#include "doomdef.h" #include "p_local.h" #include "soundst.h" #ifdef GL_HERETIC #include "gl_struct.h" #endif /* //================================================================== //================================================================== // // FLOORS // //================================================================== //================================================================== */ /* //================================================================== // // Move a plane (floor or ceiling) and check for crushing // //================================================================== */ result_e T_MovePlane(sector_t *sector,fixed_t speed, fixed_t dest,boolean crush,int floorOrCeiling,int direction) { boolean flag; fixed_t lastpos; #ifdef WALL_ARRAY sector->Prevfloorheight=sector->floorheight; sector->Prevceilingheight=sector->ceilingheight; #endif 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; */ } #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif return pastdest; } else { lastpos = sector->floorheight; sector->floorheight -= speed; flag = P_ChangeSector(sector,crush); if (flag == true) { sector->floorheight = lastpos; P_ChangeSector(sector,crush); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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; */ } #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif return pastdest; } else /* COULD GET CRUSHED */ { lastpos = sector->floorheight; sector->floorheight += speed; flag = P_ChangeSector(sector,crush); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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); #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif #if 0 if (flag == true) { sector->ceilingheight = lastpos; P_ChangeSector(sector,crush); return crushed; } #endif } break; } break; } #ifdef GL_HERETIC fn_vGLUpdateSector(sector); #endif 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_dormov); } if (res == pastdest) { floor->sector->specialdata = NULL; if(floor->type == raiseBuildStep) { S_StartSound((mobj_t *)&floor->sector->soundorg, sfx_pstop); } if (floor->direction == 1) switch(floor->type) { case donutRaise: floor->sector->special = floor->newspecial; floor->sector->floorpic = floor->texture; #ifdef GL_HERETIC GL_vSetFloorTexture(floor->sector->iSectorID,floor->texture); #endif default: break; } else if (floor->direction == -1) switch(floor->type) { case lowerAndChange: floor->sector->special = floor->newspecial; floor->sector->floorpic = floor->texture; #ifdef GL_HERETIC GL_vSetFloorTexture(floor->sector->iSectorID,floor->texture); #endif default: break; } P_RemoveThinker(&floor->thinker); } } /* //================================================================== // // 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 = §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 = (8*FRACUNIT) + P_FindHighestFloorSurrounding(sec); 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 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 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); floor->texture = sec->floorpic; floor->newspecial = sec->special; break; } else { sec = getSector(secnum,i,0); floor->texture = sec->floorpic; floor->newspecial = sec->special; break; } } default: break; } } return rtn; } /* //================================================================== // // BUILD A STAIRCASE! // //================================================================== */ int EV_BuildStairs(line_t *line, fixed_t stepDelta) { int secnum; int height; int i; int newsecnum; int texture; int ok; int rtn; sector_t *sec, *tsec; 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; height = sec->floorheight+stepDelta; 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 = raiseBuildStep; floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; 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 += stepDelta; 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->type = raiseBuildStep; floor->direction = 1; floor->sector = sec; floor->speed = FLOORSPEED; floor->floordestheight = height; ok = 1; break; } } while(ok); } return(rtn); }