Remove the bridge thinker code.

This commit is contained in:
Nev3r 2020-04-14 10:31:07 +02:00
parent d460e1e826
commit 778ef86fee
4 changed files with 6 additions and 529 deletions

View File

@ -1275,478 +1275,6 @@ void T_FloatSector(levelspecthink_t *floater)
}
}
//
// T_BridgeThinker
//
// Kind of like T_RaiseSector,
// but spreads out across
// multiple FOFs at varying
// intensity.
//
void T_BridgeThinker(levelspecthink_t *bridge)
{
msecnode_t *node;
mobj_t *thing;
sector_t *sector;
sector_t *controlsec = NULL;
INT32 i, k;
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 = &sectors[i];
// Nab the control sector that this sector belongs to.
k = P_FindSectorFromTag((INT16)(j + (ENDTAG-STARTTAG) + 1), -1);
if (k == -1)
break;
controlsec = &sectors[k];
// Is a player standing on me?
for (node = sector->touching_thinglist; node; node = node->m_thinglist_next)
{
thing = node->m_thing;
if (!thing->player)
continue;
if (!(thing->z == controlsec->ceilingheight))
continue;
playeronme = true;
goto wegotit; // Just take the first one?
}
}
}
wegotit:
if (playeronme)
{
// Lower controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height toward the edges
}
else
{
// Raise controlsec like a regular T_RaiseSector
// Set the heights of all the other control sectors to
// be a gradient of this height toward the edges.
}
if (playeronme && controlsec)
{
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 = &sectors[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 = &sectors[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(&sectors[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 = &sectors[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;

View File

@ -1275,7 +1275,6 @@ typedef enum
tc_marioblockchecker,
tc_spikesector,
tc_floatsector,
tc_bridgethinker,
tc_crushceiling,
tc_scroll,
tc_friction,
@ -2291,11 +2290,6 @@ static void P_NetArchiveThinkers(void)
SaveSpecialLevelThinker(th, tc_floatsector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_BridgeThinker)
{
SaveSpecialLevelThinker(th, tc_bridgethinker);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
{
SaveLaserThinker(th, tc_laserflash);
@ -3487,10 +3481,6 @@ static void P_NetUnArchiveThinkers(void)
th = LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0);
break;
case tc_bridgethinker:
th = LoadSpecialLevelThinker((actionf_p1)T_BridgeThinker, 3);
break;
case tc_laserflash:
th = LoadLaserThinker((actionf_p1)T_LaserFlash);
break;

View File

@ -2041,7 +2041,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
INT32 triggercolor = (INT32)sides[triggerline->sidenum[0]].toptexture;
UINT8 color = (actor->player ? actor->player->powers[pw_dye] : actor->color);
boolean invert = (triggerline->flags & ML_NOCLIMB ? true : false);
if (invert ^ (triggercolor != color))
return false;
}
@ -4050,23 +4050,23 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
}
}
break;
case 463: // Dye object
{
INT32 color = sides[line->sidenum[0]].toptexture;
if (mo)
{
if (color < 0 || color >= MAXTRANSLATIONS)
return;
var1 = 0;
var2 = color;
A_Dye(mo);
}
}
break;
#ifdef POLYOBJECTS
case 480: // Polyobj_DoorSlide
case 481: // Polyobj_DoorSwing
@ -5975,39 +5975,6 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
floater->sourceline = sourceline;
}
/** Adds a bridge thinker.
* Bridge thinkers cause a group of FOFs to behave like
* a bridge made up of pieces, that bows under weight.
*
* \param sec Control sector.
* \sa P_SpawnSpecials, T_BridgeThinker
* \author SSNTails <http://www.ssntails.org>
*/
/*
static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec)
{
levelspecthink_t *bridge;
// create an initialize new thinker
bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL);
P_AddThinker(THINK_MAIN, &bridge->thinker);
bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker;
bridge->sector = sec;
bridge->vars[0] = sourceline->frontsector->floorheight;
bridge->vars[1] = sourceline->frontsector->ceilingheight;
bridge->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); // Speed
bridge->vars[2] = FixedDiv(bridge->vars[2], 16*FRACUNIT);
bridge->vars[3] = bridge->vars[2];
// Start tag and end tag are TARGET SECTORS, not CONTROL SECTORS
// Control sector tags should be End_Tag + (End_Tag - Start_Tag)
bridge->vars[4] = sourceline->tag; // Start tag
bridge->vars[5] = (sides[sourceline->sidenum[0]].textureoffset>>FRACBITS); // End tag
}
*/
/**
* Adds a plane displacement thinker.
* Whenever the "control" sector moves,
@ -6753,13 +6720,6 @@ void P_SpawnSpecials(boolean fromnetsave)
}
break;
case 65: // Bridge Thinker
/*
// Disable this until it's working right!
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddBridgeThinker(&lines[i], &sectors[s]);*/
break;
case 66: // Displace floor by front sector
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddPlaneDisplaceThinker(pd_floor, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB));
@ -7287,7 +7247,7 @@ void P_SpawnSpecials(boolean fromnetsave)
case 331:
case 333:
break;
// Object dye executors
case 334:
case 336:

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@ -354,7 +354,6 @@ void T_StartCrumble(elevator_t *elevator);
void T_MarioBlock(levelspecthink_t *block);
void T_SpikeSector(levelspecthink_t *spikes);
void T_FloatSector(levelspecthink_t *floater);
void T_BridgeThinker(levelspecthink_t *bridge);
void T_MarioBlockChecker(levelspecthink_t *block);
void T_ThwompSector(levelspecthink_t *thwomp);
void T_NoEnemiesSector(levelspecthink_t *nobaddies);