// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 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_ceilng.c /// \brief Ceiling aninmation (lowering, crushing, raising) #include "doomdef.h" #include "p_local.h" #include "r_main.h" #include "s_sound.h" #include "z_zone.h" #include "d_netcmd.h" // ========================================================================== // CEILINGS // ========================================================================== // the list of ceilings moving currently, including crushers INT32 ceilmovesound = sfx_None; /** Moves a moving ceiling. * * \param ceiling Thinker for the ceiling to be moved. * \sa EV_DoCeiling * \todo Split up into multiple functions. */ void T_MoveCeiling(ceiling_t *ceiling) { result_e res; boolean dontupdate = false; if (ceiling->delaytimer) { ceiling->delaytimer--; return; } switch (ceiling->direction) { case 0: // IN STASIS break; case 1: // UP res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->topheight, false, 1, ceiling->direction); if (ceiling->type == bounceCeiling) { const fixed_t origspeed = FixedDiv(ceiling->origspeed,(ELEVATORSPEED/2)); const fixed_t fs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].frontsector->ceilingheight); const fixed_t bs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].backsector->ceilingheight); if (fs < bs) ceiling->speed = FixedDiv(fs,25*FRACUNIT) + FRACUNIT/4; else ceiling->speed = FixedDiv(bs,25*FRACUNIT) + FRACUNIT/4; ceiling->speed = FixedMul(ceiling->speed,origspeed); } if (res == pastdest) { switch (ceiling->type) { case instantMoveCeilingByFrontSector: ceiling->sector->ceilingpic = ceiling->texture; ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); dontupdate = true; break; case moveCeilingByFrontSector: if (ceiling->texture < -1) // chained linedef executing P_LinedefExecute((INT16)(ceiling->texture + INT16_MAX + 2), NULL, NULL); if (ceiling->texture > -1) // flat changing ceiling->sector->ceilingpic = ceiling->texture; // don't break case raiseToHighest: // case raiseCeilingByLine: case moveCeilingByFrontTexture: ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); dontupdate = true; break; case fastCrushAndRaise: case crushAndRaise: ceiling->direction = -1; break; case bounceCeiling: { fixed_t dest = ceiling->topheight; if (dest == lines[ceiling->texture].frontsector->ceilingheight) dest = lines[ceiling->texture].backsector->ceilingheight; else dest = lines[ceiling->texture].frontsector->ceilingheight; if (dest < ceiling->sector->ceilingheight) // must move down { ceiling->direction = -1; ceiling->bottomheight = dest; } else // must move up { ceiling->direction = 1; ceiling->topheight = dest; } ceiling->delaytimer = ceiling->delay; // That's it. Do not set dontupdate, do not remove the thinker. break; } case bounceCeilingCrush: { fixed_t dest = ceiling->topheight; if (dest == lines[ceiling->texture].frontsector->ceilingheight) { dest = lines[ceiling->texture].backsector->ceilingheight; ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dy),4*FRACUNIT); // return trip, use dy } else { dest = lines[ceiling->texture].frontsector->ceilingheight; ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dx),4*FRACUNIT); // going frontways, use dx } if (dest < ceiling->sector->ceilingheight) // must move down { ceiling->direction = -1; ceiling->bottomheight = dest; } else // must move up { ceiling->direction = 1; ceiling->topheight = dest; } ceiling->delaytimer = ceiling->delay; // That's it. Do not set dontupdate, do not remove the thinker. break; } default: break; } } break; case -1: // DOWN res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, 1, ceiling->direction); if (ceiling->type == bounceCeiling) { const fixed_t origspeed = FixedDiv(ceiling->origspeed,(ELEVATORSPEED/2)); const fixed_t fs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].frontsector->ceilingheight); const fixed_t bs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].backsector->ceilingheight); if (fs < bs) ceiling->speed = FixedDiv(fs,25*FRACUNIT) + FRACUNIT/4; else ceiling->speed = FixedDiv(bs,25*FRACUNIT) + FRACUNIT/4; ceiling->speed = FixedMul(ceiling->speed,origspeed); } if (res == pastdest) { switch (ceiling->type) { // make platform stop at bottom of all crusher strokes // except generalized ones, reset speed, start back up case crushAndRaise: ceiling->speed = CEILSPEED; case fastCrushAndRaise: ceiling->direction = 1; break; case instantMoveCeilingByFrontSector: ceiling->sector->ceilingpic = ceiling->texture; ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); dontupdate = true; break; case moveCeilingByFrontSector: if (ceiling->texture < -1) // chained linedef executing P_LinedefExecute((INT16)(ceiling->texture + INT16_MAX + 2), NULL, NULL); if (ceiling->texture > -1) // flat changing ceiling->sector->ceilingpic = ceiling->texture; // don't break // in all other cases, just remove the active ceiling case lowerAndCrush: case lowerToLowest: case raiseToLowest: // case lowerCeilingByLine: case moveCeilingByFrontTexture: ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); dontupdate = true; break; case bounceCeiling: { fixed_t dest = ceiling->bottomheight; if (dest == lines[ceiling->texture].frontsector->ceilingheight) dest = lines[ceiling->texture].backsector->ceilingheight; else dest = lines[ceiling->texture].frontsector->ceilingheight; if (dest < ceiling->sector->ceilingheight) // must move down { ceiling->direction = -1; ceiling->bottomheight = dest; } else // must move up { ceiling->direction = 1; ceiling->topheight = dest; } ceiling->delaytimer = ceiling->delay; // That's it. Do not set dontupdate, do not remove the thinker. break; } case bounceCeilingCrush: { fixed_t dest = ceiling->bottomheight; if (dest == lines[ceiling->texture].frontsector->ceilingheight) { dest = lines[ceiling->texture].backsector->ceilingheight; ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dy),4*FRACUNIT); // return trip, use dy } else { dest = lines[ceiling->texture].frontsector->ceilingheight; ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dx),4*FRACUNIT); // going frontways, use dx } if (dest < ceiling->sector->ceilingheight) // must move down { ceiling->direction = -1; ceiling->bottomheight = dest; } else // must move up { ceiling->direction = 1; ceiling->topheight = dest; } ceiling->delaytimer = ceiling->delay; // That's it. Do not set dontupdate, do not remove the thinker. break; } default: break; } } else if (res == crushed) { switch (ceiling->type) { case crushAndRaise: case lowerAndCrush: ceiling->speed = FixedDiv(CEILSPEED,8*FRACUNIT); break; default: break; } } break; } if (!dontupdate) ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction; else ceiling->sector->ceilspeed = 0; } /** Moves a ceiling crusher. * * \param ceiling Thinker for the crusher to be moved. * \sa EV_DoCrush */ void T_CrushCeiling(ceiling_t *ceiling) { result_e res; switch (ceiling->direction) { case 0: // IN STASIS break; case 1: // UP if (ceiling->type == crushBothOnce) { // Move the floor T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight-(ceiling->topheight-ceiling->bottomheight), false, 0, -ceiling->direction); } res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->topheight, false, 1, ceiling->direction); if (res == pastdest) { ceiling->direction = -1; if (lines[ceiling->sourceline].flags & ML_EFFECT4) ceiling->speed = ceiling->oldspeed; else ceiling->speed = ceiling->oldspeed*2; if (ceiling->type == crushCeilOnce || ceiling->type == crushBothOnce) { // Remove switch(ceiling->type) { case crushCeilOnce: ceiling->sector->ceilspeed = 0; ceiling->sector->ceilingdata = NULL; break; case crushBothOnce: ceiling->sector->floorspeed = 0; ceiling->sector->ceilspeed = 0; ceiling->sector->ceilingdata = NULL; break; default: break; } P_RemoveThinker(&ceiling->thinker); return; } } break; case -1: // DOWN if (ceiling->type == crushBothOnce) { // Move the floor T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, 0, -ceiling->direction); } res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, 