- changed the means how to control the slowdown of crushing ceilings encountering an obstacle and corrected a few mistakes in the implementation

* there is a new crushing mode 3, which means that the crusher will always slow down if it hits an obstacle.
* crushing mode 1 (Doom mode) will never slow down.
* crushing mode 0 (compatibility) will only slow down for the specials that did so before, and only if both up and downspeed are 8 and the game is not Hexen. The following specials are affected:
  * Ceiling_LowerAndCrush
  * Ceiling_LowerAndCrushDist
  * Ceiling_CrushAndRaise
  * Ceiling_CrushAndRaiseA
  * Ceiling_CrushAndRaiseDist
  * Ceiling_CrushAndRaiseSilentA
  * Ceiling_CrushAndRaiseSilentDist
* Generic_Crusher was fixed to act like in Boom: Not only a speed value of 8 will cause slowdown, but all speed values up to 24.
* Hexen crushing mode will never cause slowdowns because Hexen never did this. (which also makes no real sense, considering that the crusher waits for the obstacle to die.)
This commit is contained in:
Christoph Oelckers 2016-03-25 02:08:22 +01:00
commit b70fee8ed8
3 changed files with 73 additions and 45 deletions

View file

@ -84,9 +84,21 @@ static const BYTE ChangeMap[8] = { 0, 1, 5, 3, 7, 2, 6, 0 };
#define OCTICS(a) (((a)*TICRATE)/8)
#define BYTEANGLE(a) ((angle_t)((a)<<24))
#define CRUSH(a) ((a) > 0? (a) : -1)
#define CRUSHTYPE(a) ((a)==1? false : (a)==2? true : gameinfo.gametype == GAME_Hexen)
#define CHANGE(a) (((a) >= 0 && (a)<=7)? ChangeMap[a]:0)
static bool CRUSHTYPE(int a)
{
return ((a) == 1 ? false : (a) == 2 ? true : gameinfo.gametype == GAME_Hexen);
}
static DCeiling::ECrushMode CRUSHTYPE(int a, bool withslowdown)
{
static DCeiling::ECrushMode map[] = { DCeiling::ECrushMode::crushDoom, DCeiling::ECrushMode::crushHexen, DCeiling::ECrushMode::crushSlowdown };
if (a >= 1 && a <= 3) return map[a - 1];
if (gameinfo.gametype == GAME_Hexen) return DCeiling::ECrushMode::crushHexen;
return withslowdown? DCeiling::ECrushMode::crushSlowdown : DCeiling::ECrushMode::crushDoom;
}
static FRandom pr_glass ("GlassBreak");
// There are aliases for the ACS specials that take names instead of numbers.
@ -628,43 +640,43 @@ FUNC(LS_Pillar_Open)
FUNC(LS_Ceiling_LowerByValue)
// Ceiling_LowerByValue (tag, speed, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_RaiseByValue)
// Ceiling_RaiseByValue (tag, speed, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_LowerByValueTimes8)
// Ceiling_LowerByValueTimes8 (tag, speed, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_RaiseByValueTimes8)
// Ceiling_RaiseByValueTimes8 (tag, speed, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_CrushAndRaise)
// Ceiling_CrushAndRaise (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3));
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3, false));
}
FUNC(LS_Ceiling_LowerAndCrush)
// Ceiling_LowerAndCrush (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3));
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3, arg1 == 8));
}
FUNC(LS_Ceiling_LowerAndCrushDist)
// Ceiling_LowerAndCrush (tag, speed, crush, dist, crushtype)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), arg3*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), arg3*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg4, arg1 == 8));
}
FUNC(LS_Ceiling_CrushStop)
@ -676,141 +688,141 @@ FUNC(LS_Ceiling_CrushStop)
FUNC(LS_Ceiling_CrushRaiseAndStay)
// Ceiling_CrushRaiseAndStay (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3));
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3, false));
}
FUNC(LS_Ceiling_MoveToValueTimes8)
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative, change)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false);
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4));
}
FUNC(LS_Ceiling_MoveToValue)
// Ceiling_MoveToValue (tag, speed, height, negative, change)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false);
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4));
}
FUNC(LS_Ceiling_LowerToHighestFloor)
// Ceiling_LowerToHighestFloor (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2));
}
FUNC(LS_Ceiling_LowerInstant)
// Ceiling_LowerInstant (tag, unused, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, CRUSH(arg4), 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, CRUSH(arg4), 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_RaiseInstant)
