Refactor T_FloatSector

This commit is contained in:
MascaraSnake 2020-04-18 00:26:49 +02:00
parent fd598f315e
commit cc0f686c95
4 changed files with 63 additions and 30 deletions

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@ -1047,40 +1047,37 @@ void T_MarioBlock(levelspecthink_t *block)
#undef low
}
void T_FloatSector(levelspecthink_t *floater)
void T_FloatSector(floatthink_t *floater)
{
fixed_t cheeseheight;
fixed_t waterheight;
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);
secnum = P_FindSectorFromTag(floater->tag, -1);
if (secnum <= 0)
return;
actionsector = &sectors[secnum];
if (secnum > 0)
actionsector = &sectors[secnum];
else
actionsector = NULL;
cheeseheight = (floater->sector->ceilingheight + floater->sector->floorheight)>>1;
if (actionsector)
{
//boolean floatanyway = false; // Ignore the crumblestate setting.
fixed_t waterheight = P_SectorCheckWater(actionsector, floater->sector); // find the highest suitable water block around
//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
;
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 == CRUMBLE_NONE || floater->sector->crumblestate >= CRUMBLE_FALL/* || floatanyway*/)
EV_BounceSector(floater->sector, FRACUNIT, floater->sourceline);
if (waterheight == cheeseheight) // same height, no floating needed
return;
P_RecalcPrecipInSector(actionsector);
}
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)

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@ -1658,6 +1658,20 @@ static void SaveSpecialLevelThinker(const thinker_t *th, const UINT8 type)
WRITEUINT32(save_p, SaveSector(ht->sector));
}
//
// SaveFloatThinker
//
// Saves a floatthink_t thinker
//
static void SaveFloatThinker(const thinker_t *th, const UINT8 type)
{
const floatthink_t *ht = (const void *)th;
WRITEUINT8(save_p, type);
WRITEUINT32(save_p, SaveLine(ht->sourceline));
WRITEUINT32(save_p, SaveSector(ht->sector));
WRITEINT16(save_p, ht->tag);
}
// SaveEachTimeThinker
//
// Loads a eachtime_t from a save game
@ -2317,7 +2331,7 @@ static void P_NetArchiveThinkers(void)
}
else if (th->function.acp1 == (actionf_p1)T_FloatSector)
{
SaveSpecialLevelThinker(th, tc_floatsector);
SaveFloatThinker(th, tc_floatsector);
continue;
}
else if (th->function.acp1 == (actionf_p1)T_LaserFlash)
@ -2800,6 +2814,20 @@ static thinker_t* LoadSpecialLevelThinker(actionf_p1 thinker, UINT8 floorOrCeili
return &ht->thinker;
}
// LoadFloatThinker
//
// Loads a floatthink_t from a save game
//
static thinker_t* LoadFloatThinker(actionf_p1 thinker)
{
floatthink_t *ht = Z_Malloc(sizeof (*ht), PU_LEVSPEC, NULL);
ht->thinker.function.acp1 = thinker;
ht->sourceline = LoadLine(READUINT32(save_p));
ht->sector = LoadSector(READUINT32(save_p));
ht->tag = READINT16(save_p);
return &ht->thinker;
}
// LoadEachTimeThinker
//
// Loads a eachtime_t from a save game
@ -3542,7 +3570,7 @@ static void P_NetUnArchiveThinkers(void)
break;
case tc_floatsector:
th = LoadSpecialLevelThinker((actionf_p1)T_FloatSector, 0);
th = LoadFloatThinker((actionf_p1)T_FloatSector);
break;
case tc_laserflash:

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@ -114,7 +114,7 @@ static void P_ResetColormapFader(sector_t *sector);
static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, extracolormap_t *dest_exc,
boolean ticbased, INT32 duration);
static void P_AddBlockThinker(sector_t *sec, line_t *sourceline);
static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline);
static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline);
//static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec);
@ -5927,9 +5927,9 @@ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, f
* \sa P_SpawnSpecials, T_FloatSector
* \author SSNTails <http://www.ssntails.org>
*/
static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline)
{
levelspecthink_t *floater;
floatthink_t *floater;
// create and initialize new thinker
floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL);
@ -5938,7 +5938,7 @@ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
floater->thinker.function.acp1 = (actionf_p1)T_FloatSector;
floater->sector = sec;
floater->vars[0] = tag;
floater->tag = (INT16)tag;
floater->sourceline = sourceline;
}

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@ -320,6 +320,14 @@ typedef struct
sector_t *sector; // Sector the thinker is from
} levelspecthink_t;
typedef struct
{
thinker_t thinker;
line_t *sourceline;
sector_t *sector;
INT16 tag;
} floatthink_t;
typedef struct
{
thinker_t thinker;
@ -381,7 +389,7 @@ void T_ContinuousFalling(levelspecthink_t *faller);
void T_BounceCheese(levelspecthink_t *bouncer);
void T_StartCrumble(elevator_t *elevator);
void T_MarioBlock(levelspecthink_t *block);
void T_FloatSector(levelspecthink_t *floater);
void T_FloatSector(floatthink_t *floater);
void T_MarioBlockChecker(levelspecthink_t *block);
void T_ThwompSector(levelspecthink_t *thwomp);
void T_NoEnemiesSector(levelspecthink_t *nobaddies);