// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Floor animation: raising stairs. // //----------------------------------------------------------------------------- #include "doom_config.h" #include "z_zone.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "doomstat.h" // State. #include "r_state.h" // State. #include "sounds.h" // Data. // // FLOORS // // // Move a plane (floor or ceiling) and check for crushing // result_e T_MovePlane(sector_t* sector, fixed_t speed, fixed_t dest, doom_boolean crush, int floorOrCeiling, int direction) { doom_boolean flag; fixed_t lastpos; switch (floorOrCeiling) { case 0: // FLOOR switch (direction) { case -1: // DOWN if (sector->floorheight - speed < dest) { lastpos = sector->floorheight; sector->floorheight = dest; flag = P_ChangeSector(sector, crush); if (flag == true) { sector->floorheight = lastpos; P_ChangeSector(sector, crush); //return crushed; } return pastdest; } else { lastpos = sector->floorheight; sector->floorheight -= speed; flag = P_ChangeSector(sector, crush); if (flag == true) { sector->floorheight = lastpos; P_ChangeSector(sector, crush); return crushed; } } break; case 1: // UP if (sector->floorheight + speed > dest) { lastpos = sector->floorheight; sector->floorheight = dest; flag = P_ChangeSector(sector, crush); if (flag == true) { sector->floorheight = lastpos; P_ChangeSector(sector, crush); //return crushed; } return pastdest; } else { // COULD GET CRUSHED lastpos = sector->floorheight; sector->floorheight += speed; flag = P_ChangeSector(sector, crush); if (flag == true) { if (crush == true) return crushed; sector->floorheight = lastpos; P_ChangeSector(sector, crush); return crushed; } } break; } break; case 1: // CEILING switch (direction) { case -1: // DOWN if (sector->ceilingheight - speed < dest) { lastpos = sector->ceilingheight; sector->ceilingheight = dest; flag = P_ChangeSector(sector, crush); if (flag == true) { sector->ceilingheight = lastpos; P_ChangeSector(sector, crush); //return crushed; } return pastdest; } else { // COULD GET CRUSHED lastpos = sector->ceilingheight; sector->ceilingheight -= speed; flag = P_ChangeSector(sector, crush); if (flag == true) { if (crush == true) return crushed; sector->ceilingheight = lastpos; P_ChangeSector(sector, crush); return crushed; } } break; case 1: // UP if (sector->ceilingheight + speed > dest) { lastpos = sector->ceilingheight; sector->ceilingheight = dest; flag = P_ChangeSector(sector, crush); if (flag == true) { sector->ceilingheight = lastpos; P_ChangeSector(sector, crush); //return crushed; } return pastdest; } else { lastpos = sector->ceilingheight; sector->ceilingheight += speed; flag = P_ChangeSector(sector, crush); // UNUSED #if 0 if (flag == true) { sector->ceilingheight = lastpos; P_ChangeSector(sector, crush); return crushed; } #endif } break; } break; } return ok; } // // MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN) // void T_MoveFloor(floormove_t* floor) { result_e res; res = T_MovePlane(floor->sector, floor->speed, floor->floordestheight, floor->crush, 0, floor->direction); if (!(leveltime & 7)) S_StartSound((mobj_t*)&floor->sector->soundorg, sfx_stnmov); if (res == pastdest) { floor->sector->specialdata = 0; if (floor->direction == 1) { switch (floor->type) { case donutRaise: floor->sector->special = floor->newspecial; floor->sector->floorpic = floor->texture; default: break; } } else if (floor->direction == -1) { switch (floor->type) { case lowerAndChange: floor->sector->special = floor->newspecial; floor->sector->floorpic = floor->texture; default: break; } } P_RemoveThinker(&floor->thinker); S_StartSound((mobj_t*)&floor->sector->soundorg, sfx_pstop); } } // // HANDLE FLOOR TYPES // int EV_DoFloor(line_t* line, floor_e floortype) { int secnum; int rtn; int i; sector_t* sec; floormove_t* floor; secnum = -1; rtn = 0; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; // ALREADY MOVING? IF SO, KEEP GOING... if (sec->specialdata) continue; // new floor thinker rtn = 1; floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); P_AddThinker(&floor->thinker); sec->specialdata = floor; floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; floor->type = floortype; floor->crush = false; switch (floortype) { case lowerFloor: floor->direction = -1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = P_FindHighestFloorSurrounding(sec); break; case