mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 14:51:46 +00:00
- cleaned up ceiling creation and moved the Create function out of the DCeiling class.
- did the same for floors so that FraggleScript no longer needs access to the thinkers themselves.
This commit is contained in:
parent
caae61de4c
commit
bc7e159be0
5 changed files with 287 additions and 318 deletions
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@ -26,6 +26,7 @@ class DMover : public DSectorEffect
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HAS_OBJECT_POINTERS
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public:
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DMover (sector_t *sector);
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void StopInterpolation(bool force = false);
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protected:
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TObjPtr<DInterpolation> interpolation;
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private:
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@ -33,7 +34,6 @@ protected:
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DMover ();
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void Serialize (FArchive &arc);
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void Destroy();
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void StopInterpolation(bool force = false);
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};
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class DMovingFloor : public DMover
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@ -1596,35 +1596,6 @@ void FParser::SF_FloorHeight(void)
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}
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//=============================================================================
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//
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//
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//=============================================================================
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class DMoveFloor : public DFloor
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{
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public:
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DMoveFloor(sector_t * sec,double moveheight,int _m_Direction,int crush,double movespeed)
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: DFloor(sec)
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{
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m_Type = floorRaiseByValue;
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m_Crush = crush;
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m_Speed=movespeed;
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m_Direction = _m_Direction;
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m_FloorDestDist = moveheight;
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// Do not interpolate instant movement floors.
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double movedist = fabs(-sec->floorplane.fD() - moveheight);
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if (m_Speed >= movedist)
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{
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StopInterpolation(true);
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}
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StartFloorSound();
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}
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};
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//==========================================================================
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//
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//
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@ -1634,7 +1605,6 @@ public:
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void FParser::SF_MoveFloor(void)
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{
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int secnum = -1;
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sector_t *sec;
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int tagnum, crush;
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double platspeed = 1, destheight;
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@ -1650,12 +1620,7 @@ void FParser::SF_MoveFloor(void)
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FSSectorTagIterator itr(tagnum);
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while ((secnum = itr.Next()) >= 0)
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{
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sec = §ors[secnum];
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// Don't start a second thinker on the same floor
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if (sec->floordata) continue;
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new DMoveFloor(sec, sec->floorplane.PointToDist(sec->centerspot, destheight),
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destheight < sec->CenterFloor() ? -1 : 1, crush, platspeed);
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P_CreateFloor(§ors[secnum], DFloor::floorMoveToValue, NULL, platspeed, destheight, crush, 0, false, false);
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}
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}
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}
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@ -1729,7 +1694,6 @@ void FParser::SF_CeilingHeight(void)
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void FParser::SF_MoveCeiling(void)
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{
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int secnum = -1;
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sector_t *sec;
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int tagnum;
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double platspeed = 1, destheight;
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int crush;
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@ -1747,11 +1711,7 @@ void FParser::SF_MoveCeiling(void)
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FSSectorTagIterator itr(tagnum);
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while ((secnum = itr.Next()) >= 0)
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{
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sec = §ors[secnum];
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// Don't start a second thinker on the same floor
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if (sec->ceilingdata) continue;
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DCeiling::Create(sec, DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
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P_CreateCeiling(§ors[secnum], DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
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}
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}
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}
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@ -142,7 +142,7 @@ void DCeiling::Tick ()
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case DCeiling::ceilCrushAndRaise:
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m_Direction = -1;
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m_Speed = m_Speed1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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@ -173,8 +173,8 @@ void DCeiling::Tick ()
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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m_Speed = m_Speed2;
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m_Direction = 1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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@ -202,8 +202,8 @@ void DCeiling::Tick ()
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilLowerAndCrush:
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilLowerAndCrush:
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if (m_CrushMode == ECrushMode::crushSlowdown)
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m_Speed = 1. / 8;
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break;
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@ -244,9 +244,9 @@ DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
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//
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//============================================================================
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DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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double speed, double speed2, double height,
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int crush, int silent, int change, ECrushMode hexencrush)
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int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
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{
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double targheight = 0; // Silence, GCC
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@ -262,35 +262,35 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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switch (type)
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{
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case ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.fD();
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case ceilLowerAndCrush:
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case DCeiling::ceilLowerAndCrush:
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight += height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToHighest:
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerByValue:
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case DCeiling::ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseByValue:
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case DCeiling::ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilMoveToValue:
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case DCeiling::ceilMoveToValue:
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{
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double diff = height - sec->ceilingplane.ZatPoint (spot);
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@ -308,81 +308,81 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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}
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break;
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case ceilLowerToHighestFloor:
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToHighestFloor:
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerInstant:
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case DCeiling::ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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break;
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case ceilRaiseInstant:
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case DCeiling::ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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break;
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case ceilLowerToNearest:
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToNearest:
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToLowest:
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToLowest:
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToFloor:
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToFloor: // [RH] What's this for?
