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400 lines
11 KiB
C
400 lines
11 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2021 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_ceilng.c
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/// \brief Ceiling aninmation (lowering, crushing, raising)
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#include "doomdef.h"
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#include "p_local.h"
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#include "r_main.h"
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#include "s_sound.h"
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#include "z_zone.h"
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#include "d_netcmd.h"
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// ==========================================================================
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// CEILINGS
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// ==========================================================================
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// the list of ceilings moving currently, including crushers
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INT32 ceilmovesound = sfx_None;
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/** Moves a moving ceiling.
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*
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* \param ceiling Thinker for the ceiling to be moved.
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* \sa EV_DoCeiling
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* \todo Split up into multiple functions.
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*/
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void T_MoveCeiling(ceiling_t *ceiling)
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{
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result_e res;
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if (ceiling->delaytimer)
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{
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ceiling->delaytimer--;
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return;
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}
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res = T_MovePlane(ceiling->sector, ceiling->speed, (ceiling->direction == 1) ? ceiling->topheight : ceiling->bottomheight, false, true, ceiling->direction);
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if (ceiling->type == bounceCeiling)
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{
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const fixed_t origspeed = FixedDiv(ceiling->origspeed, (ELEVATORSPEED/2));
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const fixed_t fs = abs(ceiling->sector->ceilingheight - lines[ceiling->sourceline].frontsector->ceilingheight);
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const fixed_t bs = abs(ceiling->sector->ceilingheight - lines[ceiling->sourceline].backsector->ceilingheight);
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if (fs < bs)
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ceiling->speed = FixedDiv(fs, 25*FRACUNIT) + FRACUNIT/4;
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else
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ceiling->speed = FixedDiv(bs, 25*FRACUNIT) + FRACUNIT/4;
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ceiling->speed = FixedMul(ceiling->speed, origspeed);
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}
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if (res == pastdest)
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{
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switch (ceiling->type)
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{
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case instantMoveCeilingByFrontSector:
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if (ceiling->texture > -1) // flat changing
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ceiling->sector->ceilingpic = ceiling->texture;
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ceiling->sector->ceilingdata = NULL;
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ceiling->sector->ceilspeed = 0;
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P_RemoveThinker(&ceiling->thinker);
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return;
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case moveCeilingByFrontSector:
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if (ceiling->tag) // chained linedef executing
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P_LinedefExecute(ceiling->tag, NULL, NULL);
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if (ceiling->texture > -1) // flat changing
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ceiling->sector->ceilingpic = ceiling->texture;
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/* FALLTHRU */
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case raiseToHighest:
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case moveCeilingByDistance:
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ceiling->sector->ceilingdata = NULL;
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ceiling->sector->ceilspeed = 0;
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P_RemoveThinker(&ceiling->thinker);
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return;
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case bounceCeiling:
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case bounceCeilingCrush:
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{
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fixed_t dest = (ceiling->direction == 1) ? ceiling->topheight : ceiling->bottomheight;
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if (dest == lines[ceiling->sourceline].frontsector->ceilingheight)
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{
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dest = lines[ceiling->sourceline].backsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = lines[ceiling->sourceline].args[3] << (FRACBITS - 2); // return trip, use args[3]
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}
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else
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{
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dest = lines[ceiling->sourceline].frontsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = lines[ceiling->sourceline].args[2] << (FRACBITS - 2); // going frontways, use args[2]
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}
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if (dest < ceiling->sector->ceilingheight) // must move down
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{
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ceiling->direction = -1;
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ceiling->bottomheight = dest;
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}
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else // must move up
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{
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ceiling->direction = 1;
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ceiling->topheight = dest;
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}
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ceiling->delaytimer = ceiling->delay;
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break;
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}
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default:
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break;
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}
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}
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ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction;
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}
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/** Moves a ceiling crusher.
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*
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* \param ceiling Thinker for the crusher to be moved.
