// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2014 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_floor.c /// \brief Floor animation, elevators #include "doomdef.h" #include "doomstat.h" #include "p_local.h" #include "r_state.h" #include "s_sound.h" #include "z_zone.h" #include "g_game.h" #include "r_main.h" // ========================================================================== // FLOORS // ========================================================================== // // Mini-P_IsObjectOnGroundIn for T_MovePlane hack // static inline boolean P_MobjReadyToMove(mobj_t *mo, sector_t *sec, boolean sectorisffloor, boolean sectorisquicksand) { if (sectorisquicksand) return (mo->z > sec->floorheight && mo->z < sec->ceilingheight); else if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP)) return ((sectorisffloor) ? (mo->z+mo->height != sec->floorheight) : (mo->z+mo->height != sec->ceilingheight)); else return ((sectorisffloor) ? (mo->z != sec->ceilingheight) : (mo->z != sec->floorheight)); } // // Move a plane (floor or ceiling) and check for crushing // result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crush, INT32 floorOrCeiling, INT32 direction) { boolean flag; fixed_t lastpos; fixed_t destheight; // used to keep floors/ceilings from moving through each other // Stuff used for mobj hacks. INT32 secnum = -1; mobj_t *mo = NULL; sector_t *sec = NULL; ffloor_t *rover = NULL; boolean sectorisffloor = false; boolean sectorisquicksand = false; sector->moved = true; switch (floorOrCeiling) { case 0: // moving a floor switch (direction) { case -1: // Moving a floor down if (sector->floorheight - speed < dest) { lastpos = sector->floorheight; sector->floorheight = dest; flag = P_CheckSector(sector, crush); if (flag && sector->numattached) { sector->floorheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { lastpos = sector->floorheight; sector->floorheight -= speed; flag = P_CheckSector(sector, crush); if (flag && sector->numattached) { sector->floorheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; case 1: // Moving a floor up // keep floor from moving through ceilings destheight = (dest < sector->ceilingheight) ? dest : sector->ceilingheight; if (sector->floorheight + speed > destheight) { lastpos = sector->floorheight; sector->floorheight = destheight; flag = P_CheckSector(sector, crush); if (flag) { sector->floorheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { // crushing is possible lastpos = sector->floorheight; sector->floorheight += speed; flag = P_CheckSector(sector, crush); if (flag) { sector->floorheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; } break; case 1: // moving a ceiling switch (direction) { case -1: // moving a ceiling down // keep ceiling from moving through floors destheight = (dest > sector->floorheight) ? dest : sector->floorheight; if (sector->ceilingheight - speed < destheight) { lastpos = sector->ceilingheight; sector->ceilingheight = destheight; flag = P_CheckSector(sector, crush); if (flag) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { // crushing is possible lastpos = sector->ceilingheight; sector->ceilingheight -= speed; flag = P_CheckSector(sector, crush); if (flag) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; case 1: // moving a ceiling up if (sector->ceilingheight + speed > dest) { lastpos = sector->ceilingheight; sector->ceilingheight = dest; flag = P_CheckSector(sector, crush); if (flag && sector->numattached) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); } return pastdest; } else { lastpos = sector->ceilingheight; sector->ceilingheight += speed; flag = P_CheckSector(sector, crush); if (flag && sector->numattached) { sector->ceilingheight = lastpos; P_CheckSector(sector, crush); return crushed; } } break; } break; } // Hack for buggy mobjs to move by gravity with moving planes. if (sector->tagline) sectorisffloor = true; // Optimization condition. If the sector is not an FOF, declare sec as the main sector outside of the loop. if (!sectorisffloor) sec = sector; // Optimization condition. Only run the logic if there is any Things in the sector. if (sectorisffloor || sec->thinglist) { // If this is an FOF being checked, check all the affected sectors for moving mobjs. while ((sectorisffloor ? (secnum = P_FindSectorFromLineTag(sector->tagline, secnum)) : (secnum = 1)) >= 0) { if (sectorisffloor) { // Get actual sector from the list of sectors. sec = §ors[secnum]; // Can't use P_InQuicksand because it will return the incorrect result // because of checking for heights. for (rover = sec->ffloors; rover; rover = rover->next) { if (rover->target == sec && (rover->flags & FF_QUICKSAND)) { sectorisquicksand = true; break; } } } for (mo = sec->thinglist; mo; mo = mo->snext) { // The object should be ready to move as defined by this function. if (!P_MobjReadyToMove(mo, sec, sectorisffloor, sectorisquicksand)) continue; // The object should not be moving at all. if (mo->momx || mo->momy || mo->momz) continue; // These objects will be affected by this condition. switch (mo->type) { case MT_GOOP: // Egg Slimer's goop objects case MT_SPINFIRE: // Elemental Shield flame balls case MT_SPIKE: // Floor Spike // Is the object hang from the ceiling? // In that case, swap the planes used. // verticalflip inverts if (!!(mo->flags & MF_SPAWNCEILING) ^ !!(mo->eflags & MFE_VERTICALFLIP)) { if (sectorisffloor && !sectorisquicksand) mo->z = mo->ceilingz - mo->height; else mo->z = mo->ceilingz = mo->subsector->sector->ceilingheight - mo->height; } else { if (sectorisffloor && !sectorisquicksand) mo->z = mo->floorz; else mo->z = mo->floorz = mo->subsector->sector->floorheight; } break; // Kill warnings... default: break; } } // Break from loop if there is no FOFs to check. if (!sectorisffloor) break; } } return ok; } // // MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN) // void T_MoveFloor(floormove_t *movefloor) { result_e res = 0; boolean dontupdate = false; if (movefloor->delaytimer) { movefloor->delaytimer--; return; } res = T_MovePlane(movefloor->sector, movefloor->speed, movefloor->floordestheight, movefloor->crush, 0, movefloor->direction); if (movefloor->type == bounceFloor) { const fixed_t origspeed = FixedDiv(movefloor->origspeed,(ELEVATORSPEED/2)); const fixed_t fs = abs(movefloor->sector->floorheight - lines[movefloor->texture].frontsector->floorheight); const fixed_t bs = abs(movefloor->sector->floorheight - lines[movefloor->texture].backsector->floorheight); if (fs < bs) movefloor->speed = FixedDiv(fs,25*FRACUNIT) + FRACUNIT/4; else movefloor->speed = FixedDiv(bs,25*FRACUNIT) + FRACUNIT/4; movefloor->speed = FixedMul(movefloor->speed,origspeed); } if (res == pastdest) { if (movefloor->direction == 1) { switch (movefloor->type) { case moveFloorByFrontSector: if (movefloor->texture < -1) // chained linedef executing P_LinedefExecute((INT16)(movefloor->texture + INT16_MAX + 2), NULL, NULL); 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); case instantMoveFloorByFrontSector: if (movefloor->texture > -1) // flat changing movefloor->sector->floorpic = movefloor->texture; break; case bounceFloor: // Graue 03-12-2004 if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight) movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight; else movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight; movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1; movefloor->sector->floorspeed = movefloor->speed * movefloor->direction; movefloor->delaytimer = movefloor->delay; P_RecalcPrecipInSector(movefloor->sector); return; // not break, why did this work? Graue 04-03-2004 case bounceFloorCrush: // Graue 03-27-2004 if (movefloor->floordestheight == lines[movefloor->texture].frontsector->floorheight) { movefloor->floordestheight = lines[movefloor->texture].backsector->floorheight; movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dy),4*FRACUNIT); // return trip, use dy } else { movefloor->floordestheight = lines[movefloor->texture].frontsector->floorheight; movefloor->speed = movefloor->origspeed = FixedDiv(abs(lines[movefloor->texture].dx),4*FRACUNIT); // forward again, use dx } movefloor->direction = (movefloor->floordestheight < movefloor->sector->floorheight) ? -1 : 1; movefloor->sector->floorspeed = movefloor->speed * movefloor->direction; movefloor->delaytimer = movefloor->delay; P_RecalcPrecipInSector(movefloor->sector); return; // not