mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
319 lines
7.3 KiB
C++
319 lines
7.3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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// Data.
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#include "sounds.h"
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//
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// Move a plat up and down
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//
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void T_PlatRaise(plat_t* plat)
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{
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result_e res;
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switch(plat->status)
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{
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case up:
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res = T_MovePlane(plat->sector,
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plat->speed,
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plat->high,
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plat->crush,0,1);
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if (plat->type == raiseAndChange
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|| plat->type == raiseToNearestAndChange)
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{
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if (!(::g->leveltime&7))
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S_StartSound( &plat->sector->soundorg,
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sfx_stnmov);
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}
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if (res == crushed && (!plat->crush))
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{
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plat->count = plat->wait;
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plat->status = down;
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S_StartSound( &plat->sector->soundorg,
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sfx_pstart);
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}
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else
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{
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if (res == pastdest)
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{
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plat->count = plat->wait;
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plat->status = waiting;
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S_StartSound( &plat->sector->soundorg,
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sfx_pstop);
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switch(plat->type)
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{
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case blazeDWUS:
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case downWaitUpStay:
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P_RemoveActivePlat(plat);
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break;
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case raiseAndChange:
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case raiseToNearestAndChange:
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P_RemoveActivePlat(plat);
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break;
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default:
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break;
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}
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}
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}
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break;
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case down:
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res = T_MovePlane(plat->sector,plat->speed,plat->low,false,0,-1);
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if (res == pastdest)
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{
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plat->count = plat->wait;
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plat->status = waiting;
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S_StartSound( &plat->sector->soundorg,sfx_pstop);
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}
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break;
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case waiting:
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if (!--plat->count)
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{
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if (plat->sector->floorheight == plat->low)
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plat->status = up;
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else
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plat->status = down;
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S_StartSound( &plat->sector->soundorg,sfx_pstart);
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}
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case in_stasis:
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break;
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}
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}
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//
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// Do Platforms
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// "amount" is only used for SOME platforms.
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//
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int
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EV_DoPlat
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( line_t* line,
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plattype_e type,
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int amount )
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{
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plat_t* plat;
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int secnum;
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int rtn;
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sector_t* sec;
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secnum = -1;
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rtn = 0;
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// Activate all <type> plats that are in_stasis
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switch(type)
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{
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case perpetualRaise:
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P_ActivateInStasis(line->tag);
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break;
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default:
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break;
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}
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = &::g->sectors[secnum];
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if (sec->specialdata)
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continue;
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// Find lowest & highest floors around sector
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rtn = 1;
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plat = (plat_t*)DoomLib::Z_Malloc( sizeof(*plat), PU_LEVEL, 0);
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P_AddThinker(&plat->thinker);
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plat->type = type;
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plat->sector = sec;
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plat->sector->specialdata = plat;
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plat->thinker.function.acp1 = (actionf_p1) T_PlatRaise;
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plat->crush = false;
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plat->tag = line->tag;
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switch(type)
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{
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case raiseToNearestAndChange:
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plat->speed = PLATSPEED/2;
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sec->floorpic = ::g->sides[line->sidenum[0]].sector->floorpic;
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plat->high = P_FindNextHighestFloor(sec,sec->floorheight);
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plat->wait = 0;
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plat->status = up;
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// NO MORE DAMAGE, IF APPLICABLE
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sec->special = 0;
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S_StartSound( &sec->soundorg,sfx_stnmov);
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break;
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case raiseAndChange:
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plat->speed = PLATSPEED/2;
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sec->floorpic = ::g->sides[line->sidenum[0]].sector->floorpic;
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plat->high = sec->floorheight + amount*FRACUNIT;
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plat->wait = 0;
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plat->status = up;
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S_StartSound( &sec->soundorg,sfx_stnmov);
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break;
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case downWaitUpStay:
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plat->speed = PLATSPEED * 4;
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plat->low = P_FindLowestFloorSurrounding(sec);
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if (plat->low > sec->floorheight)
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plat->low = sec->floorheight;
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plat->high = sec->floorheight;
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plat->wait = TICRATE*PLATWAIT;
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plat->status = down;
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S_StartSound( &sec->soundorg,sfx_pstart);
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break;
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case blazeDWUS:
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plat->speed = PLATSPEED * 8;
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plat->low = P_FindLowestFloorSurrounding(sec);
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if (plat->low > sec->floorheight)
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plat->low = sec->floorheight;
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plat->high = sec->floorheight;
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plat->wait = TICRATE*PLATWAIT;
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plat->status = down;
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S_StartSound( &sec->soundorg,sfx_pstart);
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break;
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case perpetualRaise:
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plat->speed = PLATSPEED;
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plat->low = P_FindLowestFloorSurrounding(sec);
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if (plat->low > sec->floorheight)
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plat->low = sec->floorheight;
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plat->high = P_FindHighestFloorSurrounding(sec);
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if (plat->high < sec->floorheight)
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plat->high = sec->floorheight;
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plat->wait = TICRATE*PLATWAIT;
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plat->status = (plat_e)(P_Random()&1);
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S_StartSound( &sec->soundorg,sfx_pstart);
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break;
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}
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P_AddActivePlat(plat);
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}
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return rtn;
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}
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void P_ActivateInStasis(int tag)
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{
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int i;
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for (i = 0;i < MAXPLATS;i++)
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if (::g->activeplats[i]
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&& (::g->activeplats[i])->tag == tag
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&& (::g->activeplats[i])->status == in_stasis)
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{
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(::g->activeplats[i])->status = (::g->activeplats[i])->oldstatus;
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(::g->activeplats[i])->thinker.function.acp1
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= (actionf_p1) T_PlatRaise;
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}
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}
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void EV_StopPlat(line_t* line)
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{
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int j;
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for (j = 0;j < MAXPLATS;j++)
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if (::g->activeplats[j]
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&& ((::g->activeplats[j])->status != in_stasis)
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&& ((::g->activeplats[j])->tag == line->tag))
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{
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(::g->activeplats[j])->oldstatus = (::g->activeplats[j])->status;
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(::g->activeplats[j])->status = in_stasis;
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(::g->activeplats[j])->thinker.function.acv = (actionf_v)NULL;
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}
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}
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void P_AddActivePlat(plat_t* plat)
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{
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int i;
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for (i = 0;i < MAXPLATS;i++)
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if (::g->activeplats[i] == NULL)
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{
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::g->activeplats[i] = plat;
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return;
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}
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I_Error ("P_AddActivePlat: no more plats!");
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}
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void P_RemoveActivePlat(plat_t* plat)
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{
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int i;
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for (i = 0;i < MAXPLATS;i++)
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if (plat == ::g->activeplats[i])
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{
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(::g->activeplats[i])->sector->specialdata = NULL;
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P_RemoveThinker(&(::g->activeplats[i])->thinker);
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::g->activeplats[i] = NULL;
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return;
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}
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I_Error ("P_RemoveActivePlat: can't find plat!");
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}
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