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* \sa EV_DoCrush
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*/
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void T_CrushCeiling(ceiling_t *ceiling)
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{
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result_e res;
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switch (ceiling->direction)
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{
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case 0: // IN STASIS
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break;
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case 1: // UP
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if (ceiling->type == crushBothOnce)
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{
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// Move the floor
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T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight-(ceiling->topheight-ceiling->bottomheight), false, false, -ceiling->direction);
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}
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res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->topheight, false, true, ceiling->direction);
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if (res == pastdest)
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{
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ceiling->direction = -1;
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ceiling->speed = lines[ceiling->sourceline].args[2] << (FRACBITS - 2);
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if (ceiling->type == crushCeilOnce
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|| ceiling->type == crushBothOnce)
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{
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// Remove
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switch(ceiling->type)
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{
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case crushCeilOnce:
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ceiling->sector->ceilspeed = 0;
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ceiling->sector->ceilingdata = NULL;
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break;
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case crushBothOnce:
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ceiling->sector->floorspeed = 0;
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ceiling->sector->ceilspeed = 0;
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ceiling->sector->ceilingdata = NULL;
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break;
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default:
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break;
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}
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P_RemoveThinker(&ceiling->thinker);
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return;
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}
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}
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break;
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case -1: // DOWN
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if (ceiling->type == crushBothOnce)
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{
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// Move the floor
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T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, false, -ceiling->direction);
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}
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res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, true, ceiling->direction);
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if (res == pastdest)
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{
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mobj_t *mp = (void *)&ceiling->sector->soundorg;
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ceiling->sector->soundorg.z = ceiling->sector->floorheight;
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S_StartSound(mp,sfx_pstop);
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ceiling->direction = 1;
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ceiling->speed = lines[ceiling->sourceline].args[3] << (FRACBITS - 2);
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}
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break;
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}
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if (ceiling->type == crushBothOnce)
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ceiling->sector->floorspeed = ceiling->speed*(-ceiling->direction);
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ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction;
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}
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/** Starts a ceiling mover.
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*
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* \param tag Tag.
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* \param line The source line.
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* \param type The type of ceiling movement.
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* \return 1 if at least one ceiling mover was started, 0 otherwise.
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* \sa EV_DoCrush, EV_DoFloor, EV_DoElevator, T_MoveCeiling
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*/
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INT32 EV_DoCeiling(mtag_t tag, line_t *line, ceiling_e type)
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{
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INT32 rtn = 0, firstone = 1;
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INT32 secnum = -1;
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sector_t *sec;
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ceiling_t *ceiling;
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TAG_ITER_SECTORS(tag, secnum)
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{
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sec = §ors[secnum];
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if (sec->ceilingdata)
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continue;
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// new door thinker
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rtn = 1;
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ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &ceiling->thinker);
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sec->ceilingdata = ceiling;
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ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
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ceiling->sector = sec;
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ceiling->crush = false;
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ceiling->sourceline = (INT32)(line-lines);
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switch (type)
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{
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case raiseToHighest:
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ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
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ceiling->direction = 1;
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ceiling->speed = CEILSPEED;
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break;
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case lowerToLowestFast:
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ceiling->bottomheight = P_FindLowestCeilingSurrounding(sec);
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ceiling->direction = -1;
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ceiling->speed = 4*FRACUNIT;
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break;
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case instantRaise:
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ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
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ceiling->direction = 1;
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ceiling->speed = INT32_MAX/2;
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break;
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// Linedef executor excellence
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case moveCeilingByFrontSector:
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ceiling->speed = line->args[2] << (FRACBITS - 3);
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if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up
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{
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ceiling->direction = 1;
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ceiling->topheight = line->frontsector->ceilingheight;
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}
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else // Move down
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{
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ceiling->direction = -1;
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ceiling->bottomheight = line->frontsector->ceilingheight;
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}
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// chained linedef executing ability
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// only set it on ONE of the moving sectors (the smallest numbered)
