// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2021 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; if (ceiling->delaytimer) { ceiling->delaytimer--; return; } res = T_MovePlane(ceiling->sector, ceiling->speed, (ceiling->direction == 1) ? ceiling->topheight : ceiling->bottomheight, false, true, 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: if (ceiling->texture > -1) // flat changing ceiling->sector->ceilingpic = ceiling->texture; ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); return; case moveCeilingByFrontSector: if (ceiling->tag) // chained linedef executing P_LinedefExecute(ceiling->tag, NULL, NULL); if (ceiling->texture > -1) // flat changing ceiling->sector->ceilingpic = ceiling->texture; /* FALLTHRU */ case raiseToHighest: case moveCeilingByDistance: ceiling->sector->ceilingdata = NULL; ceiling->sector->ceilspeed = 0; P_RemoveThinker(&ceiling->thinker); return; case bounceCeiling: case bounceCeilingCrush: { fixed_t dest = (ceiling->direction == 1) ? ceiling->topheight : ceiling->bottomheight; if (dest == lines[ceiling->texture].frontsector->ceilingheight) { dest = lines[ceiling->texture].backsector->ceilingheight; ceiling->speed = ceiling->origspeed = lines[ceiling->texture].args[3] << (FRACBITS - 2); // return trip, use args[3] } else { dest = lines[ceiling->texture].frontsector->ceilingheight; ceiling->speed = ceiling->origspeed = lines[ceiling->texture].args[2] << (FRACBITS - 2); // going frontways, use args[2] } 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; break; } default: break; } } ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction; } /** 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, false, -ceiling->direction); } res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->topheight, false, true, ceiling->direction); if (res == pastdest) { ceiling->direction = -1; ceiling->speed = lines[ceiling->sourceline].args[2] << (FRACBITS - 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, false, -ceiling->direction); } res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, true, ceiling->direction); if (res == pastdest) { mobj_t *mp = (void *)&ceiling->sector->soundorg; ceiling->sector->soundorg.z = ceiling->sector->floorheight; S_StartSound(mp,sfx_pstop); ceiling->direction = 1; ceiling->speed = lines[ceiling->sourceline].args[3] << (FRACBITS - 2); } break; } if (ceiling->type == crushBothOnce) ceiling->sector->floorspeed = ceiling->speed*(-ceiling->direction); ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction; } /** Starts a ceiling mover. * * \param tag Tag. * \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(mtag_t tag, line_t *line, ceiling_e type) { INT32 rtn = 0, firstone = 1; INT32 secnum = -1; sector_t *sec; ceiling_t *ceiling; TAG_ITER_SECTORS(tag, secnum) { sec = §ors[secnum]; if (sec->ceilingdata) continue; // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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 raiseToHighest: ceiling->topheight = P_FindHighestCeilingSurrounding(sec); ceiling->direction = 1; ceiling->speed = CEILSPEED; 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 = line->args[2] << (FRACBITS - 3); 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 // only set it on ONE of the moving sectors (the smallest numbered) // only set it if there isn't also a floor mover if (line->args[3] && line->args[1] == 1) ceiling->tag = firstone ? (INT16)line->args[3] : 0; // flat changing ability ceiling->texture = line->args[4] ? line->frontsector->ceilingpic : -1; break; // More linedef executor junk case instantMoveCeilingByFrontSector: ceiling->speed = INT32_MAX/2; if (lines->args[1] & 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; } } else { ceiling->direction = 1; ceiling->topheight = sec->ceilingheight; } // If flag is set, change ceiling texture after moving ceiling->texture = (line->args[2] & 2) ? line->frontsector->ceilingpic : -1; break; case moveCeilingByDistance: if (line->args[4]) ceiling->speed = INT32_MAX/2; // as above, "instant" is one tic else ceiling->speed = line->args[3] << (FRACBITS - 3); if (line->args[2] > 0) { ceiling->direction = 1; // up ceiling->topheight = sec->ceilingheight + (line->args[2] << FRACBITS); } else { ceiling->direction = -1; // down ceiling->bottomheight = sec->ceilingheight + (line->args[2] << FRACBITS); } break; case bounceCeiling: case bounceCeilingCrush: ceiling->speed = line->args[2] << (FRACBITS - 2); // same speed as elevateContinuous 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 = line->args[5]; ceiling->delaytimer = line->args[4]; // Initial delay ceiling->texture = (fixed_t)(line - lines); // hack: use texture to store sourceline number break; default: break; } ceiling->type = type; firstone = 0; } return rtn; } /** Starts a ceiling crusher. * * \param tag Tag. * \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(mtag_t tag, line_t *line, ceiling_e type) { INT32 rtn = 0; INT32 secnum = -1; sector_t *sec; ceiling_t *ceiling; TAG_ITER_SECTORS(tag, secnum) { sec = §ors[secnum]; if (sec->ceilingdata) continue; // new door thinker rtn = 1; ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &ceiling->thinker); sec->ceilingdata = ceiling; ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling; ceiling->sector = sec; ceiling->crush = true; ceiling->sourceline = (INT32)(line-lines); ceiling->speed = ceiling->origspeed = line->args[2] << (FRACBITS - 2); switch(type) { case raiseAndCrush: // Up and then down ceiling->topheight = P_FindHighestCeilingSurrounding(sec); ceiling->direction = 1; // Retain stupid behavior for backwards compatibility if (!udmf && !(line->flags & ML_EFFECT4)) ceiling->speed /= 2; else ceiling->speed = line->args[3] << (FRACBITS - 2); ceiling->bottomheight = sec->floorheight + FRACUNIT; break; case crushBothOnce: ceiling->topheight = sec->ceilingheight; ceiling->bottomheight = sec->floorheight + (sec->ceilingheight-sec->floorheight)/2; ceiling->direction = -1; break; case crushCeilOnce: default: // Down and then up. ceiling->topheight = sec->ceilingheight; ceiling->direction = -1; ceiling->bottomheight = sec->floorheight + FRACUNIT; break; } ceiling->type = type; } return rtn; }