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doom3-bfg/doomclassic/doom/p_floor.cpp
2022-09-05 22:25:33 +02:00

582 lines
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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#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_e
T_MovePlane
( sector_t* sector,
fixed_t speed,
fixed_t dest,
qboolean crush,
int floorOrCeiling,
int direction )
{
qboolean 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( !( ::g->leveltime & 7 ) )
S_StartSound( &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( &floor->sector->soundorg,
sfx_pstop );
}
}
//
// 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 = &::g->sectors[secnum];
// ALREADY MOVING? IF SO, KEEP GOING...
if( sec->specialdata )
{
continue;
}
// new floor thinker
rtn = 1;
floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 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( ::g->s_textureheight[side->bottomtexture] <
minsize )
minsize =
::g->s_textureheight[side->bottomtexture];
side = getSide( secnum, i, 1 );
if( side->bottomtexture >= 0 )
if( ::g->s_textureheight[side->bottomtexture] <
minsize )
minsize =
::g->s_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 -::g->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!
//
int
EV_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 = 0;
fixed_t speed = 0;
secnum = -1;
rtn = 0;
while( ( secnum = P_FindSectorFromLineTag( line, secnum ) ) >= 0 )
{
sec = &::g->sectors[secnum];
// ALREADY MOVING? IF SO, KEEP GOING...
if( sec->specialdata )
{
continue;
}
// new floor thinker
rtn = 1;
floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 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 -::g->sectors;
if( secnum != newsecnum )
{
continue;
}
tsec = ( sec->lines[i] )->backsector;
newsecnum = tsec - ::g->sectors;
if( tsec->floorpic != texture )
{
continue;
}
height += stairsize;
if( tsec->specialdata )
{
continue;
}
sec = tsec;
secnum = newsecnum;
floor = ( floormove_t* )DoomLib::Z_Malloc( sizeof( *floor ), PU_LEVEL, 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;
}