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case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToHighest:
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case DCeiling::ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilLowerByTexture:
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case DCeiling::ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseByTexture:
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case DCeiling::ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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@ -426,9 +426,9 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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//jff 5/23/98 find model with floor at target height if target
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//is a floor type
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modelsec = (/*type == ceilRaiseToHighest ||*/
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type == ceilRaiseToFloor ||
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type == DCeiling::ceilRaiseToFloor ||
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/*type == ceilLowerToHighest ||*/
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type == ceilLowerToFloor) ?
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type == DCeiling::ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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if (modelsec != NULL)
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@ -438,14 +438,14 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial.Clear();
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ceiling->m_Type = genCeilingChg0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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sec->GetSpecial(&ceiling->m_NewSpecial);
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ceiling->m_Type = genCeilingChgT;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = genCeilingChg;
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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@ -457,21 +457,21 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial.Clear();
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ceiling->m_Type = genCeilingChg0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
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ceiling->m_Type = genCeilingChgT;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = genCeilingChg;
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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}
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ceiling->PlayCeilingSound ();
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return ceiling;
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return ceiling != NULL;
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}
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//============================================================================
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@ -502,7 +502,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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// [RH] Hack to let manual crushers be retriggerable, too
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tag ^= secnum | 0x1000000;
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P_ActivateInStasisCeiling (tag);
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return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
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return P_CreateCeiling(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
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}
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// Reactivate in-stasis ceilings...for certain types.
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@ -516,7 +516,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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rtn |= !!DCeiling::Create(§ors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
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rtn |= P_CreateCeiling(§ors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
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}
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return rtn;
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}
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470
src/p_floor.cpp
470
src/p_floor.cpp
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@ -271,6 +271,244 @@ DFloor::DFloor (sector_t *sec)
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{
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
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{
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bool rtn;
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DFloor* floor;
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double ceilingheight;
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double newheight;
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vertex_t *spot, *spot2;
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// ALREADY MOVING? IF SO, KEEP GOING...
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if (sec->PlaneMoving(sector_t::floor))
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{
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return false;
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}
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// new floor thinker
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rtn = true;
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floor = new DFloor(sec);
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floor->m_Type = floortype;
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floor->m_Crush = crush;
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floor->m_Hexencrush = hexencrush;
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floor->m_Speed = speed;
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floor->m_ResetCount = 0; // [RH]
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floor->m_OrgDist = sec->floorplane.fD(); // [RH]
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switch (floortype)
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{
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case DFloor::floorLowerToHighest:
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floor->m_Direction = -1;
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newheight = sec->FindHighestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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// [RH] DOOM's turboLower type did this. I've just extended it
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// to be applicable to all LowerToHighest types.