break, why did this work? Graue 04-03-2004 case crushFloorOnce: movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it P_RemoveThinker(&movefloor->thinker); movefloor->sector->floorspeed = 0; P_RecalcPrecipInSector(movefloor->sector); return; default: break; } } movefloor->sector->floordata = NULL; // Clear up the thinker so others can use it movefloor->sector->floorspeed = 0; P_RemoveThinker(&movefloor->thinker); dontupdate = true; } if (!dontupdate) movefloor->sector->floorspeed = movefloor->speed*movefloor->direction; else movefloor->sector->floorspeed = 0; P_RecalcPrecipInSector(movefloor->sector); } // // T_MoveElevator // // Move an elevator to it's destination (up or down) // Called once per tick for each moving floor. // // Passed an elevator_t structure that contains all pertinent info about the // move. See p_spec.h for fields. // No return. // // The function moves the planes differently based on direction, so if it's // traveling really fast, the floor and ceiling won't hit each other and // stop the lift. void T_MoveElevator(elevator_t *elevator) { result_e res1 = 0, res2 = 0, res = 0; boolean dontupdate = false; fixed_t oldfloor, oldceiling; if (elevator->delaytimer) { elevator->delaytimer--; return; } if (elevator->direction < 0) // moving down { if (elevator->type == elevateContinuous) { const fixed_t origspeed = FixedDiv(elevator->origspeed,(ELEVATORSPEED/2)); const fixed_t wh = abs(elevator->sector->floorheight - elevator->floorwasheight); const fixed_t dh = abs(elevator->sector->floorheight - elevator->floordestheight); // Slow down when reaching destination Tails 12-06-2000 if (wh < dh) elevator->speed = FixedDiv(wh,25*FRACUNIT) + FRACUNIT/4; else elevator->speed = FixedDiv(dh,25*FRACUNIT) + FRACUNIT/4; if (elevator->origspeed) { elevator->speed = FixedMul(elevator->speed,origspeed); if (elevator->speed > elevator->origspeed) elevator->speed = (elevator->origspeed); if (elevator->speed < 1) elevator->speed = 1; } else { if (elevator->speed > 3*FRACUNIT) elevator->speed = 3*FRACUNIT; if (elevator->speed < 1) elevator->speed = 1; } } oldfloor = elevator->sector->floorheight; oldceiling = elevator->sector->ceilingheight; res1 = T_MovePlane //jff 4/7/98 reverse order of ceiling/floor ( elevator->sector, elevator->speed, elevator->ceilingdestheight, elevator->distance, 1, // move floor elevator->direction ); res2 = T_MovePlane ( elevator->sector, elevator->speed, elevator->floordestheight, elevator->distance, 0, // move ceiling elevator->direction ); if (elevator->distance && (res1 == crushed || res2 == crushed)) { res = crushed; elevator->sector->floorheight = oldfloor; elevator->sector->ceilingheight = oldceiling; } else res = res1; } else // moving up { if (elevator->type == elevateContinuous) { const fixed_t origspeed = FixedDiv(elevator->origspeed,(ELEVATORSPEED/2)); const fixed_t wc = abs(elevator->sector->ceilingheight - elevator->ceilingwasheight); const fixed_t dc = abs(elevator->sector->ceilingheight - elevator->ceilingdestheight); // Slow down when reaching destination Tails 12-06-2000 if (wc < dc) elevator->speed = FixedDiv(wc,25*FRACUNIT) + FRACUNIT/4; else elevator->speed = FixedDiv(dc,25*FRACUNIT) + FRACUNIT/4; if (elevator->origspeed) { elevator->speed = FixedMul(elevator->speed,origspeed); if (elevator->speed > elevator->origspeed) elevator->speed = (elevator->origspeed); if (elevator->speed < 1) elevator->speed = 1; } else { if (elevator->speed > 3*FRACUNIT) elevator->speed = 3*FRACUNIT; if (elevator->speed < 1) elevator->speed = 1; } } oldfloor = elevator->sector->floorheight; oldceiling = elevator->sector->ceilingheight; res1 = T_MovePlane //jff 4/7/98 reverse order of ceiling/floor ( elevator->sector, elevator->speed, elevator->floordestheight, elevator->distance, 0, // move ceiling elevator->direction ); if (res1 != crushed) { res2 = T_MovePlane ( elevator->sector, elevator->speed, elevator->ceilingdestheight, elevator->distance, 1, // move floor elevator->direction ); } if (elevator->distance && (res1 == crushed || res2 == crushed)) { res = crushed; elevator->sector->floorheight = oldfloor; elevator->sector->ceilingheight = oldceiling; } else res = res1; } /* // make floor move sound if (!(leveltime&7)) S_StartSound(&elevator->sector->soundorg, sfx_stnmov); */ if (res == pastdest || res == crushed) // if destination height acheived { if (elevator->type == elevateContinuous) { if (elevator->direction > 0) { elevator->high = 1; elevator->low = 0; elevator->direction = -1; if (elevator->origspeed) elevator->speed = elevator->origspeed; else elevator->speed = 3*FRACUNIT; elevator->floorwasheight = elevator->floordestheight; elevator->ceilingwasheight = elevator->ceilingdestheight; if (elevator->low) { elevator->floordestheight = P_FindNextHighestFloor(elevator->sector, elevator->sector->floorheight); elevator->ceilingdestheight = elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight; } else { elevator->floordestheight = P_FindNextLowestFloor(elevator->sector,elevator->sector->floorheight); elevator->ceilingdestheight = elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight; } // T_MoveElevator(elevator); } else { elevator->high = 0; elevator->low = 1; elevator->direction = 1; if (elevator->origspeed) elevator->speed = elevator->origspeed; else elevator->speed = 3*FRACUNIT; elevator->floorwasheight = elevator->floordestheight; elevator->ceilingwasheight = elevator->ceilingdestheight; if (elevator->low) { elevator->floordestheight = P_FindNextHighestFloor(elevator->sector, elevator->sector->floorheight); elevator->ceilingdestheight = elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight; } else { elevator->floordestheight = P_FindNextLowestFloor(elevator->sector,elevator->sector->floorheight); elevator->ceilingdestheight = elevator->floordestheight + elevator->sector->ceilingheight - elevator->sector->floorheight; } // T_MoveElevator(elevator); } elevator->delaytimer = elevator->delay; } else { elevator->sector->floordata = NULL; //jff 2/22/98 elevator->sector->ceilingdata = NULL; //jff 2/22/98 elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; P_RemoveThinker(&elevator->thinker); // remove elevator from actives dontupdate = true; } // make floor stop sound // S_StartSound(&elevator->sector->soundorg, sfx_pstop); } if (!dontupdate) { elevator->sector->floorspeed = elevator->speed*elevator->direction; elevator->sector->ceilspeed = 42; } else { elevator->sector->floorspeed = 0; elevator->sector->ceilspeed = 0; elevator->sector->floordata = NULL; elevator->sector->ceilingdata = NULL; } } // // T_ContinuousFalling // // A sector that continuously falls until its ceiling // is below that of its actionsector's floor, then // it instantly returns to its original position and // falls again. // // Useful for things like intermittent falling lava. // void T_ContinuousFalling(levelspecthink_t *faller) { #define speed vars[0] #define direction vars[1] #define floorwasheight vars[2] #define ceilingwasheight vars[3] #define floordestheight vars[4] #define ceilingdestheight vars[5] if (faller->direction == -1) { faller->sector->ceilingheight -= faller->speed; faller->sector->floorheight -= faller->speed; } else { faller->sector->ceilingheight += faller->speed; faller->sector->floorheight += faller->speed; } P_CheckSector(faller->sector, false); if (faller->direction == -1) // Down { if (faller->sector->ceilingheight <= faller->ceilingdestheight) // if destination height acheived { faller->sector->ceilingheight = faller->ceilingwasheight; faller->sector->floorheight = faller->floorwasheight; } } else // Up { if (faller->sector->floorheight >= faller->floordestheight) // if destination height acheived { faller->sector->ceilingheight = faller->ceilingwasheight; faller->sector->floorheight = faller->floorwasheight; } } faller->sector->floorspeed = faller->speed*faller->direction; faller->sector->ceilspeed = 42; faller->sector->moved = true; #undef speed #undef direction #undef floorwasheight #undef ceilingwasheight #undef floordestheight #undef ceilingdestheight } // // P_SectorCheckWater // // Like P_MobjCheckWater, but takes a sector instead of a mobj. static fixed_t P_SectorCheckWater(sector_t *analyzesector, sector_t *elevatorsec) { fixed_t watertop; // Default if no water exists. watertop = analyzesector->floorheight - 512*FRACUNIT; // see if we are in water, and