shithub: choc

ref: aecddc60790bac4b44ce0e5790ec644da657571b
dir: /src/strife/p_floor.c/

View raw version
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
//	Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------



#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"

#include "s_sound.h"

// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "sounds.h"


//
// FLOORS
//

//
// Move a plane (floor or ceiling) and check for crushing
//
result_e
T_MovePlane
( sector_t*	sector,
  fixed_t	speed,
  fixed_t	dest,
  boolean	crush,
  int		floorOrCeiling,
  int		direction )
{
    boolean	flag;
    fixed_t	lastpos;
	
    switch(floorOrCeiling)
    {
      case 0:
	// FLOOR
	switch(direction)
	{
	  case -1:
	    // DOWN
	    if (sector->floorheight - speed < dest)
	    {
                // villsa [STRIFE] unused
		//lastpos = sector->floorheight;
		sector->floorheight = dest;
		flag = P_ChangeSector(sector,crush);

                // villsa [STRIFE] unused
		/*if (flag == true)
		{
		    sector->floorheight =lastpos;
		    P_ChangeSector(sector,crush);
		    //return crushed;
		}*/
		return pastdest;
	    }
	    else
	    {
                // villsa [STRIFE] unused
		//lastpos = sector->floorheight;
		sector->floorheight -= speed;
		flag = P_ChangeSector(sector,crush);

                // villsa [STRIFE] unused
		/*if (flag == true)
		{
		    sector->floorheight = lastpos;
		    P_ChangeSector(sector,crush);
		    return crushed;
		}*/
                return ok;
	    }
	    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)
		{
                    // villsa [STRIFE] unused
		    //if (crush == true)
			//return crushed;
		    sector->floorheight = lastpos;
		    P_ChangeSector(sector,crush);
		    return crushed;
		}
                else
                    return ok;
	    }
	    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)
	    {
                // villsa [STRIFE] unused
		//lastpos = sector->ceilingheight;
		sector->ceilingheight = dest;

                // villsa [STRIFE] unused
		//flag = P_ChangeSector(sector,crush);
		/*if (flag == true)
		{
		    sector->ceilingheight = lastpos;
		    P_ChangeSector(sector,crush);
		    //return crushed;
		}*/
		return pastdest;
	    }
	    else
	    {
                // villsa [STRIFE] unused
		//lastpos = sector->ceilingheight;
		sector->ceilingheight += speed;

                // villsa [STRIFE] unused
		//flag = P_ChangeSector(sector,crush);
                return ok;
	    }
	    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(&floor->sector->soundorg, sfx_stnmov);
    
    if (res == pastdest)
    {
	floor->sector->specialdata = NULL;

	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(&floor->sector->soundorg, sfx_pstop);
    }

}

//
// HANDLE FLOOR TYPES
//
// haleyjd 09/16/2010: [STRIFE] Modifications to floortypes:
// * raiseFloor24 was changed into raiseFloor64
// * turboLower does not appear to adjust the floor height (STRIFE-TODO: verify)
// * raiseFloor512AndChange type was added.
//
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: // [STRIFE] verified unmodified
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = 
                P_FindHighestFloorSurrounding(sec);
            break;

        case lowerFloorToLowest: // [STRIFE] verified unmodified
            floor->direction = -1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = 
                P_FindLowestFloorSurrounding(sec);
            break;

        case turboLower: // [STRIFE] Modified: does not += 8
            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: // [STRIFE] verified unmodified
            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: // [STRIFE] verified unmodified
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED*4;
            floor->floordestheight = 
                P_FindNextHighestFloor(sec,sec->floorheight);
            break;

        case raiseFloorToNearest: // [STRIFE] verified unmodified
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = 
                P_FindNextHighestFloor(sec,sec->floorheight);
            break;

        case raiseFloor64: // [STRIFE] modified from raiseFloor24!
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight + 
                64 * FRACUNIT; // [STRIFE]
            break;

        case raiseFloor512: // [STRIFE] verified unmodified
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight +
                512 * FRACUNIT;
            break;

        case raiseFloor24AndChange: // [STRIFE] verified unmodified
            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 raiseFloor512AndChange: // [STRIFE] New floor type
            floor->direction = 1;
            floor->sector = sec;
            floor->speed = FLOORSPEED;
            floor->floordestheight = floor->sector->floorheight +
                512 * FRACUNIT;
            sec->floorpic = line->frontsector->floorpic;
            sec->special = line->frontsector->special;
            break;

        case raiseToTexture: // [STRIFE] verified unmodified
            {
                int	minsize = INT_MAX;
                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: // [STRIFE] verified unmodified
            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;

    // Either Watcom or Rogue moved the switch out of the loop below, probably
    // because it was a loop invariant, and put the default values in the 
    // initializers here. I cannot be bothered to figure it out without doing
    // this myself :P
    fixed_t             stairsize = 8*FRACUNIT;
    fixed_t             speed     = FLOORSPEED;
    int                 direction = 1;

    switch(type)
    {
    case build8: // [STRIFE] Verified unmodified.
        speed = FLOORSPEED/4;
        break;
    case turbo16: // [STRIFE] Verified unmodified.
        speed = FLOORSPEED*4;
        stairsize = 16*FRACUNIT;
        break;
    case buildDown16: // [STRIFE] New stair type
        stairsize = -16*FRACUNIT;
        direction = -1;
        break;
    }

    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;
        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 = tsec-sectors;

                if (secnum != newsecnum)
                    continue;

                tsec = (sec->lines[i])->backsector;
                newsecnum = 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 = direction; // [STRIFE]: for buildDown16
                floor->sector = sec;
                floor->speed = speed;
                floor->floordestheight = height;
                ok = 1;
                break;
            }
        } while(ok);
    }
    return rtn;
}