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if (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight + height);
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break;
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case DFloor::floorLowerToLowest:
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floor->m_Direction = -1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToNearest:
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//jff 02/03/30 support lowering floor to next lowest floor
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floor->m_Direction = -1;
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newheight = sec->FindNextLowestFloor(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerInstant:
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floor->m_Speed = height;
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case DFloor::floorLowerByValue:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseInstant:
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floor->m_Speed = height;
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case DFloor::floorRaiseByValue:
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floor->m_Direction = 1;
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newheight = sec->CenterFloor() + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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||||
|
||||
case DFloor::floorMoveToValue:
|
||||
sec->FindHighestFloorPoint(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, height);
|
||||
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndCrushDoom:
|
||||
case DFloor::floorRaiseToLowestCeiling:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingSurrounding(&spot);
|
||||
if (floortype == DFloor::floorRaiseAndCrushDoom)
|
||||
newheight -= 8;
|
||||
ceilingheight = sec->FindLowestCeilingPoint(&spot2);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
if (sec->floorplane.ZatPointDist(spot2, floor->m_FloorDestDist) > ceilingheight)
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot2,
|
||||
floortype == DFloor::floorRaiseAndCrushDoom ? ceilingheight - 8 : ceilingheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToHighest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindHighestFloorSurrounding(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToNearest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindNextHighestFloor(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToLowest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestFloorSurrounding(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndCrush:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingPoint(&spot) - 8;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToCeiling:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingPoint(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToLowestCeiling:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestCeilingSurrounding(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerByTexture:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToCeiling:
|
||||
// [RH] Essentially instantly raises the floor to the ceiling
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestCeilingPoint(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseByTexture:
|
||||
floor->m_Direction = 1;
|
||||
// [RH] Use P_FindShortestTextureAround from BOOM to do this
|
||||
// since the code is identical to what was here. (Oddly
|
||||
// enough, BOOM preserved the code here even though it
|
||||
// also had this function.)
|
||||
newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndChange:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->CenterFloor() + height;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||
if (line != NULL)
|
||||
{
|
||||
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
||||
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
||||
sec->TransferSpecial(line->frontsector);
|
||||
}
|
||||
else
|
||||
{
|
||||
sec->ClearSpecial();
|
||||
}
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerAndChange:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestFloorSurrounding(&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||
floor->m_Texture = sec->GetTexture(sector_t::floor);
|
||||
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
|
||||
// in case no surrounding sector is at floordestheight
|
||||
sec->GetSpecial(&floor->m_NewSpecial);
|
||||
|
||||
//jff 5/23/98 use model subroutine to unify fixes and handling
|
||||
sector_t *modelsec;
|
||||
modelsec = sec->FindModelFloorSector(newheight);
|
||||
if (modelsec != NULL)
|
||||
{
|
||||
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
|
||||
modelsec->GetSpecial(&floor->m_NewSpecial);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Do not interpolate instant movement floors.
|
||||
bool silent = false;
|
||||
|
||||
if ((floor->m_Direction > 0 && floor->m_FloorDestDist > sec->floorplane.fD()) || // moving up but going down
|
||||
(floor->m_Direction < 0 && floor->m_FloorDestDist < sec->floorplane.fD()) || // moving down but going up
|
||||
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
|
||||
{
|
||||
floor->StopInterpolation(true);
|
||||
|
||||
// [Graf Zahl]
|
||||
// Don't make sounds for instant movement hacks but make an exception for
|
||||
// switches that activate their own back side.
|
||||
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
|
||||
{
|
||||
if (!line || !(line->activation & (SPAC_Use | SPAC_Push)) || line->backsector != sec)
|
||||
silent = true;
|
||||
}
|
||||
}
|
||||
if (!silent) floor->StartFloorSound();
|
||||
|
||||
if (change & 3)
|
||||
{
|
||||
// [RH] Need to do some transferring
|
||||
if (change & 4)
|
||||
{
|
||||
// Numeric model change
|
||||
sector_t *modelsec;
|
||||
|
||||
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
|
||||
floortype == DFloor::floorLowerToLowestCeiling ||
|
||||
floortype == DFloor::floorRaiseToCeiling ||
|
||||
floortype == DFloor::floorLowerToCeiling) ?