set some flags for later if (analyzesector->ffloors) { ffloor_t *rover; for (rover = analyzesector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_SOLID) continue; // If the sector is below the water, don't bother. if ((elevatorsec->ceilingheight + elevatorsec->floorheight)>>1 < *rover->bottomheight) continue; // Do the same as above if the water is too shallow. if (*rover->topheight < analyzesector->floorheight + abs((elevatorsec->ceilingheight - elevatorsec->floorheight)>>1)) continue; if (*rover->topheight > watertop) // highest water block is the one to go for watertop = *rover->topheight; } } return watertop; } ////////////////////////////////////////////////// // T_BounceCheese //////////////////////////////// ////////////////////////////////////////////////// // Bounces a floating cheese void T_BounceCheese(levelspecthink_t *bouncer) { #define speed vars[0] #define distance vars[1] #define low vars[2] #define ceilingwasheight vars[3] #define floorwasheight vars[4] fixed_t halfheight; fixed_t waterheight; fixed_t floorheight; sector_t *actionsector; INT32 i; if (bouncer->sector->crumblestate == 4 || bouncer->sector->crumblestate == 1 || bouncer->sector->crumblestate == 2) // Oops! Crumbler says to remove yourself! { bouncer->sector->crumblestate = 1; bouncer->sector->ceilingdata = NULL; bouncer->sector->ceilspeed = 0; bouncer->sector->floordata = NULL; bouncer->sector->floorspeed = 0; P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives return; } // You can use multiple target sectors, but at your own risk!!! for (i = -1; (i = P_FindSectorFromTag(bouncer->sourceline->tag, i)) >= 0 ;) { actionsector = §ors[i]; actionsector->moved = true; halfheight = abs(bouncer->sector->ceilingheight - bouncer->sector->floorheight) >> 1; waterheight = P_SectorCheckWater(actionsector, bouncer->sector); // sorts itself out if there's no suitable water in the sector floorheight = P_FloorzAtPos(actionsector->soundorg.x, actionsector->soundorg.y, bouncer->sector->floorheight, halfheight << 1); // Water level is up to the ceiling. if (waterheight > bouncer->sector->ceilingheight - halfheight && bouncer->sector->ceilingheight >= actionsector->ceilingheight) // Tails 01-08-2004 { bouncer->sector->ceilingheight = actionsector->ceilingheight; bouncer->sector->floorheight = bouncer->sector->ceilingheight - (halfheight*2); P_RecalcPrecipInSector(actionsector); bouncer->sector->ceilingdata = NULL; bouncer->sector->floordata = NULL; bouncer->sector->floorspeed = 0; bouncer->sector->ceilspeed = 0; bouncer->sector->moved = true; P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives return; } // Water level is too shallow. else if (waterheight < bouncer->sector->floorheight + halfheight && bouncer->sector->floorheight <= floorheight) { bouncer->sector->ceilingheight = floorheight + (halfheight << 1); bouncer->sector->floorheight = floorheight; P_RecalcPrecipInSector(actionsector); bouncer->sector->ceilingdata = NULL; bouncer->sector->floordata = NULL; bouncer->sector->floorspeed = 0; bouncer->sector->ceilspeed = 0; bouncer->sector->moved = true; P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives return; } else { bouncer->ceilingwasheight = waterheight + halfheight; bouncer->floorwasheight = waterheight - halfheight; } T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->ceilingheight - 70*FRACUNIT, 0, 1, -1); // move floor T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->floorheight - 70*FRACUNIT, 0, 0, -1); // move ceiling bouncer->sector->floorspeed = -bouncer->speed/2; bouncer->sector->ceilspeed = 42; if (bouncer->sector->ceilingheight < bouncer->ceilingwasheight && bouncer->low == 0) // Down { if (abs(bouncer->speed) < 6*FRACUNIT) bouncer->speed -= bouncer->speed/3; else bouncer->speed -= bouncer->speed/2; bouncer->low = 1; if (abs(bouncer->speed) > 6*FRACUNIT) { mobj_t *mp = (void *)&actionsector->soundorg; actionsector->soundorg.z = bouncer->sector->floorheight; S_StartSound(mp, sfx_splash); } } else if (bouncer->sector->ceilingheight > bouncer->ceilingwasheight && bouncer->low) // Up { if (abs(bouncer->speed) < 6*FRACUNIT) bouncer->speed -= bouncer->speed/3; else bouncer->speed -= bouncer->speed/2; bouncer->low = 0; if (abs(bouncer->speed) > 6*FRACUNIT) { mobj_t *mp = (void *)&actionsector->soundorg; actionsector->soundorg.z = bouncer->sector->floorheight; S_StartSound(mp, sfx_splash); } } if (bouncer->sector->ceilingheight < bouncer->ceilingwasheight) // Down { bouncer->speed -= bouncer->distance; } else if (bouncer->sector->ceilingheight > bouncer->ceilingwasheight) // Up { bouncer->speed += gravity; } if (abs(bouncer->speed) < 2*FRACUNIT && abs(bouncer->sector->ceilingheight-bouncer->ceilingwasheight) < FRACUNIT/4) { bouncer->sector->floorheight = bouncer->floorwasheight; bouncer->sector->ceilingheight = bouncer->ceilingwasheight; bouncer->sector->ceilingdata = NULL; bouncer->sector->floordata = NULL; bouncer->sector->floorspeed = 0; bouncer->sector->ceilspeed = 0; bouncer->sector->moved = true; P_RemoveThinker(&bouncer->thinker); // remove bouncer from actives } if (bouncer->distance > 0) bouncer->distance--; if (actionsector) P_RecalcPrecipInSector(actionsector); } #undef speed #undef distance #undef low #undef ceilingwasheight #undef floorwasheight } ////////////////////////////////////////////////// // T_StartCrumble //////////////////////////////// ////////////////////////////////////////////////// // Crumbling platform Tails 03-11-2002 // // DEFINITION OF THE 'CRUMBLESTATE'S: // // 0 - No crumble thinker // 1 - Don't float on water because this is supposed to wait for a crumble // 2 - Crumble thinker activated, but hasn't fallen yet // 3 - Crumble thinker is falling // 4 - Crumble thinker is about to restore to original position // void T_StartCrumble(elevator_t *elevator) { ffloor_t *rover; sector_t *sector; INT32 i; // Once done, the no-return thinker just sits there, // constantly 'returning'... kind of an oxymoron, isn't it? if (((elevator->floordestheight == 1 && elevator->direction == -1) || (elevator->floordestheight == 0 && elevator->direction == 1)) && elevator->type == elevateContinuous) // No return crumbler { elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; return; } if (elevator->distance != 0) { if (elevator->distance > 0) // Count down the timer { elevator->distance--; if (elevator->distance <= 0) elevator->distance = -15*TICRATE; // Timer until platform returns to original position. else { // Timer isn't up yet, so just keep waiting. elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; return; } } else if (++elevator->distance == 0) // Reposition back to original spot { for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { sector = §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 = 4; // makes T_BounceCheese remove itself } if ((elevator->floordestheight == 0 && elevator->direction == -1) || (elevator->floordestheight == 1 && elevator->direction == 1)) // Down { elevator->sector->crumblestate = 3; // Allow floating now. // Only fall like this if it isn't meant to float on water if (elevator->high != 42) { elevator->speed += gravity; // Gain more and more speed if ((elevator->floordestheight == 0 && !(elevator->sector->ceilingheight < -16384*FRACUNIT)) || (elevator->floordestheight == 1 && !