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b49238f7c4
Remove TAG_ITER_DECLARECOUNTER See merge request STJr/SRB2!1398
679 lines
19 KiB
C
679 lines
19 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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boolean dontupdate = false;
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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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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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res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->topheight, 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->texture].frontsector->ceilingheight);
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const fixed_t bs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].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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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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dontupdate = true;
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break;
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case moveCeilingByFrontSector:
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if (ceiling->texture < -1) // chained linedef executing
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P_LinedefExecute((INT16)(ceiling->texture + INT16_MAX + 2), 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 raiseCeilingByLine:
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case moveCeilingByFrontTexture:
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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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dontupdate = true;
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break;
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case fastCrushAndRaise:
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case crushAndRaise:
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ceiling->direction = -1;
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break;
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case bounceCeiling:
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{
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fixed_t dest = ceiling->topheight;
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if (dest == lines[ceiling->texture].frontsector->ceilingheight)
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dest = lines[ceiling->texture].backsector->ceilingheight;
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else
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dest = lines[ceiling->texture].frontsector->ceilingheight;
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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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// That's it. Do not set dontupdate, do not remove the thinker.
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break;
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}
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case bounceCeilingCrush:
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{
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fixed_t dest = ceiling->topheight;
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if (dest == lines[ceiling->texture].frontsector->ceilingheight)
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{
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dest = lines[ceiling->texture].backsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dy),4*FRACUNIT); // return trip, use dy
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}
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else
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{
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dest = lines[ceiling->texture].frontsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dx),4*FRACUNIT); // going frontways, use dx
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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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// That's it. Do not set dontupdate, do not remove the thinker.
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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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break;
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case -1: // DOWN
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res = T_MovePlane(ceiling->sector, ceiling->speed, ceiling->bottomheight, ceiling->crush, 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->texture].frontsector->ceilingheight);
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const fixed_t bs = abs(ceiling->sector->ceilingheight - lines[ceiling->texture].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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// make platform stop at bottom of all crusher strokes
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// except generalized ones, reset speed, start back up
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case crushAndRaise:
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ceiling->speed = CEILSPEED;
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/* FALLTHRU */
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case fastCrushAndRaise:
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ceiling->direction = 1;
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break;
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case instantMoveCeilingByFrontSector:
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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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dontupdate = true;
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break;
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case moveCeilingByFrontSector:
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if (ceiling->texture < -1) // chained linedef executing
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P_LinedefExecute((INT16)(ceiling->texture + INT16_MAX + 2), 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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// don't break
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/* FALLTHRU */
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// in all other cases, just remove the active ceiling
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case lowerAndCrush:
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case lowerToLowest:
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case raiseToLowest:
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// case lowerCeilingByLine:
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case moveCeilingByFrontTexture:
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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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dontupdate = true;
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break;
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case bounceCeiling:
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{
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fixed_t dest = ceiling->bottomheight;
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if (dest == lines[ceiling->texture].frontsector->ceilingheight)
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dest = lines[ceiling->texture].backsector->ceilingheight;
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else
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dest = lines[ceiling->texture].frontsector->ceilingheight;
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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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// That's it. Do not set dontupdate, do not remove the thinker.
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break;
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}
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case bounceCeilingCrush:
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{
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fixed_t dest = ceiling->bottomheight;
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if (dest == lines[ceiling->texture].frontsector->ceilingheight)
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{
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dest = lines[ceiling->texture].backsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dy),4*FRACUNIT); // return trip, use dy
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}
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else
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{
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dest = lines[ceiling->texture].frontsector->ceilingheight;
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ceiling->speed = ceiling->origspeed = FixedDiv(abs(lines[ceiling->texture].dx),4*FRACUNIT); // going frontways, use dx
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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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// That's it. Do not set dontupdate, do not remove the thinker.
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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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else if (res == crushed)
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{
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switch (ceiling->type)
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{
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case crushAndRaise:
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case lowerAndCrush:
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ceiling->speed = FixedDiv(CEILSPEED,8*FRACUNIT);
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break;
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default:
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break;
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}
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}
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break;
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}
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if (!dontupdate)
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ceiling->sector->ceilspeed = ceiling->speed*ceiling->direction;
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else
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ceiling->sector->ceilspeed = 0;
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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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if (lines[ceiling->sourceline].flags & ML_EFFECT4)
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ceiling->speed = ceiling->oldspeed;
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else
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ceiling->speed = ceiling->oldspeed*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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if (lines[ceiling->sourceline].flags & ML_EFFECT4)
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ceiling->speed = ceiling->oldspeed;
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else
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ceiling->speed = ceiling->oldspeed/2;
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ceiling->direction = 1;
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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 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(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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mtag_t tag = Tag_FGet(&line->tags);
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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 fastCrushAndRaise:
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ceiling->crush = true;
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ceiling->topheight = sec->ceilingheight;
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ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
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ceiling->direction = -1;
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ceiling->speed = CEILSPEED * 2;
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break;
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case crushAndRaise:
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ceiling->crush = true;
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ceiling->topheight = sec->ceilingheight;
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/* FALLTHRU */
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case lowerAndCrush:
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ceiling->bottomheight = sec->floorheight;
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ceiling->bottomheight += 4*FRACUNIT;
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ceiling->direction = -1;
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ceiling->speed = line->dx;
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break;
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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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//SoM: 3/6/2000: Added Boom types
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case lowerToLowest:
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ceiling->bottomheight = P_FindLowestCeilingSurrounding(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 raiseToLowest: // Graue 09-07-2004
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ceiling->topheight = P_FindLowestCeilingSurrounding(sec) - 4*FRACUNIT;
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ceiling->direction = 1;
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ceiling->speed = line->dx; // hack
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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 = P_AproxDistance(line->dx, line->dy);
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ceiling->speed = FixedDiv(ceiling->speed,8*FRACUNIT);
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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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if (line->flags & ML_BLOCKMONSTERS)
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{
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// only set it on ONE of the moving sectors (the smallest numbered)
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// and front side x offset must be positive
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if (firstone && sides[line->sidenum[0]].textureoffset > 0)
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ceiling->texture = (sides[line->sidenum[0]].textureoffset>>FRACBITS) - 32769;
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else
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ceiling->texture = -1;
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}
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// flat changing ability
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else if (line->flags & ML_NOCLIMB)
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ceiling->texture = line->frontsector->ceilingpic;
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else
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ceiling->texture = -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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ceiling->texture = line->frontsector->ceilingpic;
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break;
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case moveCeilingByFrontTexture:
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if (line->flags & ML_NOCLIMB)
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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 = FixedDiv(sides[line->sidenum[0]].textureoffset,8*FRACUNIT); // texture x offset
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if (sides[line->sidenum[0]].rowoffset > 0)
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{
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ceiling->direction = 1; // up
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ceiling->topheight = sec->ceilingheight + sides[line->sidenum[0]].rowoffset; // texture y offset
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|
}
|
|
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 = 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;
|
|
mtag_t tag = Tag_FGet(&line->tags);
|
|
|
|
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);
|
|
|
|
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 = tag;
|
|
ceiling->type = type;
|
|
}
|
|
return rtn;
|
|
}
|