MT_GHOST: case MT_OVERLAY: case MT_EMERALDSPAWN: case MT_ELEMENTAL_ORB: case MT_ATTRACT_ORB: case MT_FORCE_ORB: case MT_ARMAGEDDON_ORB: case MT_WHIRLWIND_ORB: case MT_PITY_ORB: case MT_FLAMEAURA_ORB: case MT_BUBBLEWRAP_ORB: case MT_THUNDERCOIN_ORB: case MT_IVSP: case MT_SUPERSPARK: case MT_RAIN: case MT_SNOWFLAKE: case MT_SPLISH: case MT_LAVASPLISH: 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_LOCKON: case MT_TAG: case MT_GOTFLAG: 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->health == 0 // this only really applies for monitors || (!(node->m_thing->flags & MF_MONITOR) && (mobjinfo[node->m_thing->type].flags & MF_MONITOR))) // gold monitor support 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(mariocheck_t *block) { line_t *masterline = block->sourceline; if (SearchMarioNode(block->sector->touching_thinglist)) { sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].bottomtexture; // Update textures if (masterline->backsector) block->sector->ceilingpic = block->sector->floorpic = masterline->backsector->ceilingpic; // Update flats to be backside's ceiling } else { sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].toptexture; if (masterline->backsector) block->sector->ceilingpic = block->sector->floorpic = masterline->backsector->floorpic; // Update flats to be backside's floor } } static boolean P_IsPlayerValid(size_t playernum) { if (!playeringame[playernum]) return false; if (!players[playernum].mo) return false; if (players[playernum].mo->health <= 0) return false; if (players[playernum].spectator) return false; return true; } // This is the Thwomp's 'brain'. It looks around for players nearby, and if // it finds any, **SMASH**!!! Muahahhaa.... void T_ThwompSector(thwomp_t *thwomp) { fixed_t thwompx, thwompy; sector_t *actionsector; ffloor_t *rover = NULL; INT32 secnum; fixed_t speed; // If you just crashed down, wait a second before coming back up. if (--thwomp->delay > 0) return; // Just find the first sector with the tag. // Doesn't work with multiple sectors that have different floor/ceiling heights. secnum = P_FindSectorFromTag(thwomp->tag, -1); if (secnum <= 0) return; // Bad bad bad! actionsector = §ors[secnum]; // Look for thwomp FOF for (rover = actionsector->ffloors; rover; rover = rover->next) { if (rover->master == thwomp->sourceline) break; } if (!rover) return; // Didn't find any FOFs, so bail out thwompx = actionsector->soundorg.x; thwompy = actionsector->soundorg.y; if (thwomp->direction == 0) // Not going anywhere, so look for players. { if (rover->flags & FF_EXISTS) { UINT8 i; // scan the players to find victims! for (i = 0; i < MAXPLAYERS; i++) { if (!P_IsPlayerValid(i)) continue; if (players[i].mo->z > thwomp->sector->ceilingheight) continue; if (P_AproxDistance(thwompx - players[i].mo->x, thwompy - players[i].mo->y) > 96*FRACUNIT) continue; thwomp->direction = -1; break; } } thwomp->sector->ceilspeed = 0; thwomp->sector->floorspeed = 0; } else { result_e res = 0; if (thwomp->direction > 0) //Moving back up.. { // Set the texture from the lower one (normal) sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].bottomtexture; speed = thwomp->retractspeed; res = T_MovePlane ( thwomp->sector, // sector speed, // speed thwomp->floorstartheight, // dest false, // crush false, // ceiling? thwomp->direction // direction ); if (res == ok || res == pastdest) T_MovePlane ( thwomp->sector, // sector speed, // speed thwomp->ceilingstartheight, // dest false, // crush true, // ceiling? thwomp->direction // direction ); if (res == pastdest) thwomp->direction = 0; // stop moving } else // Crashing down! { // Set the texture from the upper one (angry) sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].toptexture; speed = thwomp->crushspeed; res = T_MovePlane ( thwomp->sector, // sector speed, // speed P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, thwomp->sector->ceilingheight - thwomp->sector->floorheight), // dest false, // crush false, // ceiling? thwomp->direction // direction ); if (res == ok || res == pastdest) T_MovePlane ( thwomp->sector, // sector speed, // speed P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, thwomp->sector->ceilingheight - (thwomp->sector->floorheight + speed)) + (thwomp->sector->ceilingheight - (thwomp->sector->floorheight + speed/2)), // dest false, // crush true, // ceiling? thwomp->direction // direction ); if (res == pastdest) { if (rover->flags & FF_EXISTS) S_StartSound((void *)&actionsector->soundorg, thwomp->sound); thwomp->direction = 1; // start heading back up thwomp->delay = TICRATE; // but only after a small delay } } thwomp->sector->ceilspeed = 42; thwomp->sector->floorspeed = speed*thwomp->direction; } P_RecalcPrecipInSector(actionsector); } static boolean T_SectorHasEnemies(sector_t *sec) { msecnode_t *node = sec->touching_thinglist; // things touching this sector mobj_t *mo; while (node) { mo = node->m_thing; if ((mo->flags & (MF_ENEMY|MF_BOSS)) && mo->health > 0 && mo->z < sec->ceilingheight && mo->z + mo->height > sec->floorheight) return true; node = node->m_thinglist_next; } return false; } // // 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(noenemies_t *nobaddies) { size_t i; sector_t *sec = NULL; INT32 secnum = -1; boolean FOFsector = false; while ((secnum = P_FindSectorFromLineTag(nobaddies->sourceline, secnum)) >= 0) { sec = §ors[secnum]; FOFsector = false; // 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) { if (T_SectorHasEnemies(§ors[targetsecnum])) return; } } if (!FOFsector && T_SectorHasEnemies(sec)) return; } CONS_Debug(DBG_GAMELOGIC, "Running no-more-enemies exec with tag of %d\n", nobaddies->sourceline->tag); // No enemies found, run the linedef exec and terminate this thinker P_RunTriggerLinedef(nobaddies->sourceline, NULL, NULL); P_RemoveThinker(&nobaddies->thinker); } // // P_IsObjectOnRealGround // // Helper function for T_EachTimeThinker // Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS // I'll consider whether to make this a more globally accessible function or whatever in future // -- Monster Iestyn // static boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec) { // Is the object in reverse gravity? if (mo->eflags & MFE_VERTICALFLIP) { // Detect if the player is on the ceiling. if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec)) return true; } // Nope! else { // Detect if the player is on the floor. if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec)) return true; } return false; } static boolean P_IsMobjTouchingSector(mobj_t *mo, sector_t *sec) { msecnode_t *node; if (mo->subsector->sector == sec) return true; if (!(sec->flags & SF_TRIGGERSPECIAL_TOUCH)) return false; for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == sec) return true; } return false; } // // 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(eachtime_t *eachtime) { size_t i, j; sector_t *sec = NULL; sector_t *targetsec = NULL; INT32 secnum = -1; boolean oldPlayersInArea[MAXPLAYERS]; boolean oldPlayersOnArea[MAXPLAYERS]; boolean *oldPlayersArea; boolean *playersArea; boolean FOFsector = false; boolean floortouch = false; fixed_t bottomheight, topheight; ffloor_t *rover; for (i = 0; i < MAXPLAYERS; i++) { oldPlayersInArea[i] = eachtime->playersInArea[i]; oldPlayersOnArea[i] = eachtime->playersOnArea[i]; eachtime->playersInArea[i] = false; eachtime->playersOnArea[i] = false; } while ((secnum = P_FindSectorFromLineTag(eachtime->sourceline, secnum)) >= 0) { sec = §ors[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 = §ors[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 (!P_IsPlayerValid(j)) continue; if (!P_IsMobjTouchingSector(players[j].mo, targetsec)) 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 && P_IsObjectOnGroundIn(players[j].mo, targetsec)) eachtime->playersOnArea[j] = true; else eachtime->playersInArea[j] = true; } } } if (!FOFsector) { for (i = 0; i < MAXPLAYERS; i++) { if (!P_IsPlayerValid(i)) continue; if (!P_IsMobjTouchingSector(players[i].mo, sec)) continue; if (!