mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
582 lines
13 KiB
C++
582 lines
13 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 "z_zone.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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// FLOORS
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//
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//
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// Move a plane (floor or ceiling) and check for crushing
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//
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result_e
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T_MovePlane
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( sector_t* sector,
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fixed_t speed,
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fixed_t dest,
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qboolean crush,
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int floorOrCeiling,
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int direction )
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{
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qboolean flag;
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fixed_t lastpos;
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switch( floorOrCeiling )
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{
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case 0:
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// FLOOR
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switch( direction )
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{
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case -1:
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// DOWN
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if( sector->floorheight - speed < dest )
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{
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lastpos = sector->floorheight;
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sector->floorheight = dest;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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sector->floorheight = lastpos;
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P_ChangeSector( sector, crush );
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->floorheight;
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sector->floorheight -= speed;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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sector->floorheight = lastpos;
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P_ChangeSector( sector, crush );
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return crushed;
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}
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}
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break;
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case 1:
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// UP
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if( sector->floorheight + speed > dest )
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{
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lastpos = sector->floorheight;
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sector->floorheight = dest;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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sector->floorheight = lastpos;
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P_ChangeSector( sector, crush );
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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// COULD GET CRUSHED
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lastpos = sector->floorheight;
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sector->floorheight += speed;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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if( crush == true )
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{
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return crushed;
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}
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sector->floorheight = lastpos;
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P_ChangeSector( sector, crush );
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return crushed;
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}
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}
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break;
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}
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break;
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case 1:
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// CEILING
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switch( direction )
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{
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case -1:
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// DOWN
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if( sector->ceilingheight - speed < dest )
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = dest;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector( sector, crush );
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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// COULD GET CRUSHED
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lastpos = sector->ceilingheight;
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sector->ceilingheight -= speed;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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if( crush == true )
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{
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return crushed;
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}
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sector->ceilingheight = lastpos;
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P_ChangeSector( sector, crush );
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return crushed;
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}
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}
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break;
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case 1:
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// UP
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if( sector->ceilingheight + speed > dest )
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = dest;
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flag = P_ChangeSector( sector, crush );
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if( flag == true )
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector( sector, crush );
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight += speed;
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flag = P_ChangeSector( sector, crush );
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// UNUSED
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#if 0
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if( flag == true )
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector( sector, crush );
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return crushed;
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}
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#endif
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}
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break;
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}
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break;
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}
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return ok;
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}
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//
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// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
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//
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void T_MoveFloor( floormove_t* floor )
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{
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result_e res;
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res = T_MovePlane( floor->sector,
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floor->speed,
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floor->floordestheight,
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floor->crush, 0, floor->direction );
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if( !( ::g->leveltime & 7 ) )
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S_StartSound( &floor->sector->soundorg,
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sfx_stnmov );
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if( res == pastdest )
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{
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floor->sector->specialdata = NULL;
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if( floor->direction == 1 )
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{
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switch( floor->type )
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{
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case donutRaise:
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floor->sector->special = floor->newspecial;
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floor->sector->floorpic = floor->texture;
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default:
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break;
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}
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}
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else if( floor->direction == -1 )
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{
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switch( floor->type )
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{
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case lowerAndChange:
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floor->sector->special = floor->newspecial;
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floor->sector->floorpic = floor->texture;
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default:
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break;
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}
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}
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P_RemoveThinker( &floor->thinker );
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S_StartSound( &floor->sector->soundorg,
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sfx_pstop );
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}
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}
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//
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// HANDLE FLOOR TYPES
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//
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int
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EV_DoFloor
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( line_t* line,
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floor_e floortype )
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{
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int secnum;
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int rtn;
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int i;
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sector_t* sec;
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floormove_t* floor;
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secnum = -1;
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rtn = 0;
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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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// ALREADY MOVING? IF SO, KEEP GOING...
