SRB2/src/p_floor.c

2457 lines
72 KiB
C

// 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 = &sectors[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;
}
if (bouncer->speed >= 0) // move floor first to fix height desync and any bizarre bugs following that
{
T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->floorheight - 70*FRACUNIT,
false, false, -1); // move floor
T_MovePlane(bouncer->sector, bouncer->speed/2, bouncer->sector->ceilingheight -
70*FRACUNIT, false, true, -1); // move ceiling
}
else
{
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(crumble_t *crumble)
{
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 ((((crumble->flags & CF_REVERSE) && crumble->direction == -1)
|| (!(crumble->flags & CF_REVERSE) && crumble->direction == 1))
&& !(crumble->flags & CF_RETURN))
{
crumble->sector->ceilspeed = 0;
crumble->sector->floorspeed = 0;
return;
}
if (crumble->timer != 0)
{
if (crumble->timer > 0) // Count down the timer
{
if (--crumble->timer <= 0)
crumble->timer = -15*TICRATE; // Timer until platform returns to original position.
else
{
// Timer isn't up yet, so just keep waiting.
crumble->sector->ceilspeed = 0;
crumble->sector->floorspeed = 0;
return;
}
}
else if (++crumble->timer == 0) // Reposition back to original spot
{
for (i = -1; (i = P_FindSectorFromTag(crumble->sourceline->tag, i)) >= 0 ;)
{
sector = &sectors[i];
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_CRUMBLE))
continue;
if (!(rover->flags & FF_FLOATBOB))
continue;
if (rover->master != crumble->sourceline)
continue;
rover->alpha = crumble->origalpha;
if (rover->alpha == 0xff)
rover->flags &= ~FF_TRANSLUCENT;
}
}
// Up!
if (crumble->flags & CF_REVERSE)
crumble->direction = -1;
else
crumble->direction = 1;
crumble->sector->ceilspeed = 0;
crumble->sector->floorspeed = 0;
return;
}
// Flash to indicate that the platform is about to return.
if (crumble->timer > -224 && (leveltime % ((abs(crumble->timer)/8) + 1) == 0))
{
for (i = -1; (i = P_FindSectorFromTag(crumble->sourceline->tag, i)) >= 0 ;)
{
sector = &sectors[i];
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (rover->flags & FF_NORETURN)
continue;
if (!(rover->flags & FF_CRUMBLE))
continue;
if (!(rover->flags & FF_FLOATBOB))
continue;
if (rover->master != crumble->sourceline)
continue;
if (rover->alpha == crumble->origalpha)
{
rover->flags |= FF_TRANSLUCENT;
rover->alpha = 0x00;
}
else
{
rover->alpha = crumble->origalpha;
if (rover->alpha == 0xff)
rover->flags &= ~FF_TRANSLUCENT;
}
}
}
}
// We're about to go back to the original position,
// so set this to let other thinkers know what is
// about to happen.
if (crumble->timer < 0 && crumble->timer > -3)
crumble->sector->crumblestate = CRUMBLE_RESTORE; // makes T_BounceCheese remove itself
}
if ((!(crumble->flags & CF_REVERSE) && crumble->direction == -1)
|| ((crumble->flags & CF_REVERSE) && crumble->direction == 1)) // Down
{
crumble->sector->crumblestate = CRUMBLE_FALL; // Allow floating now.
// Only fall like this if it isn't meant to float on water
if (!(crumble->flags & CF_FLOATBOB))
{
crumble->speed += gravity; // Gain more and more speed
if ((!(crumble->flags & CF_REVERSE) && crumble->sector->ceilingheight >= -16384*FRACUNIT)
|| ((crumble->flags & CF_REVERSE) && crumble->sector->ceilingheight <= 16384*FRACUNIT))
{
T_MovePlane //jff 4/7/98 reverse order of ceiling/floor
(
crumble->sector,
crumble->speed,
crumble->sector->ceilingheight + crumble->direction*crumble->speed*2,
false,
true, // move ceiling
crumble->direction
);
T_MovePlane
(
crumble->sector,
crumble->speed,
crumble->sector->floorheight + crumble->direction*crumble->speed*2,
false,
false, // move floor
crumble->direction
);
crumble->sector->ceilspeed = 42;
crumble->sector->floorspeed = crumble->speed*crumble->direction;
}
}
}
else // Up (restore to original position)
{
crumble->sector->crumblestate = CRUMBLE_WAIT;
crumble->sector->ceilingheight = crumble->ceilingwasheight;
crumble->sector->floorheight = crumble->floorwasheight;
crumble->sector->floordata = NULL;
crumble->sector->ceilingdata = NULL;
crumble->sector->ceilspeed = 0;
crumble->sector->floorspeed = 0;
crumble->sector->moved = true;
P_RemoveThinker(&crumble->thinker);
}
for (i = -1; (i = P_FindSectorFromTag(crumble->sourceline->tag, i)) >= 0 ;)
{
sector = &sectors[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(&sectors[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 = &sectors[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 = &sectors[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_FindSectorFromTag(nobaddies->sourceline->tag, secnum)) >= 0)
{
sec = &sectors[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_FindSectorFromTag(sec->lines[i]->tag, targetsecnum)) >= 0)
{
if (T_SectorHasEnemies(&sectors[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_FindSectorFromTag(eachtime->sourceline->tag, secnum)) >= 0)
{
sec = &sectors[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_FindSectorFromTag(sec->lines[i]->tag, targetsecnum)) >= 0)
{
targetsec = &sectors[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->tag, i)) >= 0 ;)
{
sector = &sectors[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->tag, i)) >= 0 ;)
P_RecalcPrecipInSector(&sectors[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 = &sectors[pd->control];
target = &sectors[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_FindSectorFromTag(line->tag, secnum)) >= 0)
{
sec = &sectors[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_FindSectorFromTag(line->tag,secnum)) >= 0)
{
sec = &sectors[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 = &sectors[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<<FRACBITS);
type = MT_ROCKCRUMBLE1;
lifetime = 3*TICRATE;
flags = 0;
if (controlsec->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_GetSlopeZAt(*rover->t_slope, a, b) - (spacing>>1);
if (*rover->b_slope)
bottomz = P_GetSlopeZAt(*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)
{
crumble_t *crumble;
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 crumble thinker
crumble = Z_Calloc(sizeof (*crumble), PU_LEVSPEC, NULL);
P_AddThinker(THINK_MAIN, &crumble->thinker);
crumble->thinker.function.acp1 = (actionf_p1)T_StartCrumble;
// set up the fields
crumble->sector = sec;
crumble->speed = 0;
if (player && player->mo && (player->mo->eflags & MFE_VERTICALFLIP))
{
crumble->direction = 1; // Up
crumble->flags |= CF_REVERSE;
}
else
crumble->direction = -1; // Down
crumble->floorwasheight = crumble->sector->floorheight;
crumble->ceilingwasheight = crumble->sector->ceilingheight;
crumble->timer = TICRATE;
crumble->player = player;
crumble->origalpha = origalpha;
crumble->sourceline = rover->master;
sec->floordata = crumble;
if (crumblereturn)
crumble->flags |= CF_RETURN;
if (floating)
crumble->flags |= CF_FLOATBOB;
crumble->sector->crumblestate = CRUMBLE_ACTIVATED;
for (i = -1; (i = P_FindSectorFromTag(crumble->sourceline->tag, i)) >= 0 ;)
{
foundsec = &sectors[i];
P_SpawnMobj(foundsec->soundorg.x, foundsec->soundorg.y, crumble->direction == 1 ? crumble->sector->floorheight : crumble->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);
}
}
}