(elevator->sector->ceilingheight > 16384*FRACUNIT))) { fixed_t dest; if (elevator->floordestheight == 1) dest = elevator->sector->ceilingheight + (elevator->speed*2); else dest = elevator->sector->ceilingheight - (elevator->speed*2); T_MovePlane //jff 4/7/98 reverse order of ceiling/floor ( elevator->sector, elevator->speed, dest, 0, 1, // move floor elevator->direction ); if (elevator->floordestheight == 1) dest = elevator->sector->floorheight + (elevator->speed*2); else dest = elevator->sector->floorheight - (elevator->speed*2); T_MovePlane ( elevator->sector, elevator->speed, dest, 0, 0, // move ceiling elevator->direction ); elevator->sector->ceilspeed = 42; elevator->sector->floorspeed = elevator->speed*elevator->direction; } } } else // Up (restore to original position) { elevator->sector->crumblestate = 1; elevator->sector->ceilingheight = elevator->ceilingwasheight; elevator->sector->floorheight = elevator->floorwasheight; elevator->sector->floordata = NULL; elevator->sector->ceilingdata = NULL; elevator->sector->ceilspeed = 0; elevator->sector->floorspeed = 0; elevator->sector->moved = true; P_RemoveThinker(&elevator->thinker); } for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; sector->moved = true; P_RecalcPrecipInSector(sector); } } ////////////////////////////////////////////////// // T_MarioBlock ////////////////////////////////// ////////////////////////////////////////////////// // Mario hits a block! // void T_MarioBlock(levelspecthink_t *block) { INT32 i; #define speed vars[1] #define direction vars[2] #define floorwasheight vars[3] #define ceilingwasheight vars[4] #define distance vars[5] #define low vars[6] T_MovePlane ( block->sector, block->speed, block->sector->ceilingheight + 70*FRACUNIT * block->direction, 0, 1, // move floor block->direction ); T_MovePlane ( block->sector, block->speed, block->sector->floorheight + 70*FRACUNIT * block->direction, 0, 0, // move ceiling block->direction ); if (block->sector->ceilingheight >= block->ceilingwasheight + 32*FRACUNIT) // Go back down now.. block->direction = -block->direction; else if (block->sector->ceilingheight <= block->ceilingwasheight) { block->sector->ceilingheight = block->ceilingwasheight; block->sector->floorheight = block->floorwasheight; P_RemoveThinker(&block->thinker); block->sector->floordata = NULL; block->sector->ceilingdata = NULL; block->sector->floorspeed = 0; block->sector->ceilspeed = 0; } for (i = -1; (i = P_FindSectorFromTag((INT16)block->vars[0], i)) >= 0 ;) P_RecalcPrecipInSector(§ors[i]); #undef speed #undef direction #undef floorwasheight #undef ceilingwasheight #undef distance #undef low } void T_SpikeSector(levelspecthink_t *spikes) { mobj_t *thing; msecnode_t *node; boolean dothepain; sector_t *affectsec; node = spikes->sector->touching_thinglist; // things touching this sector for (; node; node = node->m_snext) { thing = node->m_thing; if (!thing->player) continue; dothepain = false; affectsec = §ors[spikes->vars[0]]; if (affectsec == spikes->sector) // Applied to an actual sector { if (affectsec->flags & SF_FLIPSPECIAL_FLOOR) { if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0) continue; if (thing->z == affectsec->floorheight) dothepain = true; } if (affectsec->flags & SF_FLIPSPECIAL_CEILING) { if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0) continue; if (thing->z + thing->height == affectsec->ceilingheight) dothepain = true; } } else { if (affectsec->flags & SF_FLIPSPECIAL_FLOOR) { if (!(thing->eflags & MFE_VERTICALFLIP) && thing->momz > 0) continue; if (thing->z == affectsec->ceilingheight) dothepain = true; } if (affectsec->flags & SF_FLIPSPECIAL_CEILING) { if ((thing->eflags & MFE_VERTICALFLIP) && thing->momz < 0) continue; if (thing->z + thing->height == affectsec->floorheight) dothepain = true; } } if (dothepain) { mobj_t *killer = P_SpawnMobj(thing->x, thing->y, thing->z, MT_NULL); killer->threshold = 43; // Special flag that it was spikes which hurt you. P_DamageMobj(thing, killer, killer, 1); break; } } } void T_FloatSector(levelspecthink_t *floater) { fixed_t cheeseheight; sector_t *actionsector; INT32 secnum; cheeseheight = (floater->sector->ceilingheight + floater->sector->floorheight)>>1; // Just find the first sector with the tag. // Doesn't work with multiple sectors that have different floor/ceiling heights. secnum = P_FindSectorFromTag((INT16)floater->vars[0], -1); if (secnum > 0) actionsector = §ors[secnum]; else actionsector = NULL; if (actionsector) { //boolean floatanyway = false; // Ignore the crumblestate setting. fixed_t waterheight = P_SectorCheckWater(actionsector, floater->sector); // find the highest suitable water block around if (waterheight == cheeseheight) // same height, no floating needed ; else if (floater->sector->floorheight == actionsector->floorheight && waterheight < cheeseheight) // too low ; else if (floater->sector->ceilingheight == actionsector->ceilingheight && waterheight > cheeseheight) // too high ; // we have something to float in! Or we're for some reason above the ground, let's fall anyway else if (floater->sector->crumblestate == 0 || floater->sector->crumblestate >= 3/* || floatanyway*/) EV_BounceSector(floater->sector, FRACUNIT, floater->sourceline); P_RecalcPrecipInSector(actionsector); } } // // T_BridgeThinker // // Kind of like T_RaiseSector, // but spreads out across // multiple FOFs at varying // intensity. // void T_BridgeThinker(levelspecthink_t *bridge) { msecnode_t *node; mobj_t *thing; sector_t *sector; sector_t *controlsec = NULL; INT32 i, k; INT16 j; boolean playeronme = false; fixed_t ceilingdestination = 0, floordestination = 0; result_e res = 0; #define ORIGFLOORHEIGHT (bridge->vars[0]) #define ORIGCEILINGHEIGHT (bridge->vars[1]) #define BASESPEED (bridge->vars[2]) #define CURSPEED (bridge->vars[3]) #define STARTTAG ((INT16)bridge->vars[4]) #define ENDTAG ((INT16)bridge->vars[5]) #define DIRECTION (bridge->vars[8]) #define SAGAMT (8*FRACUNIT) fixed_t lowceilheight = ORIGCEILINGHEIGHT - SAGAMT; fixed_t lowfloorheight = ORIGFLOORHEIGHT - SAGAMT; #define LOWCEILINGHEIGHT (lowceilheight) #define LOWFLOORHEIGHT (lowfloorheight) #define STARTCONTROLTAG (ENDTAG + 1) #define ENDCONTROLTAG (ENDTAG + (ENDTAG - STARTTAG) + 1) // Is someone standing on it? for (j = STARTTAG; j <= ENDTAG; j++) { for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;) { sector = §ors[i]; // Nab the control sector that this sector belongs to. k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1); if (k == -1) break; controlsec = §ors[k]; // Is a player standing on me? for (node = sector->touching_thinglist; node; node = node->m_snext) { thing = node->m_thing; if (!thing->player) continue; if (!(thing->z == controlsec->ceilingheight)) continue; playeronme = true; goto wegotit; // Just take the first one? } } } wegotit: if (playeronme) { // Lower controlsec like a regular T_RaiseSector // Set the heights of all the other control sectors to // be a gradient of this height toward the edges } else { // Raise controlsec like a regular T_RaiseSector // Set the heights of all the other control sectors to // be a gradient of this height toward the edges. } if (playeronme && controlsec) { INT32 dist; bridge->sector = controlsec; CURSPEED = BASESPEED; { // Translate tags to - 0 + range /*so you have a number in [min, max]. let range = max - min, subtract min from your number to get [0, range]. subtract range/2 to get [-range/2, range/2]. take absolute value and get [0, range/2] where lower number = closer to midpoint. divide by range/2 to get [0, 1]. subtract that number from 1 to get [0, 1] with higher number = closer to midpoint. multiply this by max sag amount*/ INT32 midpoint = STARTCONTROLTAG + ((ENDCONTROLTAG-STARTCONTROLTAG) + 1)/2; // INT32 tagstart = STARTTAG - midpoint; // INT32 tagend = ENDTAG - midpoint; // CONS_Debug(DBG_GAMELOGIC, "tagstart is %d, tagend is %d\n", tagstart, tagend); // Sag is adjusted by how close you are to the center dist = ((ENDCONTROLTAG - STARTCONTROLTAG))/2 - abs(bridge->sector->tag - midpoint); // CONS_Debug(DBG_GAMELOGIC, "Dist is %d\n", dist); LOWCEILINGHEIGHT -= (SAGAMT) * dist; LOWFLOORHEIGHT -= (SAGAMT) * dist; } // go down if (bridge->sector->ceilingheight <= LOWCEILINGHEIGHT) { bridge->sector->floorheight = LOWCEILINGHEIGHT - (bridge->sector->ceilingheight - bridge->sector->floorheight); bridge->sector->ceilingheight = LOWCEILINGHEIGHT; bridge->sector->ceilspeed = 0; bridge->sector->floorspeed = 0; goto dorest; } DIRECTION = -1; ceilingdestination = LOWCEILINGHEIGHT; floordestination = LOWFLOORHEIGHT; if ((bridge->sector->ceilingheight - LOWCEILINGHEIGHT) < (ORIGCEILINGHEIGHT - bridge->sector->ceilingheight)) { fixed_t origspeed = CURSPEED; // Slow down as you get closer to the bottom CURSPEED = FixedMul(CURSPEED,FixedDiv(bridge->sector->ceilingheight - LOWCEILINGHEIGHT, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5)); if (CURSPEED <= origspeed/16) CURSPEED = origspeed/16; else if (CURSPEED > origspeed) CURSPEED = origspeed; } else { fixed_t origspeed = CURSPEED; // Slow down as you get closer to the top CURSPEED = FixedMul(CURSPEED,FixedDiv(ORIGCEILINGHEIGHT - bridge->sector->ceilingheight, (ORIGCEILINGHEIGHT - LOWCEILINGHEIGHT)>>5)); if (CURSPEED <= origspeed/16) CURSPEED = origspeed/16; else if (CURSPEED > origspeed) CURSPEED = origspeed; } // CONS_Debug(DBG_GAMELOGIC, "Curspeed is %d\n", CURSPEED>>FRACBITS); res = T_MovePlane ( bridge->sector, // sector CURSPEED, // speed ceilingdestination, // dest 