📄 p_floor.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_floor.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// 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: p_floor.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Floor animation: raising stairs.////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_floor.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $";#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_eT_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 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 = 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((mobj_t *)&floor->sector->soundorg, sfx_pstop); }}//// HANDLE FLOOR TYPES//intEV_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 = 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 = 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!//intEV_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 = §ors[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 = 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 = 1; floor->sector = sec; floor->speed = speed; floor->floordestheight = height; ok = 1; break; } } while(ok); } return rtn;}
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