(players[i].mo->subsector->sector == sec || P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec)) continue; if (floortouch && P_IsObjectOnRealGround(players[i].mo, sec)) eachtime->playersOnArea[i] = true; else eachtime->playersInArea[i] = true; } } } // Check if a new player entered. // If not, check if a player hit the floor. // If either condition is true, execute. if (floortouch) { playersArea = eachtime->playersOnArea; oldPlayersArea = oldPlayersOnArea; } else { playersArea = eachtime->playersInArea; oldPlayersArea = oldPlayersInArea; } // Easy check... nothing has changed if (!memcmp(playersArea, oldPlayersArea, sizeof(boolean)*MAXPLAYERS)) return; // If sector has an "all players" trigger type, all players need to be in area if (GETSECSPECIAL(sec->special, 2) == 2 || GETSECSPECIAL(sec->special, 2) == 3) { for (i = 0; i < MAXPLAYERS; i++) { if (P_IsPlayerValid(i) && playersArea[i]) continue; } } // Trigger for every player who has entered (and exited, if triggerOnExit) for (i = 0; i < MAXPLAYERS; i++) { if (playersArea[i] == oldPlayersArea[i]) continue; // If player has just left, check if still valid if (!playersArea[i] && (!eachtime->triggerOnExit || !P_IsPlayerValid(i))) continue; 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[i].mo, sec); if (!eachtime->sourceline->special) // this happens only for "Trigger on X calls" linedefs P_RemoveThinker(&eachtime->thinker); } } // // T_RaiseSector // // Rises up to its topmost position when a // player steps on it. Lowers otherwise. // void T_RaiseSector(raise_t *raise) { msecnode_t *node; mobj_t *thing; sector_t *sector; INT32 i; boolean playeronme = false, active = false; boolean moveUp; fixed_t ceilingdestination, floordestination; fixed_t speed, origspeed; fixed_t distToNearestEndpoint; INT32 direction; result_e res = 0; if (raise->sector->crumblestate >= CRUMBLE_FALL || raise->sector->ceilingdata) return; for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; // Is a player standing on me? for (node = sector->touching_thinglist; node; node = node->m_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->flags & RF_SPINDASH && !(thing->player->pflags & PF_STARTDASH)) continue; if (!(thing->z == P_GetSpecialTopZ(thing, raise->sector, sector))) continue; playeronme = true; break; } } if (raise->flags & RF_DYNAMIC) // Dynamically Sinking Platform^tm { #define shaketime 10 if (raise->shaketimer > shaketime) // State: moving { if (playeronme) // If player is standing on the platform, accelerate { raise->extraspeed += (FRACUNIT >> 5); } else // otherwise, decelerate until inflection { raise->extraspeed -= FRACUNIT >> 3; if (raise->extraspeed <= 0) // inflection! { raise->extraspeed = 0; raise->shaketimer = 0; // allow the shake to occur again (fucks over players attempting to jump-cheese) } } active = raise->extraspeed > 0; } else // State: shaking { if (playeronme || raise->shaketimer) { active = true; if (++raise->shaketimer > shaketime) { if (playeronme) raise->extraspeed = FRACUNIT >> 5; else raise->extraspeed = FRACUNIT << 1; } else { raise->extraspeed = ((shaketime/2) - raise->shaketimer) << FRACBITS; if (raise->extraspeed < -raise->basespeed/2) raise->extraspeed = -raise->basespeed/2; } } } #undef shaketime } else // Air bobbing platform (not a Dynamically Sinking Platform^tm) active = playeronme; moveUp = active ^ (raise->flags & RF_REVERSE); ceilingdestination = moveUp ? raise->ceilingtop : raise->ceilingbottom; floordestination = ceilingdestination - (raise->sector->ceilingheight - raise->sector->floorheight); if ((moveUp && raise->sector->ceilingheight >= ceilingdestination) || (!moveUp && raise->sector->ceilingheight <= ceilingdestination)) { raise->sector->floorheight = floordestination; raise->sector->ceilingheight = ceilingdestination; raise->sector->ceilspeed = 0; raise->sector->floorspeed = 0; return; } direction = moveUp ? 