1, ceiling->direction); if (res == pastdest) { mobj_t *mp = (void *)&ceiling->sector->soundorg; ceiling->sector->soundorg.z = ceiling->sector->floorheight; S_StartSound(mp,sfx_pstop); if (lines[ceiling->sourceline].flags & ML_EFFECT4) ceiling->speed = ceiling->oldspeed; else ceiling->speed = ceiling->oldspeed/2; ceiling->direction = 1; } break; } if (ceiling->type == crushBothOnce) ceiling->sector->floorspeed = ceiling->speed*(-ceiling->direction); ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction; } /** Starts a ceiling mover. * * \param line The source line. * \param type The type of ceiling movement. * \return 1 if at least one ceiling mover was started, 0 otherwise. * \sa EV_DoCrush, EV_DoFloor, EV_DoElevator, T_MoveCeiling */ INT32 EV_DoCeiling(line_t *line, ceiling_e type) { INT32 rtn = 0, firstone = 1; INT32 secnum = -1; sector_t *sec; ceiling_t *ceiling; while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (sec->ceilingdata) continue; // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); P_AddThinker(&ceiling->thinker); sec->ceilingdata = ceiling; ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling; ceiling->sector = sec; ceiling->crush = false; ceiling->sourceline = (INT32)(line-lines); switch (type) { case fastCrushAndRaise: ceiling->crush = true; ceiling->topheight = sec->ceilingheight; ceiling->bottomheight = sec->floorheight + (8*FRACUNIT); ceiling->direction = -1; ceiling->speed = CEILSPEED * 2; break; case crushAndRaise: ceiling->crush = true; ceiling->topheight = sec->ceilingheight; case lowerAndCrush: ceiling->bottomheight = sec->floorheight; ceiling->bottomheight += 4*FRACUNIT; ceiling->direction = -1; ceiling->speed = line->dx; break; case raiseToHighest: ceiling->topheight = P_FindHighestCeilingSurrounding(sec); ceiling->direction = 1; ceiling->speed = CEILSPEED; break; //SoM: 3/6/2000: Added Boom types case lowerToLowest: ceiling->bottomheight = P_FindLowestCeilingSurrounding(sec); ceiling->direction = -1; ceiling->speed = CEILSPEED; break; case raiseToLowest: // Graue 09-07-2004 ceiling->topheight = P_FindLowestCeilingSurrounding(sec) - 4*FRACUNIT; ceiling->direction = 1; ceiling->speed = line->dx; // hack break; case lowerToLowestFast: ceiling->bottomheight = P_FindLowestCeilingSurrounding(sec); ceiling->direction = -1; ceiling->speed = 4*FRACUNIT; break; case instantRaise: ceiling->topheight = P_FindHighestCeilingSurrounding(sec); ceiling->direction = 1; ceiling->speed = INT32_MAX/2; break; // Linedef executor excellence case moveCeilingByFrontSector: ceiling->speed = P_AproxDistance(line->dx, line->dy); ceiling->speed = FixedDiv(ceiling->speed,8*FRACUNIT); if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up { ceiling->direction = 1; ceiling->topheight = line->frontsector->ceilingheight; } else // Move down { ceiling->direction = -1; ceiling->bottomheight = line->frontsector->ceilingheight; } // chained linedef executing ability if (line->flags & ML_BLOCKMONSTERS) { // only set it on ONE of the moving sectors (the smallest numbered) // and front side x offset must be positive if (firstone && sides[line->sidenum[0]].textureoffset > 0) ceiling->texture = (sides[line->sidenum[0]].textureoffset>>FRACBITS) - 32769; else ceiling->texture = -1; } // flat changing ability else if (line->flags & ML_NOCLIMB) ceiling->texture = line->frontsector->ceilingpic; else ceiling->texture = -1; break; // More linedef executor junk case instantMoveCeilingByFrontSector: ceiling->speed = INT32_MAX/2; if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up { ceiling->direction = 1; ceiling->topheight = line->frontsector->ceilingheight; } else // Move down { ceiling->direction = -1; ceiling->bottomheight = line->frontsector->ceilingheight; } ceiling->texture = line->frontsector->ceilingpic; break; case moveCeilingByFrontTexture: if (line->flags & ML_NOCLIMB) ceiling->speed = INT32_MAX/2; // as above, "instant" is one tic else ceiling->speed = FixedDiv(sides[line->sidenum[0]].textureoffset,8*FRACUNIT); // texture