0, // crush 1, // floor or ceiling (1 for ceiling) DIRECTION // direction ); if (res == ok || res == pastdest) T_MovePlane ( bridge->sector, // sector CURSPEED, // speed floordestination, // dest 0, // crush 0, // floor or ceiling (0 for floor) DIRECTION // direction ); bridge->sector->ceilspeed = 42; bridge->sector->floorspeed = CURSPEED*DIRECTION; dorest: // Adjust joined sector heights { sector_t *sourcesec = bridge->sector; INT32 divisor = sourcesec->tag - ENDTAG + 1; fixed_t heightdiff = ORIGCEILINGHEIGHT - sourcesec->ceilingheight; fixed_t interval; INT32 plusplusme = 0; if (divisor > 0) { interval = heightdiff/divisor; // CONS_Debug(DBG_GAMELOGIC, "interval is %d\n", interval>>FRACBITS); // TODO: Use T_MovePlane for (j = (INT16)(ENDTAG+1); j <= sourcesec->tag; j++, plusplusme++) { for (i = -1; (i = P_FindSectorFromTag(j, i)) >= 0 ;) { if (sectors[i].ceilingheight >= sourcesec->ceilingheight) { sectors[i].ceilingheight = ORIGCEILINGHEIGHT - (interval*plusplusme); sectors[i].floorheight = ORIGFLOORHEIGHT - (interval*plusplusme); } else // Do the regular rise { bridge->sector = §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; for (; node; node = node->m_snext) { // Things which should NEVER be ejected from a MarioBlock, by type. switch (node->m_thing->type) { case MT_NULL: case MT_UNKNOWN: case MT_THOK: case MT_GHOST: case MT_OVERLAY: case MT_EMERALDSPAWN: case MT_GREENORB: case MT_YELLOWORB: case MT_BLUEORB: case MT_BLACKORB: case MT_WHITEORB: case MT_PITYORB: case MT_IVSP: case MT_SUPERSPARK: case MT_RAIN: case MT_SNOWFLAKE: case MT_SPLISH: case MT_SMOKE: case MT_SMALLBUBBLE: case MT_MEDIUMBUBBLE: case MT_TFOG: case MT_SEED: case MT_PARTICLE: case MT_SCORE: case MT_DROWNNUMBERS: case MT_GOTEMERALD: case MT_TAG: case MT_GOTFLAG: case MT_GOTFLAG2: case MT_HOOP: case MT_HOOPCOLLIDE: case MT_NIGHTSCORE: #ifdef SEENAMES case MT_NAMECHECK: // DEFINITELY not this, because it is client-side. #endif continue; default: break; } // Ignore popped monitors, too. if (node->m_thing->flags & MF_MONITOR && node->m_thing->threshold == 68) continue; // Okay, we found something valid. if (!thing // take either the first thing || node->m_thing->x < thing->x // or the thing with the lowest x value (left to right item order) || node->m_thing->y < thing->y) // or the thing with the lowest y value (top to bottom item order) thing = node->m_thing; } return thing; } void T_MarioBlockChecker(levelspecthink_t *block) { line_t *masterline = block->sourceline; if (SearchMarioNode(block->sector->touching_thinglist)) sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].bottomtexture; else sides[masterline->sidenum[0]].midtexture = sides[masterline->sidenum[0]].toptexture; } // This is the Thwomp's 'brain'. It looks around for players nearby, and if // it finds any, **SMASH**!!! Muahahhaa.... void T_ThwompSector(levelspecthink_t *thwomp) { #define speed vars[1] #define direction vars[2] #define distance vars[3] #define floorwasheight vars[4] #define ceilingwasheight vars[5] fixed_t thwompx, thwompy; sector_t *actionsector; INT32 secnum; // If you just crashed down, wait a second before coming back up. if (--thwomp->distance > 0) { sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].bottomtexture; return; } // Just find the first sector with the tag. // Doesn't work with multiple sectors that have different floor/ceiling heights. secnum = P_FindSectorFromTag((INT16)thwomp->vars[0], -1); if (secnum > 0) actionsector = §ors[secnum]; else return; // Bad bad bad! thwompx = actionsector->soundorg.x; thwompy = actionsector->soundorg.y; if (thwomp->direction > 0) // Moving back up.. { result_e res = 0; // Set the texture from the lower one (normal) sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].bottomtexture; /// \note this should only have to be done once, but is already done repeatedly, above if (thwomp->sourceline->flags & ML_EFFECT5) thwomp->speed = thwomp->sourceline->dx/8; else thwomp->speed = 2*FRACUNIT; res = T_MovePlane ( thwomp->sector, // sector thwomp->speed, // speed thwomp->floorwasheight, // dest 0, // crush 0, // floor or ceiling (0 for floor) thwomp->direction // direction ); if (res == ok || res == pastdest) T_MovePlane ( thwomp->sector, // sector thwomp->speed, // speed thwomp->ceilingwasheight, // dest 0, // crush 1, // floor or ceiling (1 for ceiling) thwomp->direction // direction ); if (res == pastdest) thwomp->direction = 0; // stop moving thwomp->sector->ceilspeed = 42; thwomp->sector->floorspeed = thwomp->speed*thwomp->direction; } else if (thwomp->direction < 0) // Crashing down! { result_e res = 0; // Set the texture from the upper one (angry) sides[thwomp->sourceline->sidenum[0]].midtexture = sides[thwomp->sourceline->sidenum[0]].toptexture; if (thwomp->sourceline->flags & ML_EFFECT5) thwomp->speed = thwomp->sourceline->dy/8; else thwomp->speed = 10*FRACUNIT; res = T_MovePlane ( thwomp->sector, // sector thwomp->speed, // speed P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, thwomp->sector->ceilingheight - thwomp->sector->floorheight), // dest 0, // crush 0, // floor or ceiling (0 for floor) thwomp->direction // direction ); if (res == ok || res == pastdest) T_MovePlane ( thwomp->sector, // sector thwomp->speed, // speed P_FloorzAtPos(thwompx, thwompy, thwomp->sector->floorheight, thwomp->sector->ceilingheight - (thwomp->sector->floorheight + thwomp->speed)) + (thwomp->sector->ceilingheight - (thwomp->sector->floorheight + thwomp->speed/2)), // dest 0, // crush 1, // floor or ceiling (1 for ceiling) thwomp->direction // direction ); if (res == pastdest) { mobj_t *mp = (void *)&actionsector->soundorg; if (thwomp->sourceline->flags & ML_EFFECT4) S_StartSound(mp, sides[thwomp->sourceline->sidenum[0]].textureoffset>>FRACBITS); else S_StartSound(mp, sfx_thwomp); thwomp->direction = 1; // start heading back up thwomp->distance = TICRATE; // but only after a small delay } thwomp->sector->ceilspeed = 42; thwomp->sector->floorspeed = thwomp->speed*thwomp->direction; } else // Not going anywhere, so look for players. { thinker_t *th; mobj_t *mo; // scan the thinkers to find players! for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo = (mobj_t *)th; if (mo->type == MT_PLAYER && mo->health && mo->z <= thwomp->sector->ceilingheight && P_AproxDistance(thwompx - mo->x, thwompy - mo->y) <= 96*FRACUNIT) { thwomp->direction = -1; break; } } thwomp->sector->ceilspeed = 0; thwomp->sector->floorspeed = 0; } P_RecalcPrecipInSector(actionsector); #undef speed #undef direction #undef distance #undef floorwasheight #undef ceilingwasheight } // // T_NoEnemiesThinker // // Runs a linedef exec when no more MF_ENEMY/MF_BOSS objects with health are in the area // \sa P_AddNoEnemiesThinker // void T_NoEnemiesSector(levelspecthink_t *nobaddies) { size_t i; fixed_t upperbound, lowerbound; sector_t *sec = NULL; sector_t *targetsec = NULL; INT32 secnum = -1; msecnode_t *node; mobj_t *thing; 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) { targetsec = §ors[targetsecnum]; upperbound = targetsec->ceilingheight; lowerbound = targetsec->floorheight; node = targetsec->touching_thinglist; // things touching this sector while (node) { thing = node->m_thing; if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0 && thing->z < upperbound && thing->z+thing->height > lowerbound) return; node = node->m_snext; } } } if (!FOFsector) { upperbound = sec->ceilingheight; lowerbound = sec->floorheight; node = sec->touching_thinglist; // things touching this sector while (node) { thing = node->m_thing; if ((thing->flags & (MF_ENEMY|MF_BOSS)) && thing->health > 0 && thing->z < upperbound && thing->z+thing->height > lowerbound) return; node = node->m_snext; } } } 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_HavePlayersEnteredArea // // Helper function for T_EachTimeThinker // static INT32 P_HavePlayersEnteredArea(boolean *curPlayers, boolean *oldPlayers, boolean inAndOut) { INT32 i; // Easy check... nothing has changed if (!memcmp(curPlayers, oldPlayers, sizeof(boolean)*MAXPLAYERS)) return -1; // Otherwise, we have to check if any new players have entered for (i = 0; i < MAXPLAYERS; i++) { if (inAndOut && !curPlayers[i] && oldPlayers[i]) return i; if (curPlayers[i] && !oldPlayers[i]) return i; } return -1; } // // T_EachTimeThinker // // Runs a linedef exec whenever a player enters an area. // Keeps track of players currently