1 : -1; origspeed = raise->basespeed; if (!active) origspeed /= 2; // Speed up as you get closer to the middle, then slow down again distToNearestEndpoint = min(raise->sector->ceilingheight - raise->ceilingbottom, raise->ceilingtop - raise->sector->ceilingheight); speed = FixedMul(origspeed, FixedDiv(distToNearestEndpoint, (raise->ceilingtop - raise->ceilingbottom) >> 5)); if (speed <= origspeed/16) speed = origspeed/16; else if (speed > origspeed) speed = origspeed; speed += raise->extraspeed; res = T_MovePlane ( raise->sector, // sector speed, // speed ceilingdestination, // dest false, // crush true, // ceiling? direction // direction ); if (res == ok || res == pastdest) T_MovePlane ( raise->sector, // sector speed, // speed floordestination, // dest false, // crush false, // ceiling? direction // direction ); raise->sector->ceilspeed = 42; raise->sector->floorspeed = speed*direction; for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;) P_RecalcPrecipInSector(§ors[i]); } void T_CameraScanner(elevator_t *elevator) { // leveltime is compared to make multiple scanners in one map function correctly. static tic_t lastleveltime = 32000; // any number other than 0 should do here static boolean camerascanned, camerascanned2; if (leveltime != lastleveltime) // Back on the first camera scanner { camerascanned = camerascanned2 = false; lastleveltime = leveltime; } if (players[displayplayer].mo) { if (players[displayplayer].mo->subsector->sector == elevator->actionsector) { if (t_cam_dist == -42) t_cam_dist = cv_cam_dist.value; if (t_cam_height == -42) t_cam_height = cv_cam_height.value; if (t_cam_rotate == -42) t_cam_rotate = cv_cam_rotate.value; CV_SetValue(&cv_cam_height, FixedInt(elevator->sector->floorheight)); CV_SetValue(&cv_cam_dist, FixedInt(elevator->sector->ceilingheight)); CV_SetValue(&cv_cam_rotate, elevator->distance); camerascanned = true; } else if (!camerascanned) { if (t_cam_height != -42 && cv_cam_height.value != t_cam_height) CV_Set(&cv_cam_height, va("%f", (double)FIXED_TO_FLOAT(t_cam_height))); if (t_cam_dist != -42 && cv_cam_dist.value != t_cam_dist) CV_Set(&cv_cam_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam_dist))); if (t_cam_rotate != -42 && cv_cam_rotate.value != t_cam_rotate) CV_Set(&cv_cam_rotate, va("%f", (double)t_cam_rotate)); t_cam_dist = t_cam_height = t_cam_rotate = -42; } } if (splitscreen && players[secondarydisplayplayer].mo) { if (players[secondarydisplayplayer].mo->subsector->sector == elevator->actionsector) { if (t_cam2_rotate == -42) t_cam2_dist = cv_cam2_dist.value; if (t_cam2_rotate == -42) t_cam2_height = cv_cam2_height.value; if (t_cam2_rotate == -42) t_cam2_rotate = cv_cam2_rotate.value; CV_SetValue(&cv_cam2_height, FixedInt(elevator->sector->floorheight)); CV_SetValue(&cv_cam2_dist, FixedInt(elevator->sector->ceilingheight)); CV_SetValue(&cv_cam2_rotate, elevator->distance); camerascanned2 = true; } else if (!camerascanned2) { if (t_cam2_height != -42 && cv_cam2_height.value != t_cam2_height) CV_Set(&cv_cam2_height, va("%f", (double)FIXED_TO_FLOAT(t_cam2_height))); if (t_cam2_dist != -42 && cv_cam2_dist.value != t_cam2_dist) CV_Set(&cv_cam2_dist, va("%f", (double)FIXED_TO_FLOAT(t_cam2_dist))); if (t_cam2_rotate != -42 && cv_cam2_rotate.value != t_cam2_rotate) CV_Set(&cv_cam2_rotate, va("%f", (double)t_cam2_rotate)); t_cam2_dist = t_cam2_height = t_cam2_rotate = -42; } } } void T_PlaneDisplace(planedisplace_t *pd) { sector_t *control, *target; INT32 direction; fixed_t diff; control = §ors[pd->control]; target = §ors[pd->affectee]; if (control->floorheight == pd->last_height) return; // no change, no movement direction = (control->floorheight > pd->last_height) ? 