ref: c89633a6f115ee889ab5900b466578165955ec5a
dir: /p_floor.c/
// 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 = §ors[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 = §ors[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; }