// Ceiling_RaiseInstant (tag, unused, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3));
}
FUNC(LS_Ceiling_CrushRaiseAndStayA)
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4, false));
}
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4, false));
}
FUNC(LS_Ceiling_CrushAndRaiseA)
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4, arg1 == 8 && arg2 == 8));
}
FUNC(LS_Ceiling_CrushAndRaiseDist)
// Ceiling_CrushAndRaiseDist (tag, dist, speed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 0, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 0, 0, CRUSHTYPE(arg4, arg2 == 8));
}
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4, arg1 == 8 && arg2 == 8));
}
FUNC(LS_Ceiling_CrushAndRaiseSilentDist)
// Ceiling_CrushAndRaiseSilentDist (tag, dist, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 1, 0, CRUSHTYPE(arg4));
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 1, 0, CRUSHTYPE(arg4, arg2 == 8));
}
FUNC(LS_Ceiling_RaiseToNearest)
// Ceiling_RaiseToNearest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0);
}
FUNC(LS_Ceiling_RaiseToHighest)
// Ceiling_RaiseToHighest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0);
}
FUNC(LS_Ceiling_RaiseToLowest)
// Ceiling_RaiseToLowest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
return EV_DoCeiling (DCeiling::ceilRaiseToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0);
}
FUNC(LS_Ceiling_RaiseToHighestFloor)
// Ceiling_RaiseToHighestFloor (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
return EV_DoCeiling (DCeiling::ceilRaiseToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0);
}
FUNC(LS_Ceiling_RaiseByTexture)
// Ceiling_RaiseByTexture (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
return EV_DoCeiling (DCeiling::ceilRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0);
}
FUNC(LS_Ceiling_LowerToLowest)
// Ceiling_LowerToLowest (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2));
}
FUNC(LS_Ceiling_LowerToNearest)
// Ceiling_LowerToNearest (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
return EV_DoCeiling (DCeiling::ceilLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2));
}
FUNC(LS_Ceiling_ToHighestInstant)
// Ceiling_ToHighestInstant (tag, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighest, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false);
return EV_DoCeiling (DCeiling::ceilLowerToHighest, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1));
}
FUNC(LS_Ceiling_ToFloorInstant)
// Ceiling_ToFloorInstant (tag, change, crush)
{
return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false);
return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1));
}
FUNC(LS_Ceiling_LowerToFloor)
// Ceiling_LowerToFloor (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false);
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4));
}
FUNC(LS_Ceiling_LowerByTexture)
// Ceiling_LowerByTexture (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByTexture, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false);
return EV_DoCeiling (DCeiling::ceilLowerByTexture, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4));
}
FUNC(LS_Generic_Ceiling)
@ -841,14 +853,14 @@ FUNC(LS_Generic_Ceiling)
}
return EV_DoCeiling (type, ln, arg0, SPEED(arg1), SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, 0, arg4 & 7, false);
(arg4 & 16) ? 20 : -1, 0, arg4 & 7);
}
FUNC(LS_Generic_Crusher)
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, false);
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, (arg1 <= 24 && arg2 <= 24)? DCeiling::ECrushMode::crushSlowdown : DCeiling::ECrushMode::crushDoom);
}
FUNC(LS_Generic_Crusher2)
@ -856,7 +868,7 @@ FUNC(LS_Generic_Crusher2)
{
// same as above but uses Hexen's crushing method.
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, true);
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, DCeiling::ECrushMode::crushHexen);
}
FUNC(LS_Plat_PerpetualRaise)
@ -1944,7 +1956,7 @@ FUNC(LS_FloorAndCeiling_RaiseByValue)
FUNC(LS_FloorAndCeiling_LowerRaise)
// FloorAndCeiling_LowerRaise (tag, fspeed, cspeed, boomemu)
{
bool res = EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0, false);
bool res = EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0);
// The switch based Boom equivalents of FloorandCeiling_LowerRaise do incorrect checks
// which cause the floor only to move when the ceiling fails to do so.
// To avoid problems with maps that have incorrect args this only uses a