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📄 p_ceilng.c

📁 The source code of Doom legacy for windows
💻 C
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// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_ceilng.c,v 1.8 2001/01/25 22:15:43 bpereira Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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.////// $Log: p_ceilng.c,v $// Revision 1.8  2001/01/25 22:15:43  bpereira// added heretic support//// Revision 1.7  2000/10/21 08:43:30  bpereira// no message//// Revision 1.6  2000/09/28 20:57:16  bpereira// no message//// Revision 1.5  2000/04/11 19:07:24  stroggonmeth// Finished my logs, fixed a crashing bug.//// Revision 1.4  2000/04/08 17:29:24  stroggonmeth// no message//// Revision 1.3  2000/04/04 00:32:46  stroggonmeth// Initial Boom compatability plus few misc changes all around.//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:  //      Ceiling aninmation (lowering, crushing, raising)////-----------------------------------------------------------------------------#include "doomdef.h"#include "p_local.h"#include "r_state.h"#include "s_sound.h"#include "z_zone.h"// ==========================================================================//                              CEILINGS// ==========================================================================// SoM: 3/6/2000: the list of ceilings moving currently, including crushersceilinglist_t *activeceilings;//ceiling_t*      activeceilings[MAXCEILINGS];int ceilmovesound = sfx_stnmov;//// T_MoveCeiling//void T_MoveCeiling (ceiling_t* ceiling){    result_e    res;    switch(ceiling->direction)    {      case 0:        // IN STASIS        break;      case 1:        // UP        res = T_MovePlane(ceiling->sector,                          ceiling->speed,                          ceiling->topheight,                          false,1,ceiling->direction);        if (!(leveltime % (8*NEWTICRATERATIO)))        {            switch(ceiling->type)            {              case silentCrushAndRaise:              case genSilentCrusher:                break;              default:                S_StartSound((mobj_t *)&ceiling->sector->soundorg,                             ceilmovesound);                // ?                break;            }        }        if (res == pastdest)        {            switch(ceiling->type)            {              case raiseToHighest:              case genCeiling: //SoM: 3/6/2000                P_RemoveActiveCeiling(ceiling);                break;              // SoM: 3/6/2000: movers with texture change, change the texture then get removed              case genCeilingChgT:              case genCeilingChg0:                ceiling->sector->special = ceiling->newspecial;                ceiling->sector->oldspecial = ceiling->oldspecial;              case genCeilingChg:                ceiling->sector->ceilingpic = ceiling->texture;                P_RemoveActiveCeiling(ceiling);                break;              case silentCrushAndRaise:                S_StartSound((mobj_t *)&ceiling->sector->soundorg,                             sfx_pstop);              case fastCrushAndRaise:              case genCrusher: // SoM: 3/6/2000              case genSilentCrusher:              case crushAndRaise:                ceiling->direction = -1;                break;              default:                break;            }        }        break;      case -1:        // DOWN        res = T_MovePlane(ceiling->sector,                          ceiling->speed,                          ceiling->bottomheight,                          ceiling->crush,1,ceiling->direction);        if (!(leveltime % (8*NEWTICRATERATIO)))        {            switch(ceiling->type)            {              case silentCrushAndRaise:              case genSilentCrusher:                break;              default:                S_StartSound((mobj_t *)&ceiling->sector->soundorg,                             ceilmovesound);            }        }        if (res == pastdest)        {            switch(ceiling->type) //SoM: 3/6/2000: Use boom code            {              case genSilentCrusher:              case genCrusher:                if (ceiling->oldspeed<CEILSPEED*3)                  ceiling->speed = ceiling->oldspeed;                ceiling->direction = 1;                break;                  // make platform stop at bottom of all crusher strokes              // except generalized ones, reset speed, start back up              case silentCrushAndRaise:                S_StartSound((mobj_t *)&ceiling->sector->soundorg,sfx_pstop);              case crushAndRaise:                 ceiling->speed = CEILSPEED;              case fastCrushAndRaise:                ceiling->direction = 1;                break;                            // in the case of ceiling mover/changer, change the texture              // then remove the active ceiling              case genCeilingChgT:              case genCeilingChg0:                ceiling->sector->special = ceiling->newspecial;                //jff add to fix bug in special transfers from changes                ceiling->sector->oldspecial = ceiling->oldspecial;              case genCeilingChg:                ceiling->sector->ceilingpic = ceiling->texture;                P_RemoveActiveCeiling(ceiling);                break;                  // all other case, just remove the active ceiling              case lowerAndCrush:              case lowerToFloor:              case lowerToLowest:              case