1 : -1; diff = FixedMul(control->floorheight-pd->last_height, pd->speed); if (pd->reverse) // reverse direction? { direction *= -1; diff *= -1; } if (pd->type == pd_floor || pd->type == pd_both) T_MovePlane(target, INT32_MAX/2, target->floorheight+diff, false, false, direction); // move floor if (pd->type == pd_ceiling || pd->type == pd_both) T_MovePlane(target, INT32_MAX/2, target->ceilingheight+diff, false, true, direction); // move ceiling pd->last_height = control->floorheight; } // // 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). // void EV_DoFloor(line_t *line, floor_e floortype) { INT32 firstone = 1; INT32 secnum = -1; sector_t *sec; floormove_t *dofloor; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; if (sec->floordata) // if there's already a thinker on this floor, continue; // then don't add another one // new floor thinker dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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; } } // 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 // void EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed) { INT32 secnum = -1; sector_t *sec; elevator_t *elevator; // act on all sectors with the same tag as the triggering linedef while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; // If either floor or ceiling is already activated, skip it if (sec->floordata || sec->ceilingdata) continue; // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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; } } } void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) { size_t i, leftmostvertex, rightmostvertex, topmostvertex, bottommostvertex; fixed_t leftx, rightx, topy, bottomy, topz, bottomz, widthfactor, heightfactor, a, b, c, spacing; mobjtype_t type; tic_t lifetime; INT16 flags; sector_t *controlsec = rover->master->frontsector; if (sec == NULL) { if (controlsec->numattached) { for (i = 0; i < controlsec->numattached; i++) { sec = §ors[controlsec->attached[i]]; if (!sec->ffloors) continue; for (rover = sec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector == controlsec) EV_CrumbleChain(sec, rover); } } } return; } leftmostvertex = rightmostvertex = topmostvertex = bottommostvertex = 0; widthfactor = heightfactor = FRACUNIT; spacing = (32<tag != 0) { INT32 tagline = P_FindSpecialLineFromTag(14, controlsec->tag, -1); if (tagline != -1) { if (sides[lines[tagline].sidenum[0]].toptexture) type = (mobjtype_t)sides[lines[tagline].sidenum[0]].toptexture; // Set as object type in p_setup.c... if (sides[lines[tagline].sidenum[0]].textureoffset) spacing = sides[lines[tagline].sidenum[0]].textureoffset; if (sides[lines[tagline].sidenum[0]].rowoffset) { if (sides[lines[tagline].sidenum[0]].rowoffset>>FRACBITS != -1) lifetime = (sides[lines[tagline].sidenum[0]].rowoffset>>FRACBITS); else lifetime = 0; } flags = lines[tagline].flags; } } #undef controlsec // soundorg z height never gets set normally, so MEH. sec->soundorg.z = sec->floorheight; S_StartSound(&sec->soundorg, mobjinfo[type].activesound); // 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+(spacing>>1); rightx = sec->lines[rightmostvertex]->v1->x; topy = sec->lines[topmostvertex]->v1->y-(spacing>>1); bottomy = sec->lines[bottommostvertex]->v1->y; topz = *rover->topheight-(spacing>>1); bottomz = *rover->bottomheight; if (flags & ML_EFFECT1) { widthfactor = (rightx + topy - leftx - bottomy)>>3; heightfactor = (topz - *rover->bottomheight)>>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; if (*rover->t_slope) topz = P_GetZAt(*rover->t_slope, a, b) - (spacing>>1); if (*rover->b_slope) bottomz = P_GetZAt(*rover->b_slope, a, b); for (c = topz; c > bottomz; c -= spacing) { spawned = P_SpawnMobj(a, b, c, type); spawned->angle += P_RandomKey(36)*ANG10; // irrelevant for default objects but might make sense for some custom ones if (flags & ML_EFFECT1) { P_InstaThrust(spawned, R_PointToAngle2(sec->soundorg.x, sec->soundorg.y, a, b), FixedDiv(P_AproxDistance(a - sec->soundorg.x, b - sec->soundorg.y), widthfactor)); P_SetObjectMomZ(spawned, FixedDiv((c - bottomz), heightfactor), false); } spawned->fuse = lifetime; } } } } // no longer exists (can't collide with again) rover->flags &= ~FF_EXISTS; rover->master->frontsector->moved = true; P_RecalcPrecipInSector(sec); } // Used for bobbing platforms on the water void EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline) { bouncecheese_t *bouncer; // create and initialize new thinker if (sec->ceilingdata) // One at a time, ma'am. return; bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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->sourceline = sourceline; bouncer->sector = sec; bouncer->speed = momz/2; bouncer->distance = FRACUNIT; bouncer->low = true; } // For T_ContinuousFalling special void EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boolean backwards) { continuousfall_t *faller; // workaround for when there is no back sector if (!backsector) backsector = sec; // create and initialize new thinker faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &faller->thinker); faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling; // set up the fields faller->sector = sec; faller->speed = spd; faller->floorstartheight = sec->floorheight; faller->ceilingstartheight = sec->ceilingheight; faller->destheight = backwards ? backsector->ceilingheight : backsector->floorheight; faller->direction = backwards ? 1 : -1; } // 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 >= CRUMBLE_ACTIVATED) return 0; // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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 = CRUMBLE_ACTIVATED; for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { foundsec = §ors[i]; P_SpawnMobj(foundsec->soundorg.x, foundsec->soundorg.y, elevator->direction == 1 ? elevator->sector->floorheight : elevator->sector->ceilingheight, MT_CRUMBLEOBJ); } return 1; } void EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher) { sector_t *roversec = rover->master->frontsector; fixed_t topheight = *rover->topheight; mariothink_t *block; mobj_t *thing; fixed_t oldx = 0, oldy = 0, oldz = 0; I_Assert(puncher != NULL); I_Assert(puncher->player != NULL); if (roversec->floordata || roversec->ceilingdata) return; if (!(rover->flags & FF_SOLID)) rover->flags |= (FF_SOLID|FF_RENDERALL|FF_CUTLEVEL); // Find an item to pop out! thing = SearchMarioNode(roversec->touching_thinglist); if (!thing) S_StartSound(puncher, sfx_mario1); // "Thunk!" sound - puncher is "close enough". else // Found something! { 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(THINK_MAIN, &block->thinker); roversec->floordata = block; roversec->ceilingdata = block; block->thinker.function.acp1 = (actionf_p1)T_MarioBlock; // Set up the fields block->sector = roversec; block->speed = 4*FRACUNIT; block->direction = 1; block->floorstartheight = block->sector->floorheight; block->ceilingstartheight = block->sector->ceilingheight; block->tag = (INT16)sector->tag; if (itsamonitor) { oldx = thing->x; oldy = thing->y; oldz = thing->z; } P_UnsetThingPosition(thing); thing->x = sector->soundorg.x; thing->y = sector->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, 0); else if (thing->type == MT_RING || thing->type == MT_COIN || thing->type == MT_TOKEN) { thing->momz = FixedMul(3*FRACUNIT, thing->scale); P_TouchSpecialThing(thing, puncher, false); // "Thunk!" sound S_StartSound(puncher, sfx_mario1); // Puncher is "close enough" } else { // "Powerup rise" sound S_StartSound(puncher, sfx_mario9); // Puncher is "close enough" } if (itsamonitor && thing) { P_UnsetThingPosition(thing); thing->x = oldx; thing->y = oldy; thing->z = oldz; thing->momx = 1; thing->momy = 1; P_SetThingPosition(thing); } } }