shithub: choc

ref: 7604a0956a73158e0f19a9437307556bc9b4ba56
dir: /src/strife/p_ceilng.c/

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// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program 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 2
// of the License, or (at your option) any later version.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:  Ceiling aninmation (lowering, crushing, raising)
//
//-----------------------------------------------------------------------------



#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"

//
// CEILINGS
//


ceiling_t*	activeceilings[MAXCEILINGS];


//
// T_MoveCeiling
//

void T_MoveCeiling (ceiling_t* ceiling)
{
    result_e	res;
	
    switch(ceiling->direction)
    {
      case 0:
	// IN STASIS
	break;
      case 1:
	// UP
	res = T_MovePlane(ceiling->sector,
			  ceiling->speed,
			  ceiling->topheight,
			  false,1,ceiling->direction);
	
	if (!(leveltime&7))
	{
	    switch(ceiling->type)
	    {
	      case silentCrushAndRaise:
		break;
	      default:
		S_StartSound(&ceiling->sector->soundorg, sfx_stnmov);
		// ?
		break;
	    }
	}
	
	if (res == pastdest)
	{
	    switch(ceiling->type)
	    {
	      case raiseToHighest:
		P_RemoveActiveCeiling(ceiling);
		break;
		
	      case silentCrushAndRaise:
		S_StartSound(&ceiling->sector->soundorg, sfx_pstop);
	      case fastCrushAndRaise:
	      case crushAndRaise:
		ceiling->direction = -1;
		break;
		
	      default:
		break;
	    }
	    
	}
	break;
	
      case -1:
	// DOWN
	res = T_MovePlane(ceiling->sector,
			  ceiling->speed,
			  ceiling->bottomheight,
			  ceiling->crush,1,ceiling->direction);
	
	if (!(leveltime&7))
	{
	    switch(ceiling->type)
	    {
	      case silentCrushAndRaise: break;
	      default:
		S_StartSound(&ceiling->sector->soundorg, sfx_stnmov);
	    }
	}
	
	if (res == pastdest)
	{
	    switch(ceiling->type)
	    {
	      case silentCrushAndRaise:
		S_StartSound(&ceiling->sector->soundorg, sfx_pstop);
	      case crushAndRaise:
		ceiling->speed = CEILSPEED;
	      case fastCrushAndRaise:
		ceiling->direction = 1;
		break;

	      case lowerAndCrush:
	      case lowerToFloor:
		P_RemoveActiveCeiling(ceiling);
		break;

	      default:
		break;
	    }
	}
	else // ( res != pastdest )
	{
	    if (res == crushed)
	    {
		switch(ceiling->type)
		{
		  case silentCrushAndRaise:
		  case crushAndRaise:
		  case lowerAndCrush:
		    ceiling->speed = CEILSPEED / 8;
		    break;

		  default:
		    break;
		}
	    }
	}
	break;
    }
}


//
// EV_DoCeiling
// Move a ceiling up/down and all around!
//
// haleyjd 10/04/10: [STRIFE] Changes:
// * Fast crushers were made 2x as fast.
// * lowerAndCrush was apparently "fixed" to actually crush, and was also
//   altered to lower all the way to the floor rather than remain 8 above.
int
EV_DoCeiling
( line_t*       line,
  ceiling_e     type )
{
    int         secnum;
    int         rtn;
    sector_t*   sec;
    ceiling_t*  ceiling;

    secnum = -1;
    rtn = 0;

    //	Reactivate in-stasis ceilings...for certain types.
    switch(type)
    {
    case fastCrushAndRaise:
    case silentCrushAndRaise:
    case crushAndRaise:
        P_ActivateInStasisCeiling(line);
    default:
        break;
    }

    while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
    {
        sec = &sectors[secnum];
        if (sec->specialdata)
            continue;

        // new door thinker
        rtn = 1;
        ceiling = Z_Malloc (sizeof(*ceiling), PU_LEVSPEC, 0);
        P_AddThinker (&ceiling->thinker);
        sec->specialdata = ceiling;
        ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
        ceiling->sector = sec;
        ceiling->crush = false;

        switch(type)
        {
        case fastCrushAndRaise:
            // [STRIFE]: Speed of fast crushers increased by 2x!
            ceiling->crush = true;
            ceiling->topheight = sec->ceilingheight;
            ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
            ceiling->direction = -1;
            ceiling->speed = CEILSPEED * 4; // [STRIFE] Was CEILSPEED * 2
            break;
        
        case lowerAndCrush:
            // [STRIFE] lowerAndCrush doesn't seem to have crushed in DOOM,
            // but it was certainly made to do so in Strife! It is also
            // changed to lower all the way to the floor.
            ceiling->crush = 1;
            ceiling->direction = -1;
            ceiling->speed = CEILSPEED;
            ceiling->bottomheight = sec->floorheight;
            break;

        case silentCrushAndRaise:
        case crushAndRaise:
            ceiling->crush = true;
            ceiling->topheight = sec->ceilingheight;

        case lowerToFloor:
            ceiling->bottomheight = sec->floorheight;
            if (type != lowerToFloor)
                ceiling->bottomheight += 8*FRACUNIT;
            ceiling->direction = -1;
            ceiling->speed = CEILSPEED;
            break;

        case raiseToHighest:
            ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
            ceiling->direction = 1;
            ceiling->speed = CEILSPEED;
            break;
        }

        ceiling->tag = sec->tag;
        ceiling->type = type;
        P_AddActiveCeiling(ceiling);
    }
    return rtn;
}


//
// Add an active ceiling
//
void P_AddActiveCeiling(ceiling_t* c)
{
    int		i;
    
    for (i = 0; i < MAXCEILINGS;i++)
    {
	if (activeceilings[i] == NULL)
	{
	    activeceilings[i] = c;
	    return;
	}
    }
}



//
// Remove a ceiling's thinker
//
void P_RemoveActiveCeiling(ceiling_t* c)
{
    int		i;
	
    for (i = 0;i < MAXCEILINGS;i++)
    {
	if (activeceilings[i] == c)
	{
	    activeceilings[i]->sector->specialdata = NULL;
	    P_RemoveThinker (&activeceilings[i]->thinker);
	    activeceilings[i] = NULL;
	    break;
	}
    }
}



//
// Restart a ceiling that's in-stasis
//
void P_ActivateInStasisCeiling(line_t* line)
{
    int		i;
	
    for (i = 0;i < MAXCEILINGS;i++)
    {
	if (activeceilings[i]
	    && (activeceilings[i]->tag == line->tag)
	    && (activeceilings[i]->direction == 0))
	{
	    activeceilings[i]->direction = activeceilings[i]->olddirection;
	    activeceilings[i]->thinker.function.acp1
	      = (actionf_p1)T_MoveCeiling;
	}
    }
}



//
// EV_CeilingCrushStop
// Stop a ceiling from crushing!
//
int	EV_CeilingCrushStop(line_t	*line)
{
    int		i;
    int		rtn;
	
    rtn = 0;
    for (i = 0;i < MAXCEILINGS;i++)
    {
	if (activeceilings[i]
	    && (activeceilings[i]->tag == line->tag)
	    && (activeceilings[i]->direction != 0))
	{
	    activeceilings[i]->olddirection = activeceilings[i]->direction;
	    activeceilings[i]->thinker.function.acv = (actionf_v)NULL;
	    activeceilings[i]->direction = 0;		// in-stasis
	    rtn = 1;
	}
    }
    

    return rtn;
}