lowerToMaxFloor:              case genCeiling:                P_RemoveActiveCeiling(ceiling);                break;                  default:                break;            }        }        else // ( res != pastdest )        {            if (res == crushed)            {                switch(ceiling->type)                {                  //SoM: 2/6/2000                  // slow down slow crushers on obstacle                  case genCrusher:                    case genSilentCrusher:                    if (ceiling->oldspeed < CEILSPEED*3)                      ceiling->speed = CEILSPEED / 8;                    break;                  case silentCrushAndRaise:                  case crushAndRaise:                  case lowerAndCrush:                    ceiling->speed = CEILSPEED / 8;                    break;                  default:                    break;                }            }        }        break;    }}//// EV_DoCeiling// Move a ceiling up/down and all around!//intEV_DoCeiling( line_t*       line,  ceiling_e     type ){    int         secnum;    int         rtn;    sector_t*   sec;    ceiling_t*  ceiling;    secnum = -1;    rtn = 0;    //  Reactivate in-stasis ceilings...for certain types.    // This restarts a crusher after it has been stopped    switch(type)    {      case fastCrushAndRaise:      case silentCrushAndRaise:      case crushAndRaise:        rtn = P_ActivateInStasisCeiling(line); //SoM: Return true if the crusher is activated      default:        break;    }    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)    {        sec = &sectors[secnum];        if (P_SectorActive(ceiling_special,sec))  //SoM: 3/6/2000            continue;        // new door thinker        rtn = 1;        ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);        P_AddThinker (&ceiling->thinker);        sec->ceilingdata = ceiling;        ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;        ceiling->sector = sec;        ceiling->crush = false;        switch(type)        {          case fastCrushAndRaise:            ceiling->crush = true;            ceiling->topheight = sec->ceilingheight;            ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);            ceiling->direction = -1;            ceiling->speed = CEILSPEED * 2;            break;          case silentCrushAndRaise:          case crushAndRaise:            ceiling->crush = true;            ceiling->topheight = sec->ceilingheight;          case lowerAndCrush:          case lowerToFloor:            ceiling->bottomheight = sec->floorheight;            if (type != lowerToFloor)                ceiling->bottomheight += 8*FRACUNIT;            ceiling->direction = -1;            ceiling->speed = CEILSPEED;            break;          case raiseToHighest:            ceiling->topheight = P_FindHighestCeilingSurrounding(sec);            ceiling->direction = 1;            ceiling->speed = CEILSPEED;            break;          //SoM: 3/6/2000: Added Boom types          case lowerToLowest:            ceiling->bottomheight = P_FindLowestCeilingSurrounding(sec);            ceiling->direction = -1;            ceiling->speed = CEILSPEED;            break;          case lowerToMaxFloor:            ceiling->bottomheight = P_FindHighestFloorSurrounding(sec);            ceiling->direction = -1;            ceiling->speed = CEILSPEED;            break;          default:            break;        }        ceiling->tag = sec->tag;        ceiling->type = type;        P_AddActiveCeiling(ceiling);    }    return rtn;}//// Add an active ceiling////SoM: 3/6/2000: Take advantage of the new Boom method for active ceilings.void P_AddActiveCeiling(ceiling_t* ceiling){  ceilinglist_t *list = malloc(sizeof *list);  list->ceiling = ceiling;  ceiling->list = list;  if ((list->next = activeceilings))    list->next->prev = &list->next;  list->prev = &activeceilings;  activeceilings = list;}//// Remove a ceiling's thinker//// SoM: 3/6/2000 :Use improved Boom code.void P_RemoveActiveCeiling(ceiling_t* ceiling){  ceilinglist_t *list = ceiling->list;  ceiling->sector->ceilingdata = NULL;  //jff 2/22/98  P_RemoveThinker(&ceiling->thinker);  if ((*list->prev = list->next))    list->next->prev = list->prev;  free(list);}//// Restart a ceiling that's in-stasis////SoM: 3/6/2000: Use improved boom codeint P_ActivateInStasisCeiling(line_t *line){  ceilinglist_t *cl;  int rtn=0;  for (cl=activeceilings; cl; cl=cl->next)  {    ceiling_t *ceiling = cl->ceiling;    if (ceiling->tag == line->tag && ceiling->direction == 0)    {      ceiling->direction = ceiling->olddirection;      ceiling->thinker.function.acp1 = (actionf_p1) T_MoveCeiling;      rtn=1;    }  }  return rtn;}//// EV_CeilingCrushStop// Stop a ceiling from crushing!////SoM: 3/6/2000: use improved Boom codeint EV_CeilingCrushStop(line_t* line){  int rtn=0;  ceilinglist_t *cl;  for (cl=activeceilings; cl; cl=cl->next)  {    ceiling_t *ceiling = cl->ceiling;    if (ceiling->direction != 0 && ceiling->tag == line->tag)    {      ceiling->olddirection = ceiling->direction;      ceiling->direction = 0;      ceiling->thinker.function.acv = (actionf_v)NULL;      rtn=1;    }  }  return rtn;}// SoM: 3/6/2000: Extra, boom only function.//// P_RemoveAllActiveCeilings()//// Removes all ceilings from the active ceiling list//// Passed nothing, returns nothing//void P_RemoveAllActiveCeilings(void){  while (activeceilings)  {      ceilinglist_t *next = activeceilings->next;    free(activeceilings);    activeceilings = next;  }}

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