shithub: heretic

ref: c89633a6f115ee889ab5900b466578165955ec5a
dir: /p_floor.c/

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// p_floor.c

#include "h2stdinc.h"
#include "doomdef.h"
#include "p_local.h"
#include "soundst.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)
			{
				lastpos = sector->floorheight;
				sector->floorheight = dest;
				flag = P_ChangeSector(sector,crush);
				if (flag == true)
				{
					sector->floorheight = lastpos;
					P_ChangeSector(sector, crush);
					//return res_crushed;
				}
				return res_pastdest;
			}
			else
			{
				lastpos = sector->floorheight;
				sector->floorheight -= speed;
				flag = P_ChangeSector(sector, crush);
				if (flag == true)
				{
					sector->floorheight = lastpos;
					P_ChangeSector(sector, crush);
					return res_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 res_crushed;
				}
				return res_pastdest;
			}
			else	// COULD GET CRUSHED
			{
				lastpos = sector->floorheight;
				sector->floorheight += speed;
				flag = P_ChangeSector(sector, crush);
				if (flag == true)
				{
					if (crush == true)
						return res_crushed;
					sector->floorheight = lastpos;
					P_ChangeSector(sector, crush);
					return res_crushed;
				}
			}
			break;
		}
		break;	/* END OF THE FLOOR CASE */

	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 res_crushed;
				}
				return res_pastdest;
			}
			else	// COULD GET CRUSHED
			{
				lastpos = sector->ceilingheight;
				sector->ceilingheight -= speed;
				flag = P_ChangeSector(sector, crush);
				if (flag == true)
				{
					if (crush == true)
						return res_crushed;
					sector->ceilingheight = lastpos;
					P_ChangeSector(sector, crush);
					return res_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 res_crushed;
				}
				return res_pastdest;
			}
			else
			{
				lastpos = sector->ceilingheight;
				sector->ceilingheight += speed;
				flag = P_ChangeSector(sector, crush);
				#if 0
				if (flag == true)
				{
					sector->ceilingheight = lastpos;
					P_ChangeSector(sector, crush);
					return res_crushed;
				}
				#endif
			}
			break;
		}
		break;	/* END OF THE CEILING CASE */
	}

	return res_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 *)(void *)&floor->sector->soundorg, sfx_dormov);
	}

	if (res == res_pastdest)
	{
		floor->sector->specialdata = NULL;
		if (floor->type == raiseBuildStep)
		{
			S_StartSound((mobj_t *)(void *)&floor->sector->soundorg, sfx_pstop);
		}
		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);
	}
}

//==================================================================
//
// 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 = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
		P_AddThinker (&floor->thinker);
		sec->specialdata = floor;
		floor->thinker.function = 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 = (8*FRACUNIT) + P_FindHighestFloorSurrounding(sec);
			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 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 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 = H2MAXINT;
				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);
						floor->texture = sec->floorpic;
						floor->newspecial = sec->special;
						break;
					}
					else
					{
						sec = getSector(secnum,i,0);
						floor->texture = sec->floorpic;
						floor->newspecial = sec->special;
						break;
					}
				}
			}
		default:
			break;
		}
	}

	return rtn;
}

//==================================================================
//
// BUILD A STAIRCASE!
//
//==================================================================

int EV_BuildStairs(line_t *line, fixed_t stepDelta)
{
	int		secnum;
	int		height;
	int		i;
	int		newsecnum;
	int		texture;
	int		ok;
	int		rtn;
	sector_t	*sec, *tsec;
	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;
		height = sec->floorheight+stepDelta;
		floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
		P_AddThinker (&floor->thinker);
		sec->specialdata = floor;
		floor->thinker.function = T_MoveFloor;
		floor->type = raiseBuildStep;
		floor->direction = 1;
		floor->sector = sec;
		floor->speed = FLOORSPEED;
		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 += stepDelta;
				if (tsec->specialdata)
					continue;

				sec = tsec;
				secnum = newsecnum;
				floor = (floormove_t *) Z_Malloc (sizeof(*floor), PU_LEVSPEC, NULL);
				P_AddThinker (&floor->thinker);
				sec->specialdata = floor;
				floor->thinker.function = T_MoveFloor;
				floor->type = raiseBuildStep;
				floor->direction = 1;
				floor->sector = sec;
				floor->speed = FLOORSPEED;
				floor->floordestheight = height;
				ok = 1;
				break;
			}
		} while (ok);
	}

	return rtn;
}