v4k-git-backup/demos/ports/doom/src/p_floor.c

542 lines
17 KiB
C

// 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 = &sectors[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 = &sectors[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;
}