x offset if (sides[line->sidenum[0]].rowoffset > 0) { ceiling->direction = 1; // up ceiling->topheight = sec->ceilingheight + sides[line->sidenum[0]].rowoffset; // texture y offset } else { ceiling->direction = -1; // down ceiling->bottomheight = sec->ceilingheight + sides[line->sidenum[0]].rowoffset; // texture y offset } break; /* case lowerCeilingByLine: ceiling->speed = FixedDiv(abs(line->dx),8*FRACUNIT); ceiling->direction = -1; // Move down ceiling->bottomheight = sec->ceilingheight - abs(line->dy); break; case raiseCeilingByLine: ceiling->speed = FixedDiv(abs(line->dx),8*FRACUNIT); ceiling->direction = 1; // Move up ceiling->topheight = sec->ceilingheight + abs(line->dy); break; */ case bounceCeiling: ceiling->speed = P_AproxDistance(line->dx, line->dy); // same speed as elevateContinuous ceiling->speed = FixedDiv(ceiling->speed,4*FRACUNIT); ceiling->origspeed = ceiling->speed; if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up { ceiling->direction = 1; ceiling->topheight = line->frontsector->ceilingheight; } else // Move down { ceiling->direction = -1; ceiling->bottomheight = line->frontsector->ceilingheight; } // Any delay? ceiling->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; ceiling->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay ceiling->texture = (fixed_t)(line - lines); // hack: use texture to store sourceline number break; case bounceCeilingCrush: ceiling->speed = abs(line->dx); // same speed as elevateContinuous ceiling->speed = FixedDiv(ceiling->speed,4*FRACUNIT); ceiling->origspeed = ceiling->speed; if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up { ceiling->direction = 1; ceiling->topheight = line->frontsector->ceilingheight; } else // Move down { ceiling->direction = -1; ceiling->bottomheight = line->frontsector->ceilingheight; } // Any delay? ceiling->delay = sides[line->sidenum[0]].textureoffset >> FRACBITS; ceiling->delaytimer = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Initial delay ceiling->texture = (fixed_t)(line - lines); // hack: use texture to store sourceline number break; default: break; } ceiling->tag = sec->tag; ceiling->type = type; firstone = 0; } return rtn; } /** Starts a ceiling crusher. * * \param line The source line. * \param type The type of ceiling, either ::crushAndRaise or * ::fastCrushAndRaise. * \return 1 if at least one crusher was started, 0 otherwise. * \sa EV_DoCeiling, EV_DoFloor, EV_DoElevator, T_CrushCeiling */ INT32 EV_DoCrush(line_t *line, ceiling_e type) { INT32 rtn = 0; INT32 secnum = -1; sector_t *sec; ceiling_t *ceiling; while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (sec->ceilingdata) continue; // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); P_AddThinker(&ceiling->thinker); sec->ceilingdata = ceiling; ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling; ceiling->sector = sec; ceiling->crush = true; ceiling->sourceline = (INT32)(line-lines); if (line->flags & ML_EFFECT4) ceiling->oldspeed = FixedDiv(abs(line->dx),4*FRACUNIT); else ceiling->oldspeed = (R_PointToDist2(line->v2->x, line->v2->y, line->v1->x, line->v1->y)/16); switch(type) { case fastCrushAndRaise: // Up and then down ceiling->topheight = P_FindHighestCeilingSurrounding(sec); ceiling->direction = 1; ceiling->speed = ceiling->oldspeed; ceiling->bottomheight = sec->floorheight + FRACUNIT; break; case crushBothOnce: ceiling->topheight = sec->ceilingheight; ceiling->bottomheight = sec->floorheight + (sec->ceilingheight-sec->floorheight)/2; ceiling->direction = -1; if (line->flags & ML_EFFECT4) ceiling->speed = ceiling->oldspeed; else ceiling->speed = ceiling->oldspeed*2; break; case crushCeilOnce: default: // Down and then up. ceiling->topheight = sec->ceilingheight; ceiling->direction = -1; if (line->flags & ML_EFFECT4) ceiling->speed = ceiling->oldspeed; else ceiling->speed = ceiling->oldspeed*2; ceiling->bottomheight = sec->floorheight + FRACUNIT; break; } ceiling->tag = sec->tag; ceiling->type = type; } return rtn; }