- 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:
Christoph Oelckers 2016-04-09 12:07:34 +02:00
parent caae61de4c
commit bc7e159be0
5 changed files with 287 additions and 318 deletions

View file

@ -26,6 +26,7 @@ class DMover : public DSectorEffect
HAS_OBJECT_POINTERS
public:
DMover (sector_t *sector);
void StopInterpolation(bool force = false);
protected:
TObjPtr<DInterpolation> interpolation;
private:
@ -33,7 +34,6 @@ protected:
DMover ();
void Serialize (FArchive &arc);
void Destroy();
void StopInterpolation(bool force = false);
};
class DMovingFloor : public DMover

View file

@ -1596,35 +1596,6 @@ void FParser::SF_FloorHeight(void)
}
//=============================================================================
//
//
//=============================================================================
class DMoveFloor : public DFloor
{
public:
DMoveFloor(sector_t * sec,double moveheight,int _m_Direction,int crush,double movespeed)
: DFloor(sec)
{
m_Type = floorRaiseByValue;
m_Crush = crush;
m_Speed=movespeed;
m_Direction = _m_Direction;
m_FloorDestDist = moveheight;
// Do not interpolate instant movement floors.
double movedist = fabs(-sec->floorplane.fD() - moveheight);
if (m_Speed >= movedist)
{
StopInterpolation(true);
}
StartFloorSound();
}
};
//==========================================================================
//
//
@ -1634,7 +1605,6 @@ public:
void FParser::SF_MoveFloor(void)
{
int secnum = -1;
sector_t *sec;
int tagnum, crush;
double platspeed = 1, destheight;
@ -1650,12 +1620,7 @@ void FParser::SF_MoveFloor(void)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
// Don't start a second thinker on the same floor
if (sec->floordata) continue;
new DMoveFloor(sec, sec->floorplane.PointToDist(sec->centerspot, destheight),
destheight < sec->CenterFloor() ? -1 : 1, crush, platspeed);
P_CreateFloor(&sectors[secnum], DFloor::floorMoveToValue, NULL, platspeed, destheight, crush, 0, false, false);
}
}
}
@ -1729,7 +1694,6 @@ void FParser::SF_CeilingHeight(void)
void FParser::SF_MoveCeiling(void)
{
int secnum = -1;
sector_t *sec;
int tagnum;
double platspeed = 1, destheight;
int crush;
@ -1747,11 +1711,7 @@ void FParser::SF_MoveCeiling(void)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
// Don't start a second thinker on the same floor
if (sec->ceilingdata) continue;
DCeiling::Create(sec, DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
P_CreateCeiling(&sectors[secnum], DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
}
}
}

View file

@ -142,7 +142,7 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case DCeiling::ceilCrushAndRaise:
m_Direction = -1;
m_Speed = m_Speed1;
if (!SN_IsMakingLoopingSound (m_Sector))
@ -173,8 +173,8 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case ceilCrushRaiseAndStay:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
m_Speed = m_Speed2;
m_Direction = 1;
if (!SN_IsMakingLoopingSound (m_Sector))
@ -202,8 +202,8 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case ceilLowerAndCrush:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilLowerAndCrush:
if (m_CrushMode == ECrushMode::crushSlowdown)
m_Speed = 1. / 8;
break;
@ -244,9 +244,9 @@ DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
//
//============================================================================
DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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, ECrushMode hexencrush)
int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
{
double targheight = 0; // Silence, GCC
@ -262,35 +262,35 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
switch (type)
{
case ceilCrushAndRaise:
case ceilCrushRaiseAndStay:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
ceiling->m_TopHeight = sec->ceilingplane.fD();
case ceilLowerAndCrush:
case DCeiling::ceilLowerAndCrush:
targheight = sec->FindHighestFloorPoint (&spot);
targheight += height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighest:
case DCeiling::ceilRaiseToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerByValue:
case DCeiling::ceilLowerByValue:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseByValue:
case DCeiling::ceilRaiseByValue:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilMoveToValue:
case DCeiling::ceilMoveToValue:
{
double diff = height - sec->ceilingplane.ZatPoint (spot);
@ -308,81 +308,81 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
}
break;
case ceilLowerToHighestFloor:
case DCeiling::ceilLowerToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighestFloor:
case DCeiling::ceilRaiseToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerInstant:
case DCeiling::ceilLowerInstant:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
ceiling->m_Speed = height;
break;
case ceilRaiseInstant:
case DCeiling::ceilRaiseInstant:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
ceiling->m_Speed = height;
break;
case ceilLowerToNearest:
case DCeiling::ceilLowerToNearest:
targheight = sec->FindNextLowestCeiling (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToNearest:
case DCeiling::ceilRaiseToNearest:
targheight = sec->FindNextHighestCeiling (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToLowest:
case DCeiling::ceilLowerToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToLowest:
case DCeiling::ceilRaiseToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToFloor:
case DCeiling::ceilLowerToFloor:
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToFloor: // [RH] What's this for?
case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToHighest:
case DCeiling::ceilLowerToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilLowerByTexture:
case DCeiling::ceilLowerByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseByTexture:
case DCeiling::ceilRaiseByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
@ -426,9 +426,9 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
//jff 5/23/98 find model with floor at target height if target
//is a floor type
modelsec = (/*type == ceilRaiseToHighest ||*/
type == ceilRaiseToFloor ||
type == DCeiling::ceilRaiseToFloor ||
/*type == ceilLowerToHighest ||*/
type == ceilLowerToFloor) ?
type == DCeiling::ceilLowerToFloor) ?
sec->FindModelFloorSector (targheight) :
sec->FindModelCeilingSector (targheight);
if (modelsec != NULL)
@ -438,14 +438,14 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
{
case 1: // type is zeroed
ceiling->m_NewSpecial.Clear();
ceiling->m_Type = genCeilingChg0;
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
sec->GetSpecial(&ceiling->m_NewSpecial);
ceiling->m_Type = genCeilingChgT;
ceiling->m_Type = DCeiling::genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
ceiling->m_Type = DCeiling::genCeilingChg;
break;
}
}
@ -457,21 +457,21 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
{
case 1: // type is zeroed
ceiling->m_NewSpecial.Clear();
ceiling->m_Type = genCeilingChg0;
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
ceiling->m_Type = genCeilingChgT;
ceiling->m_Type = DCeiling::genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
ceiling->m_Type = DCeiling::genCeilingChg;
break;
}
}
}
ceiling->PlayCeilingSound ();
return ceiling;
return ceiling != NULL;
}
//============================================================================
@ -502,7 +502,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
// [RH] Hack to let manual crushers be retriggerable, too
tag ^= secnum | 0x1000000;
P_ActivateInStasisCeiling (tag);
return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
return P_CreateCeiling(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
// Reactivate in-stasis ceilings...for certain types.
@ -516,7 +516,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
FSectorTagIterator it(tag);
while ((secnum = it.Next()) >= 0)
{
rtn |= !!DCeiling::Create(&sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
rtn |= P_CreateCeiling(&sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
return rtn;
}

View file

@ -271,6 +271,244 @@ DFloor::DFloor (sector_t *sec)
{
}
//==========================================================================
//
//
//
//==========================================================================
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 rtn;
DFloor* floor;
double ceilingheight;
double newheight;
vertex_t *spot, *spot2;
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->PlaneMoving(sector_t::floor))
{
return false;
}
// 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);
}
}
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 = &sectors[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(&sectors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
}
return rtn;
}

View file

@ -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);