lowerFloorToLowest: floor->direction = -1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = P_FindLowestFloorSurrounding(sec); break; case turboLower: floor->direction = -1; floor->sector = sec; floor->speed = FLOORSPEED * 4; floor->floordestheight = P_FindHighestFloorSurrounding(sec); if (floor->floordestheight != sec->floorheight) floor->floordestheight += 8 * FRACUNIT; break; case raiseFloorCrush: floor->crush = true; case raiseFloor: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = P_FindLowestCeilingSurrounding(sec); if (floor->floordestheight > sec->ceilingheight) floor->floordestheight = sec->ceilingheight; floor->floordestheight -= (8 * FRACUNIT) * (floortype == raiseFloorCrush); break; case raiseFloorTurbo: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED * 4; floor->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight); break; case raiseFloorToNearest: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = P_FindNextHighestFloor(sec, sec->floorheight); break; case raiseFloor24: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = floor->sector->floorheight + 24 * FRACUNIT; break; case raiseFloor512: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = floor->sector->floorheight + 512 * FRACUNIT; break; case raiseFloor24AndChange: floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = floor->sector->floorheight + 24 * FRACUNIT; sec->floorpic = line->frontsector->floorpic; sec->special = line->frontsector->special; break; case raiseToTexture: { int minsize = DOOM_MAXINT; side_t* side; floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; for (i = 0; i < sec->linecount; i++) { if (twoSided(secnum, i)) { side = getSide(secnum, i, 0); if (side->bottomtexture >= 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; side = getSide(secnum, i, 1); if (side->bottomtexture >= 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; } } floor->floordestheight = floor->sector->floorheight + minsize; } break; case lowerAndChange: floor->direction = -1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = P_FindLowestFloorSurrounding(sec); floor->texture = sec->floorpic; for (i = 0; i < sec->linecount; i++) { if (twoSided(secnum, i)) { if (getSide(secnum, i, 0)->sector - sectors == secnum) { sec = getSector(secnum, i, 1); if (sec->floorheight == floor->floordestheight) { floor->texture = sec->floorpic; floor->newspecial = sec->special; break; } } else { sec = getSector(secnum, i, 0); if (sec->floorheight == floor->floordestheight) { floor->texture = sec->floorpic; floor->newspecial = sec->special; break; } } } } default: break; } } return rtn; } // // BUILD A STAIRCASE! // int EV_BuildStairs(line_t* line, stair_e type) { int secnum; int height; int i; int newsecnum; int texture; int ok; int rtn; sector_t* sec; sector_t* tsec; floormove_t* floor; fixed_t stairsize; fixed_t speed; secnum = -1; rtn = 0; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; // ALREADY MOVING? IF SO, KEEP GOING... if (sec->specialdata) continue; // new floor thinker rtn = 1; floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); P_AddThinker(&floor->thinker); sec->specialdata = floor; floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; floor->direction = 1; floor->sector = sec; switch (type) { case build8: speed = FLOORSPEED / 4; stairsize = 8 * FRACUNIT; break; case turbo16: speed = FLOORSPEED * 4; stairsize = 16 * FRACUNIT; break; } floor->speed = speed; height = sec->floorheight + stairsize; floor->floordestheight = height; texture = sec->floorpic; // Find next sector to raise // 1. Find 2-sided line with same sector side[0] // 2. Other side is the next sector to raise do { ok = 0; for (i = 0; i < sec->linecount; i++) { if (!((sec->lines[i])->flags & ML_TWOSIDED)) continue; tsec = (sec->lines[i])->frontsector; newsecnum = (int)(tsec - sectors); if (secnum != newsecnum) continue; tsec = (sec->lines[i])->backsector; newsecnum = (int)(tsec - sectors); if (tsec->floorpic != texture) continue; height += stairsize; if (tsec->specialdata) continue; sec = tsec; secnum = newsecnum; floor = Z_Malloc(sizeof(*floor), PU_LEVSPEC, 0); P_AddThinker(&floor->thinker); sec->specialdata = floor; floor->thinker.function.acp1 = (actionf_p1)T_MoveFloor; floor->direction = 1; floor->sector = sec; floor->speed = speed; floor->floordestheight = height; ok = 1; break; } } while (ok); } return rtn; }