Source to src/p_floor.c
#include "DoomDef.h"
#include "P_local.h"
#include "soundst.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,boolean crush,int floorOrCeiling,int direction)
{
boolean 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);
#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(!(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;
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);
}
}
//==================================================================
//
// 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 = 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 = 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 = T_MoveFloor;
floor->type = raiseBuildStep;
floor->direction = 1;
floor->sector = sec;
floor->speed = FLOORSPEED;
floor->floordestheight = height;
ok = 1;
break;
}
} while(ok);
}
return(rtn);
}