in the area and notices any changes. // // \sa P_AddEachTimeThinker // void T_EachTimeThinker(levelspecthink_t *eachtime) { size_t i, j; sector_t *sec = NULL; sector_t *targetsec = NULL; //sector_t *usesec = NULL; INT32 secnum = -1; INT32 affectPlayer = 0; boolean oldPlayersInArea[MAXPLAYERS]; boolean playersInArea[MAXPLAYERS]; boolean oldPlayersOnArea[MAXPLAYERS]; boolean playersOnArea[MAXPLAYERS]; boolean *oldPlayersArea; boolean *playersArea; boolean FOFsector = false; boolean inAndOut = false; boolean floortouch = false; for (i = 0; i < MAXPLAYERS; i++) { if (i & 1) { oldPlayersInArea[i] = eachtime->vars[i/2] & 65535; oldPlayersOnArea[i] = eachtime->var2s[i/2] & 65535; eachtime->vars[i/2] = 0; eachtime->var2s[i/2] = 0; } else { oldPlayersInArea[i] = eachtime->vars[i/2] >> 16; oldPlayersOnArea[i] = eachtime->var2s[i/2] >> 16; } playersInArea[i] = false; playersOnArea[i] = false; } while ((secnum = P_FindSectorFromLineTag(eachtime->sourceline, secnum)) >= 0) { sec = §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]; for (j = 0; j < MAXPLAYERS; j++) { if (!playeringame[j]) continue; if (!players[j].mo) continue; if (players[j].mo->health <= 0) continue; if ((netgame || multiplayer) && players[j].spectator) continue; if (players[j].mo->subsector->sector != targetsec) continue; if (players[j].mo->z > sec->ceilingheight) continue; if (players[j].mo->z + players[j].mo->height < sec->floorheight) continue; if (floortouch == true && P_IsObjectOnGroundIn(players[j].mo, targetsec)) { if (j & 1) eachtime->var2s[j/2] |= 1; else eachtime->var2s[j/2] |= 1 << 16; playersOnArea[j] = true; } else { if (j & 1) eachtime->vars[j/2] |= 1; else eachtime->vars[j/2] |= 1 << 16; playersInArea[j] = true; } } } } if (!FOFsector) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if ((netgame || multiplayer) && players[i].spectator) continue; if (players[i].mo->subsector->sector != sec) continue; if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec)) { if (i & 1) eachtime->var2s[i/2] |= 1; else eachtime->var2s[i/2] |= 1 << 16; playersOnArea[i] = true; } else { if (i & 1) eachtime->vars[i/2] |= 1; else eachtime->vars[i/2] |= 1 << 16; playersInArea[i] = true; } } } } if ((eachtime->sourceline->flags & ML_BOUNCY) == ML_BOUNCY) inAndOut = true; // Check if a new player entered. // If not, check if a player hit the floor. // If either condition is true, execute. if (floortouch == true) { playersArea = playersOnArea; oldPlayersArea = oldPlayersOnArea; } else { playersArea = playersInArea; oldPlayersArea = oldPlayersInArea; } while ((affectPlayer = P_HavePlayersEnteredArea(playersArea, oldPlayersArea, inAndOut)) != -1) { if (GETSECSPECIAL(sec->special, 2) == 2 || GETSECSPECIAL(sec->special, 2) == 3) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].mo) continue; if (players[i].mo->health <= 0) continue; if ((netgame || multiplayer) && players[i].spectator) continue; if (!playersArea[i]) return; } } CONS_Debug(DBG_GAMELOGIC, "Trying to activate each time executor with tag %d\n", eachtime->sourceline->tag); // 03/08/14 -Monster Iestyn // No more stupid hacks involving changing eachtime->sourceline's tag or special or whatever! // This should now run ONLY the stuff for eachtime->sourceline itself, instead of all trigger linedefs sharing the same tag. // Makes much more sense doing it this way, honestly. P_RunTriggerLinedef(eachtime->sourceline, players[affectPlayer].mo, sec); if (!eachtime->sourceline->special) // this happens only for "Trigger on X calls" linedefs P_RemoveThinker(&eachtime->thinker); oldPlayersArea[affectPlayer]=playersArea[affectPlayer]; } } // // T_RaiseSector // // Rises up to its topmost position when a // player steps on it. Lowers otherwise. // void T_RaiseSector(levelspecthink_t *raise) { msecnode_t *node; mobj_t *thing; sector_t *sector; INT32 i; boolean playeronme = false; fixed_t ceilingdestination, floordestination; result_e res = 0; if (raise->sector->crumblestate >= 3 || raise->sector->ceilingdata) return; for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;) { sector = §ors[i]; // Is a player standing on me? for (node = sector->touching_thinglist; node; node = node->m_snext) { thing = node->m_thing; if (!thing->player) continue; // Ignore spectators. if (thing->player && thing->player->spectator) continue; // Option to require spindashing. if (raise->vars[1] && !(thing->player->pflags & PF_STARTDASH)) continue; if (!(thing->z == raise->sector->ceilingheight)) continue; playeronme = true; break; } } if (playeronme) { raise->vars[3] = raise->vars[2]; if (raise->vars[0] == 1) { if (raise->sector->ceilingheight <= raise->vars[7]) { raise->sector->floorheight = raise->vars[7] - (raise->sector->ceilingheight - raise->sector->floorheight); raise->sector->ceilingheight = raise->vars[7]; raise->sector->ceilspeed = 0; raise->sector->floorspeed = 0; return; } raise->vars[8] = -1; ceilingdestination = raise->vars[7]; floordestination = raise->vars[6]; } else // elevateUp { if (raise->sector->ceilingheight >= raise->vars[5]) { raise->sector->floorheight = raise->vars[5] - (raise->sector->ceilingheight - raise->sector->floorheight); raise->sector->ceilingheight = raise->vars[5]; raise->sector->ceilspeed = 0; raise->sector->floorspeed = 0; return; } raise->vars[8] = 1; ceilingdestination = raise->vars[5]; floordestination = raise->vars[4]; } } else { raise->vars[3] = raise->vars[2]/2; if (raise->vars[0] == 1) { if (raise->sector->ceilingheight >= raise->vars[5]) { raise->sector->floorheight = raise->vars[5] - (raise->sector->ceilingheight - raise->sector->floorheight); raise->sector->ceilingheight = raise->vars[5]; raise->sector->ceilspeed = 0; raise->sector->floorspeed = 0; return; } raise->vars[8] = 1; ceilingdestination = raise->vars[5]; floordestination = raise->vars[4]; } else // elevateUp { if (raise->sector->ceilingheight <= raise->vars[7]) { raise->sector->floorheight = raise->vars[7] - (raise->sector->ceilingheight - raise->sector->floorheight); raise->sector->ceilingheight = raise->vars[7]; raise->sector->ceilspeed = 0; raise->sector->floorspeed = 0; return; } raise->vars[8] = -1; ceilingdestination = raise->vars[7]; floordestination = raise->vars[6]; } } if ((raise->sector->ceilingheight - raise->vars[7]) < (raise->vars[5] - raise->sector->ceilingheight)) { fixed_t origspeed = raise->vars[3]; // Slow down as you get closer to the bottom raise->vars[3] = FixedMul(raise->vars[3],FixedDiv(raise->sector->ceilingheight - raise->vars[7], (raise->vars[5] - raise->vars[7])>>5)); if (raise->vars[3] <= origspeed/16) raise->vars[3] = origspeed/16; else if (raise->vars[3] > origspeed) raise->vars[3] = origspeed; } else { fixed_t origspeed = raise->vars[3]; // Slow down as you get closer to the top raise->vars[3] = FixedMul(raise->vars[3],FixedDiv(raise->vars[5] - raise->sector->ceilingheight, (raise->vars[5] - raise->vars[7])>>5)); if (raise->vars[3] <= origspeed/16) raise->vars[3] = origspeed/16; else if (raise->vars[3] > origspeed) raise->vars[3] = origspeed; } res = T_MovePlane ( raise->sector, // sector raise->vars[3], // speed ceilingdestination, // dest 0, // crush 1, // floor or ceiling (1 for ceiling) raise->vars[8] // direction ); if (res == ok || res == pastdest) T_MovePlane ( raise->sector, // sector raise->vars[3], // speed floordestination, // dest 0, // crush 0, // floor or ceiling (0 for floor) raise->vars[8] // direction ); raise->sector->ceilspeed = 42; raise->sector->floorspeed = raise->vars[3]*raise->vars[8]; for (i = -1; (i = P_FindSectorFromTag(raise->sourceline->tag, i)) >= 0 ;) P_RecalcPrecipInSector(§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; } } } // // EV_DoFloor // // Set up and start a floor thinker. // // Called by P_ProcessLineSpecial (linedef executors), P_ProcessSpecialSector // (egg capsule button), P_PlayerInSpecialSector (buttons), // and P_SpawnSpecials (continuous floor movers and instant lower). // INT32 EV_DoFloor(line_t *line, floor_e floortype) { INT32 rtn = 0, firstone = 1; INT32 secnum = -1; sector_t *sec; floormove_t *dofloor; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; if (sec->floordata) // if there's already a thinker on this floor, continue; // then don't add another one // new floor thinker rtn = 1; dofloor = Z_Calloc(sizeof (*dofloor), PU_LEVSPEC, NULL); P_AddThinker(&dofloor->thinker); // make sure another floor thinker won't get started over this one