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// only set it if there isn't also a floor mover
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if (line->args[3] && line->args[1] == 1)
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ceiling->tag = firstone ? (INT16)line->args[3] : 0;
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// flat changing ability
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ceiling->texture = line->args[4] ? line->frontsector->ceilingpic : -1;
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break;
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// More linedef executor junk
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case instantMoveCeilingByFrontSector:
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ceiling->speed = INT32_MAX/2;
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if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up
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{
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ceiling->direction = 1;
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ceiling->topheight = line->frontsector->ceilingheight;
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}
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else // Move down
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{
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ceiling->direction = -1;
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ceiling->bottomheight = line->frontsector->ceilingheight;
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}
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// If flag is set, change ceiling texture after moving
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ceiling->texture = line->args[2] ? line->frontsector->ceilingpic : -1;
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break;
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case moveCeilingByDistance:
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if (line->args[4])
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ceiling->speed = INT32_MAX/2; // as above, "instant" is one tic
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else
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ceiling->speed = line->args[3] << (FRACBITS - 3);
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if (line->args[2] > 0)
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{
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ceiling->direction = 1; // up
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ceiling->topheight = sec->ceilingheight + (line->args[2] << FRACBITS);
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}
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else {
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ceiling->direction = -1; // down
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ceiling->bottomheight = sec->ceilingheight + (line->args[2] << FRACBITS);
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}
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break;
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case bounceCeiling:
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case bounceCeilingCrush:
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ceiling->speed = line->args[2] << (FRACBITS - 2); // same speed as elevateContinuous
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ceiling->origspeed = ceiling->speed;
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if (line->frontsector->ceilingheight >= sec->ceilingheight) // Move up
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{
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ceiling->direction = 1;
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ceiling->topheight = line->frontsector->ceilingheight;
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}
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else // Move down
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{
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ceiling->direction = -1;
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ceiling->bottomheight = line->frontsector->ceilingheight;
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}
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// Any delay?
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ceiling->delay = line->args[5];
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ceiling->delaytimer = line->args[4]; // Initial delay
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break;
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default:
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break;
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}
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ceiling->type = type;
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firstone = 0;
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}
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return rtn;
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}
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/** Starts a ceiling crusher.
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*
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* \param tag Tag.
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* \param line The source line.
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* \param type The type of ceiling, either ::crushAndRaise or
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* ::fastCrushAndRaise.
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* \return 1 if at least one crusher was started, 0 otherwise.
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* \sa EV_DoCeiling, EV_DoFloor, EV_DoElevator, T_CrushCeiling
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*/
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INT32 EV_DoCrush(mtag_t tag, line_t *line, ceiling_e type)
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{
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INT32 rtn = 0;
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INT32 secnum = -1;
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sector_t *sec;
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ceiling_t *ceiling;
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TAG_ITER_SECTORS(tag, secnum)
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{
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sec = §ors[secnum];
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if (sec->ceilingdata)
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continue;
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// new door thinker
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rtn = 1;
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ceiling = Z_Calloc(sizeof (*ceiling), PU_LEVSPEC, NULL);
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P_AddThinker(THINK_MAIN, &ceiling->thinker);
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sec->ceilingdata = ceiling;
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ceiling->thinker.function.acp1 = (actionf_p1)T_CrushCeiling;
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ceiling->sector = sec;
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ceiling->crush = true;
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ceiling->sourceline = (INT32)(line-lines);
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ceiling->speed = ceiling->origspeed = line->args[2] << (FRACBITS - 2);
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switch(type)
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{
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case raiseAndCrush: // Up and then down
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ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
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ceiling->direction = 1;
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// Retain stupid behavior for backwards compatibility
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if (!udmf && !(line->flags & ML_EFFECT4))
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ceiling->speed /= 2;
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else
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ceiling->speed = line->args[3] << (FRACBITS - 2);
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ceiling->bottomheight = sec->floorheight + FRACUNIT;
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break;
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case crushBothOnce:
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ceiling->topheight = sec->ceilingheight;
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ceiling->bottomheight = sec->floorheight + (sec->ceilingheight-sec->floorheight)/2;
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ceiling->direction = -1;
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break;
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case crushCeilOnce:
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default: // Down and then up.
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ceiling->topheight = sec->ceilingheight;
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ceiling->direction = -1;
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ceiling->bottomheight = sec->floorheight + FRACUNIT;
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break;
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}
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ceiling->type = type;
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}
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return rtn;
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}
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