SRB2/src/p_ceilng.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2018-11-25 12:35:38 +00:00
// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
// 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;
/* FALLTHRU */
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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;
/* FALLTHRU */
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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
/* FALLTHRU */
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// 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 = &sectors[secnum];
if (sec->ceilingdata)
continue;
// new door thinker
rtn = 1;
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(THINK_MAIN, &ceiling->thinker);
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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;
/* FALLTHRU */
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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 = &sectors[secnum];
if (sec->ceilingdata)
continue;
// new door thinker
rtn = 1;
ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
P_AddThinker(THINK_MAIN, &ceiling->thinker);
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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;
}