sec->floordata = dofloor; // set up some generic aspects of the floormove_t dofloor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; dofloor->type = floortype; dofloor->crush = false; // default: types that crush will change this dofloor->sector = sec; switch (floortype) { // Lowers a floor to the lowest surrounding floor. case lowerFloorToLowest: dofloor->direction = -1; // down dofloor->speed = FLOORSPEED*2; // 2 fracunits per tic dofloor->floordestheight = P_FindLowestFloorSurrounding(sec); break; // Used for part of the Egg Capsule, when an FOF with type 666 is // contacted by the player. case raiseFloorToNearestFast: dofloor->direction = -1; // down dofloor->speed = FLOORSPEED*4; // 4 fracunits per tic dofloor->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight); break; // Used for sectors tagged to 50 linedefs (effectively // changing the base height for placing things in that sector). case instantLower: dofloor->direction = -1; // down dofloor->speed = INT32_MAX/2; // "instant" means "takes one tic" dofloor->floordestheight = P_FindLowestFloorSurrounding(sec); break; // Linedef executor command, linetype 101. // Front sector floor = destination height. case instantMoveFloorByFrontSector: dofloor->speed = INT32_MAX/2; // as above, "instant" is one tic dofloor->floordestheight = line->frontsector->floorheight; if (dofloor->floordestheight >= sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down // New for 1.09: now you can use the no climb flag to // DISABLE the flat changing. This makes it work // totally opposite the way linetype 106 does. Yet // another reason I'll be glad to break backwards // compatibility for the final. if (line->flags & ML_NOCLIMB) dofloor->texture = -1; // don't mess with the floorpic else dofloor->texture = line->frontsector->floorpic; break; // Linedef executor command, linetype 106. // Line length = speed, front sector floor = destination height. case moveFloorByFrontSector: dofloor->speed = P_AproxDistance(line->dx, line->dy); dofloor->speed = FixedDiv(dofloor->speed,8*FRACUNIT); dofloor->floordestheight = line->frontsector->floorheight; if (dofloor->floordestheight >= sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down // chained linedef executing ability if (line->flags & ML_BLOCKMONSTERS) { // Only set it on one of the moving sectors (the // smallest numbered) and only if the front side // x offset is positive, indicating a valid tag. if (firstone && sides[line->sidenum[0]].textureoffset > 0) dofloor->texture = (sides[line->sidenum[0]].textureoffset>>FRACBITS) - 32769; else dofloor->texture = -1; } // flat changing ability else if (line->flags & ML_NOCLIMB) dofloor->texture = line->frontsector->floorpic; else dofloor->texture = -1; // nothing special to do after movement completes break; case moveFloorByFrontTexture: if (line->flags & ML_NOCLIMB) dofloor->speed = INT32_MAX/2; // as above, "instant" is one tic else dofloor->speed = FixedDiv(sides[line->sidenum[0]].textureoffset,8*FRACUNIT); // texture x offset dofloor->floordestheight = sec->floorheight + sides[line->sidenum[0]].rowoffset; // texture y offset if (dofloor->floordestheight > sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down break; /* // Linedef executor command, linetype 108. // dx = speed, dy = amount to lower. case lowerFloorByLine: dofloor->direction = -1; // down dofloor->speed = FixedDiv(abs(line->dx),8*FRACUNIT); dofloor->floordestheight = sec->floorheight - abs(line->dy); if (dofloor->floordestheight > sec->floorheight) // wrapped around I_Error("Can't lower sector %d\n", secnum); break; // Linedef executor command, linetype 109. // dx = speed, dy = amount to raise. case raiseFloorByLine: dofloor->direction = 1; // up dofloor->speed = FixedDiv(abs(line->dx),8*FRACUNIT); dofloor->floordestheight = sec->floorheight + abs(line->dy); if (dofloor->floordestheight < sec->floorheight) // wrapped around I_Error("Can't raise sector %d\n", secnum); break; */ // Linetypes 2/3. // Move floor up and down indefinitely like the old elevators. case bounceFloor: dofloor->speed = P_AproxDistance(line->dx, line->dy); // same speed as elevateContinuous dofloor->speed = FixedDiv(dofloor->speed,4*FRACUNIT); dofloor->origspeed = dofloor->speed; // it gets slowed down at the top and bottom dofloor->floordestheight = line->frontsector->floorheight; if (dofloor->floordestheight >= sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down // Any delay? dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay dofloor->texture = (fixed_t)(line - lines); // hack: store source line number break; // Linetypes 6/7. // Like 2/3, but no slowdown at the top and bottom of movement, // and the speed is line->dx the first way, line->dy for the // return trip. Good for crushers. case bounceFloorCrush: dofloor->speed = FixedDiv(abs(line->dx),4*FRACUNIT); dofloor->origspeed = dofloor->speed; dofloor->floordestheight = line->frontsector->floorheight; if (dofloor->floordestheight >= sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down // Any delay? dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay dofloor->texture = (fixed_t)(line - lines); // hack: store source line number break; case crushFloorOnce: dofloor->speed = FixedDiv(abs(line->dx),4*FRACUNIT); dofloor->origspeed = dofloor->speed; dofloor->floordestheight = line->frontsector->ceilingheight; if (dofloor->floordestheight >= sec->floorheight) dofloor->direction = 1; // up else dofloor->direction = -1; // down // Any delay? dofloor->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; dofloor->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; dofloor->texture = (fixed_t)(line - lines); // hack: store source line number break; default: break; } firstone = 0; } return rtn; } // SoM: Boom elevator support. // // EV_DoElevator // // Handle elevator linedef types // // Passed the linedef that triggered the elevator and the elevator action // // jff 2/22/98 new type to move floor and ceiling in parallel // INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed) { INT32 secnum = -1; INT32 rtn = 0; sector_t *sec; elevator_t *elevator; // act on all sectors with the same tag as the triggering linedef while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; // If either floor or ceiling is already activated, skip it if (sec->floordata || sec->ceilingdata) continue; // create and initialize new elevator thinker rtn = 1; elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(&elevator->thinker); sec->floordata = elevator; sec->ceilingdata = elevator; elevator->thinker.function.acp1 = (actionf_p1)T_MoveElevator; elevator->type = elevtype; elevator->sourceline = line; elevator->distance = 1; // Always crush unless otherwise // set up the fields according to the type of elevator action switch (elevtype) { // elevator down to next floor case elevateDown: elevator->direction = -1; elevator->sector = sec; elevator->speed = ELEVATORSPEED/2; // half speed elevator->floordestheight = P_FindNextLowestFloor(sec, sec->floorheight); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; break; // elevator up to next floor case elevateUp: elevator->direction = 1; elevator->sector = sec; elevator->speed = ELEVATORSPEED/4; // quarter speed elevator->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; break; // elevator up to highest floor case elevateHighest: elevator->direction = 1; elevator->sector = sec; elevator->speed = ELEVATORSPEED/4; // quarter speed elevator->floordestheight = P_FindHighestFloorSurrounding(sec); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; break; // elevator to floor height of activating switch's front sector case elevateCurrent: elevator->sector = sec; elevator->speed = ELEVATORSPEED; elevator->floordestheight = line->frontsector->floorheight; elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; elevator->direction = elevator->floordestheight > sec->floorheight? 1 : -1; break; case elevateContinuous: if (customspeed) { elevator->origspeed = P_AproxDistance(line->dx, line->dy); elevator->origspeed = FixedDiv(elevator->origspeed,4*FRACUNIT); elevator->speed = elevator->origspeed; } else { elevator->speed = ELEVATORSPEED/2; elevator->origspeed = elevator->speed; } elevator->sector = sec; elevator->low = !