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