|
||||
sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
|
||||
sec->FindModelFloorSector(-floor->m_FloorDestDist);
|
||||
|
||||
if (modelsec != NULL)
|
||||
{
|
||||
floor->SetFloorChangeType(modelsec, change);
|
||||
}
|
||||
}
|
||||
else if (line)
|
||||
{
|
||||
// Trigger model change
|
||||
floor->SetFloorChangeType(line->frontsector, change);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// HANDLE FLOOR TYPES
|
||||
|
@ -283,241 +521,13 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
|||
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
|
||||
{
|
||||
int secnum;
|
||||
bool rtn;
|
||||
sector_t* sec;
|
||||
DFloor* floor;
|
||||
double ceilingheight;
|
||||
double newheight;
|
||||
vertex_t *spot, *spot2;
|
||||
|
||||
rtn = false;
|
||||
bool rtn = false;
|
||||
|
||||
// check if a manual trigger; if so do just the sector on the backside
|
||||
FSectorTagIterator it(tag, line);
|
||||
while ((secnum = it.Next()) >= 0)
|
||||
{
|
||||
sec = §ors[secnum];
|
||||
// ALREADY MOVING? IF SO, KEEP GOING...
|
||||
if (sec->PlaneMoving(sector_t::floor))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// new floor thinker
|
||||
rtn = true;
|
||||
floor = new DFloor (sec);
|
||||
floor->m_Type = floortype;
|
||||
floor->m_Crush = crush;
|
||||
floor->m_Hexencrush = hexencrush;
|
||||
floor->m_Speed = speed;
|
||||
floor->m_ResetCount = 0; // [RH]
|
||||
floor->m_OrgDist = sec->floorplane.fD(); // [RH]
|
||||
|
||||
switch (floortype)
|
||||
{
|
||||
case DFloor::floorLowerToHighest:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindHighestFloorSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
// [RH] DOOM's turboLower type did this. I've just extended it
|
||||
// to be applicable to all LowerToHighest types.
|
||||
if (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight+height);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToLowest:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToNearest:
|
||||
//jff 02/03/30 support lowering floor to next lowest floor
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindNextLowestFloor (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerInstant:
|
||||
floor->m_Speed = height;
|
||||
case DFloor::floorLowerByValue:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->CenterFloor() - height;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseInstant:
|
||||
floor->m_Speed = height;
|
||||
case DFloor::floorRaiseByValue:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->CenterFloor() + height;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorMoveToValue:
|
||||
sec->FindHighestFloorPoint (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
|
||||
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndCrushDoom:
|
||||
case DFloor::floorRaiseToLowestCeiling:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingSurrounding (&spot);
|
||||
if (floortype == DFloor::floorRaiseAndCrushDoom)
|
||||
newheight -= 8;
|
||||
ceilingheight = sec->FindLowestCeilingPoint (&spot2);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
|
||||
floortype == DFloor::floorRaiseAndCrushDoom ? ceilingheight - 8 : ceilingheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToHighest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindHighestFloorSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToNearest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindNextHighestFloor (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToLowest:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndCrush:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingPoint (&spot) - 8;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseToCeiling:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->FindLowestCeilingPoint (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToLowestCeiling:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestCeilingSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerByTexture:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->CenterFloor() - sec->FindShortestTextureAround ();
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerToCeiling:
|
||||
// [RH] Essentially instantly raises the floor to the ceiling
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestCeilingPoint (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseByTexture:
|
||||
floor->m_Direction = 1;
|
||||
// [RH] Use P_FindShortestTextureAround from BOOM to do this
|
||||
// since the code is identical to what was here. (Oddly
|
||||
// enough, BOOM preserved the code here even though it
|
||||
// also had this function.)