(line->flags & ML_NOCLIMB); // go down first unless noclimb is on if (elevator->low) { elevator->direction = 1; elevator->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; } else { elevator->direction = -1; elevator->floordestheight = P_FindNextLowestFloor(sec,sec->floorheight); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; } elevator->floorwasheight = elevator->sector->floorheight; elevator->ceilingwasheight = elevator->sector->ceilingheight; elevator->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; elevator->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay break; case bridgeFall: elevator->direction = -1; elevator->sector = sec; elevator->speed = ELEVATORSPEED*4; // quadruple speed elevator->floordestheight = P_FindNextLowestFloor(sec, sec->floorheight); elevator->ceilingdestheight = elevator->floordestheight + sec->ceilingheight - sec->floorheight; break; default: break; } } return rtn; } void EV_CrumbleChain(sector_t *sec, ffloor_t *rover) { size_t i; size_t leftmostvertex = 0, rightmostvertex = 0; size_t topmostvertex = 0, bottommostvertex = 0; fixed_t leftx, rightx; fixed_t topy, bottomy; fixed_t topz; fixed_t a, b, c; mobjtype_t type = MT_ROCKCRUMBLE1; // If the control sector has a special // of Section3:7-15, use the custom debris. if (GETSECSPECIAL(rover->master->frontsector->special, 3) >= 8) type = MT_ROCKCRUMBLE1+(GETSECSPECIAL(rover->master->frontsector->special, 3)-7); // soundorg z height never gets set normally, so MEH. sec->soundorg.z = sec->floorheight; S_StartSound(&sec->soundorg, sfx_crumbl); // Find the outermost vertexes in the subsector for (i = 0; i < sec->linecount; i++) { // Find the leftmost vertex in the subsector. if ((sec->lines[i]->v1->x < sec->lines[leftmostvertex]->v1->x)) leftmostvertex = i; // Find the rightmost vertex in the subsector. if ((sec->lines[i]->v1->x > sec->lines[rightmostvertex]->v1->x)) rightmostvertex = i; // Find the topmost vertex in the subsector. if ((sec->lines[i]->v1->y > sec->lines[topmostvertex]->v1->y)) topmostvertex = i; // Find the bottommost vertex in the subsector. if ((sec->lines[i]->v1->y < sec->lines[bottommostvertex]->v1->y)) bottommostvertex = i; } leftx = sec->lines[leftmostvertex]->v1->x+(16<lines[rightmostvertex]->v1->x; topy = sec->lines[topmostvertex]->v1->y-(16<lines[bottommostvertex]->v1->y; topz = *rover->topheight-(16< bottomy; b -= (32<sector == sec) { mobj_t *spawned = NULL; for (c = topz; c > *rover->bottomheight; c -= (32<fuse = 3*TICRATE; } } } } // no longer exists (can't collide with again) rover->flags &= ~FF_EXISTS; rover->master->frontsector->moved = true; sec->moved = true; } // Used for bobbing platforms on the water INT32 EV_BounceSector(sector_t *sec, fixed_t momz, line_t *sourceline) { #define speed vars[0] #define distance vars[1] #define low vars[2] levelspecthink_t *bouncer; // create and initialize new thinker if (sec->ceilingdata) // One at a time, ma'am. return 0; bouncer = Z_Calloc(sizeof (*bouncer), PU_LEVSPEC, NULL); P_AddThinker(&bouncer->thinker); sec->ceilingdata = bouncer; bouncer->thinker.function.acp1 = (actionf_p1)T_BounceCheese; // set up the fields according to the type of elevator action bouncer->sector = sec; bouncer->speed = momz/2; bouncer->sourceline = sourceline; bouncer->distance = FRACUNIT; bouncer->low = 1; return 1; #undef speed #undef distance #undef low } // For T_ContinuousFalling special INT32 EV_DoContinuousFall(sector_t *sec, sector_t *backsector, fixed_t spd, boolean backwards) { #define speed vars[0] #define direction vars[1] #define floorwasheight vars[2] #define ceilingwasheight vars[3] #define floordestheight vars[4] #define ceilingdestheight vars[5] levelspecthink_t *faller; // workaround for when there is no back sector if (backsector == NULL) backsector = sec; // create and initialize new thinker faller = Z_Calloc(sizeof (*faller), PU_LEVSPEC, NULL); P_AddThinker(&faller->thinker); faller->thinker.function.acp1 = (actionf_p1)T_ContinuousFalling; // set up the fields faller->sector = sec; faller->speed = spd; faller->floorwasheight = sec->floorheight; faller->ceilingwasheight = sec->ceilingheight; if (backwards) { faller->ceilingdestheight = backsector->ceilingheight; faller->floordestheight = faller->ceilingdestheight; faller->direction = 1; // Up! } else { faller->floordestheight = backsector->floorheight; faller->ceilingdestheight = faller->floordestheight; faller->direction = -1; } return 1; #undef speed #undef direction #undef floorwasheight #undef ceilingwasheight #undef floordestheight #undef ceilingdestheight } // Some other 3dfloor special things Tails 03-11-2002 (Search p_mobj.c for description) INT32 EV_StartCrumble(sector_t *sec, ffloor_t *rover, boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn) { elevator_t *elevator; sector_t *foundsec; INT32 i; // If floor is already activated, skip it if (sec->floordata) return 0; if (sec->crumblestate > 1) return 0; // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(&elevator->thinker); elevator->thinker.function.acp1 = (actionf_p1)T_StartCrumble; // Does this crumbler return? if (crumblereturn) elevator->type = elevateBounce; else elevator->type = elevateContinuous; // set up the fields according to the type of elevator action elevator->sector = sec; elevator->speed = 0; if (player && player->mo && (player->mo->eflags & MFE_VERTICALFLIP)) { elevator->direction = 1; // Up elevator->floordestheight = 1; } else { elevator->direction = -1; // Down elevator->floordestheight = 0; } elevator->floorwasheight = elevator->sector->floorheight; elevator->ceilingwasheight = elevator->sector->ceilingheight; elevator->distance = TICRATE; // Used for delay time elevator->low = 0; elevator->player = player; elevator->origspeed = origalpha; elevator->sourceline = rover->master; sec->floordata = elevator; if (floating) elevator->high = 42; else elevator->high = 0; elevator->sector->crumblestate = 2; for (i = -1; (i = P_FindSectorFromTag(elevator->sourceline->tag, i)) >= 0 ;) { foundsec = §ors[i]; P_SpawnMobj(foundsec->soundorg.x, foundsec->soundorg.y, elevator->direction == 1 ? elevator->sector->floorheight : elevator->sector->ceilingheight, MT_CRUMBLEOBJ); } return 1; } INT32 EV_MarioBlock(sector_t *sec, sector_t *roversector, fixed_t topheight, mobj_t *puncher) { levelspecthink_t *block; mobj_t *thing; fixed_t oldx = 0, oldy = 0, oldz = 0; I_Assert(puncher != NULL); I_Assert(puncher->player != NULL); if (sec->floordata || sec->ceilingdata) return 0; // Find an item to pop out! thing = SearchMarioNode(sec->touching_thinglist); // Found something! if (thing) { const boolean itsamonitor = (thing->flags & MF_MONITOR) == MF_MONITOR; // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); P_AddThinker(&block->thinker); sec->floordata = block; sec->ceilingdata = block; block->thinker.function.acp1 = (actionf_p1)T_MarioBlock; // Set up the fields block->sector = sec; block->vars[0] = roversector->tag; // actionsector block->vars[1] = 4*FRACUNIT; // speed block->vars[2] = 1; // Up // direction block->vars[3] = block->sector->floorheight; // floorwasheight block->vars[4] = block->sector->ceilingheight; // ceilingwasheight block->vars[5] = FRACUNIT; // distance block->vars[6] = 1; // low if (itsamonitor) { oldx = thing->x; oldy = thing->y; oldz = thing->z; } P_UnsetThingPosition(thing); thing->x = roversector->soundorg.x; thing->y = roversector->soundorg.y; thing->z = topheight; thing->momz = FixedMul(6*FRACUNIT, thing->scale); P_SetThingPosition(thing); if (thing->flags & MF_SHOOTABLE) P_DamageMobj(thing, puncher, puncher, 1); else if (thing->type == MT_RING || thing->type == MT_COIN) { thing->momz = FixedMul(3*FRACUNIT, thing->scale); P_TouchSpecialThing(thing, puncher, false); // "Thunk!" sound S_StartSound(puncher, sfx_mario1); // Puncher is "close enough" } else { if (thing->type == MT_EMMY && thing->spawnpoint && (thing->spawnpoint->options & MTF_OBJECTSPECIAL)) { mobj_t *tokenobj = P_SpawnMobj(roversector->soundorg.x, roversector->soundorg.y, topheight, MT_TOKEN); P_SetTarget(&thing->tracer, tokenobj); P_SetTarget(&tokenobj->target, thing); P_SetMobjState(tokenobj, mobjinfo[MT_TOKEN].seestate); } // "Powerup rise" sound S_StartSound(puncher, sfx_mario9); // Puncher is "close enough" } if (itsamonitor) { P_UnsetThingPosition(tmthing); tmthing->x = oldx; tmthing->y = oldy; tmthing->z = oldz; tmthing->momx = 1; tmthing->momy = 1; P_SetThingPosition(tmthing); } } else S_StartSound(puncher, sfx_mario1); // "Thunk!" sound - puncher is "close enough". return 1; }