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if( sec->specialdata )
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{
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continue;
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}
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// new floor thinker
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rtn = 1;
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floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 0 );
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P_AddThinker( &floor->thinker );
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sec->specialdata = floor;
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floor->thinker.function.acp1 = ( actionf_p1 ) T_MoveFloor;
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floor->type = floortype;
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floor->crush = false;
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switch( floortype )
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{
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case lowerFloor:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindHighestFloorSurrounding( sec );
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break;
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case lowerFloorToLowest:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestFloorSurrounding( sec );
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break;
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case turboLower:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED * 4;
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floor->floordestheight =
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P_FindHighestFloorSurrounding( sec );
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if( floor->floordestheight != sec->floorheight )
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{
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floor->floordestheight += 8 * FRACUNIT;
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}
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break;
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case raiseFloorCrush:
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floor->crush = true;
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case raiseFloor:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestCeilingSurrounding( sec );
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if( floor->floordestheight > sec->ceilingheight )
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{
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floor->floordestheight = sec->ceilingheight;
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}
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floor->floordestheight -= ( 8 * FRACUNIT ) *
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( floortype == raiseFloorCrush );
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break;
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case raiseFloorTurbo:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED * 4;
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floor->floordestheight =
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P_FindNextHighestFloor( sec, sec->floorheight );
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break;
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case raiseFloorToNearest:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindNextHighestFloor( sec, sec->floorheight );
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break;
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case raiseFloor24:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = floor->sector->floorheight +
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24 * FRACUNIT;
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break;
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case raiseFloor512:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = floor->sector->floorheight +
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512 * FRACUNIT;
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break;
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case raiseFloor24AndChange:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = floor->sector->floorheight +
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24 * FRACUNIT;
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sec->floorpic = line->frontsector->floorpic;
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sec->special = line->frontsector->special;
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break;
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case raiseToTexture:
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{
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int minsize = MAXINT;
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side_t* side;
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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for( i = 0; i < sec->linecount; i++ )
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{
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if( twoSided( secnum, i ) )
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{
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side = getSide( secnum, i, 0 );
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if( side->bottomtexture >= 0 )
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if( ::g->s_textureheight[side->bottomtexture] <
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minsize )
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minsize =
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::g->s_textureheight[side->bottomtexture];
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side = getSide( secnum, i, 1 );
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if( side->bottomtexture >= 0 )
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if( ::g->s_textureheight[side->bottomtexture] <
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minsize )
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minsize =
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::g->s_textureheight[side->bottomtexture];
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}
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}
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floor->floordestheight =
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floor->sector->floorheight + minsize;
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}
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break;
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case lowerAndChange:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestFloorSurrounding( sec );
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floor->texture = sec->floorpic;
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for( i = 0; i < sec->linecount; i++ )
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{
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if( twoSided( secnum, i ) )
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{
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if( getSide( secnum, i, 0 )->sector -::g->sectors == secnum )
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{
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sec = getSector( secnum, i, 1 );
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if( sec->floorheight == floor->floordestheight )
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{
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floor->texture = sec->floorpic;
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floor->newspecial = sec->special;
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break;
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}
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}
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else
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{
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sec = getSector( secnum, i, 0 );
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if( sec->floorheight == floor->floordestheight )
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{
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floor->texture = sec->floorpic;
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floor->newspecial = sec->special;
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break;
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}
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}
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}
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}
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default:
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break;
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}
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}
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return rtn;
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}
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//
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// BUILD A STAIRCASE!
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//
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int
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EV_BuildStairs
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( line_t* line,
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stair_e type )
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{
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int secnum;
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int height;
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int i;
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int newsecnum;
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int texture;
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int ok;
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int rtn;
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sector_t* sec;
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sector_t* tsec;
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floormove_t* floor;
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fixed_t stairsize = 0;
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fixed_t speed = 0;
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secnum = -1;
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rtn = 0;
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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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// ALREADY MOVING? IF SO, KEEP GOING...
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if( sec->specialdata )
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{
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continue;
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}
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// new floor thinker
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rtn = 1;
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floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 0 );
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P_AddThinker( &floor->thinker );
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sec->specialdata = floor;
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floor->thinker.function.acp1 = ( actionf_p1 ) T_MoveFloor;
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floor->direction = 1;
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floor->sector = sec;
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switch( type )
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{
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case build8:
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speed = FLOORSPEED / 4;
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stairsize = 8 * FRACUNIT;
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break;
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case turbo16:
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speed = FLOORSPEED * 4;
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stairsize = 16 * FRACUNIT;
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break;
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}
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floor->speed = speed;
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height = sec->floorheight + stairsize;
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floor->floordestheight = height;
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texture = sec->floorpic;
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// Find next sector to raise
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// 1. Find 2-sided line with same sector side[0]
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// 2. Other side is the next sector to raise
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do
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{
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ok = 0;
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for( i = 0; i < sec->linecount; i++ )
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{
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if( !( ( sec->lines[i] )->flags & ML_TWOSIDED ) )
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{
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continue;
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}
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tsec = ( sec->lines[i] )->frontsector;
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newsecnum = tsec -::g->sectors;
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if( secnum != newsecnum )
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{
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continue;
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}
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tsec = ( sec->lines[i] )->backsector;
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newsecnum = tsec - ::g->sectors;
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if( tsec->floorpic != texture )
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{
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continue;
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}
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height += stairsize;
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if( tsec->specialdata )
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{
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continue;
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}
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sec = tsec;
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secnum = newsecnum;
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floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 0 );
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P_AddThinker( &floor->thinker );
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sec->specialdata = floor;
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floor->thinker.function.acp1 = ( actionf_p1 ) T_MoveFloor;
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = speed;
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floor->floordestheight = height;
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ok = 1;
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break;
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}
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}
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while( ok );
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}
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return rtn;
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}
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