|
||||
newheight = sec->CenterFloor() + sec->FindShortestTextureAround ();
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
||||
break;
|
||||
|
||||
case DFloor::floorRaiseAndChange:
|
||||
floor->m_Direction = 1;
|
||||
newheight = sec->CenterFloor() + height;
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
||||
if (line != NULL)
|
||||
{
|
||||
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
||||
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
||||
sec->TransferSpecial(line->frontsector);
|
||||
}
|
||||
else
|
||||
{
|
||||
sec->ClearSpecial();
|
||||
}
|
||||
break;
|
||||
|
||||
case DFloor::floorLowerAndChange:
|
||||
floor->m_Direction = -1;
|
||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
||||
floor->m_Texture = sec->GetTexture(sector_t::floor);
|
||||
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
|
||||
// in case no surrounding sector is at floordestheight
|
||||
sec->GetSpecial(&floor->m_NewSpecial);
|
||||
|
||||
//jff 5/23/98 use model subroutine to unify fixes and handling
|
||||
sector_t *modelsec;
|
||||
modelsec = sec->FindModelFloorSector (newheight);
|
||||
if (modelsec != NULL)
|
||||
{
|
||||
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
|
||||
modelsec->GetSpecial(&floor->m_NewSpecial);
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Do not interpolate instant movement floors.
|
||||
bool silent = false;
|
||||
|
||||
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.fD()) || // moving up but going down
|
||||
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.fD()) || // moving down but going up
|
||||
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
|
||||
{
|
||||
floor->StopInterpolation(true);
|
||||
|
||||
// [Graf Zahl]
|
||||
// Don't make sounds for instant movement hacks but make an exception for
|
||||
// switches that activate their own back side.
|
||||
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
|
||||
{
|
||||
if (!line || !(line->activation & (SPAC_Use|SPAC_Push)) || line->backsector!=sec)
|
||||
silent = true;
|
||||
}
|
||||
}
|
||||
if (!silent) floor->StartFloorSound ();
|
||||
|
||||
if (change & 3)
|
||||
{
|
||||
// [RH] Need to do some transferring
|
||||
if (change & 4)
|
||||
{
|
||||
// Numeric model change
|
||||
sector_t *modelsec;
|
||||
|
||||
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
|
||||
floortype == DFloor::floorLowerToLowestCeiling ||
|
||||
floortype == DFloor::floorRaiseToCeiling ||
|
||||
floortype == DFloor::floorLowerToCeiling) ?
|
||||
sec->FindModelCeilingSector (-floor->m_FloorDestDist) :
|
||||
sec->FindModelFloorSector (-floor->m_FloorDestDist);
|
||||
|
||||
if (modelsec != NULL)
|
||||
{
|
||||
floor->SetFloorChangeType (modelsec, change);
|
||||
}
|
||||
}
|
||||
else if (line)
|
||||
{
|
||||
// Trigger model change
|
||||
floor->SetFloorChangeType (line->frontsector, change);
|
||||
}
|
||||
}
|
||||
rtn |= P_CreateFloor(§ors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
|
||||
}
|
||||
return rtn;
|
||||
}
|
||||
|
|
13
src/p_spec.h
13
src/p_spec.h
|
@ -572,10 +572,6 @@ public:
|
|||
void Serialize (FArchive &arc);
|
||||
void Tick ();
|
||||
|
||||
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
|
||||
double speed, double speed2, double height,
|
||||
int crush, int silent, int change, ECrushMode hexencrush);
|
||||
|
||||
protected:
|
||||
ECeiling m_Type;
|
||||
double m_BottomHeight;
|
||||
|
@ -601,13 +597,13 @@ protected:
|
|||
private:
|
||||
DCeiling ();
|
||||
|
||||
friend bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
|
||||
friend bool EV_CeilingCrushStop (int tag);
|
||||
friend void P_ActivateInStasisCeiling (int tag);
|
||||
};
|
||||
|
||||
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
||||
int tag, double speed, double speed2, double height,
|
||||
int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
|
||||
bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
|
||||
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
|
||||
|
||||
bool EV_CeilingCrushStop (int tag);
|
||||
void P_ActivateInStasisCeiling (int tag);
|
||||
|
@ -711,6 +707,9 @@ private:
|
|||
DFloor ();
|
||||
};
|
||||
|
||||
bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
|
||||
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
|
||||
|
||||
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
||||
double stairsize, double speed, int delay, int reset, int igntxt,
|
||||
int usespecials);
|
||||
|
|
Loading…
Reference in a new issue