mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-07 13:30:23 +00:00
b00360a08c
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly reached its target height unless it was a floor moving down. - Fixed: Actors that can't attack should not be valid haters for Thing_Hate. - Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles. - Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char messages. SVN r36 (trunk)
310 lines
7.6 KiB
C++
310 lines
7.6 KiB
C++
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// $Log:$
|
|
//
|
|
// DESCRIPTION:
|
|
// Base class for effects on sectors.
|
|
// [RH] Created this class hierarchy.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "dsectoreffect.h"
|
|
#include "gi.h"
|
|
#include "p_local.h"
|
|
|
|
IMPLEMENT_CLASS (DSectorEffect)
|
|
|
|
DSectorEffect::DSectorEffect ()
|
|
{
|
|
m_Sector = NULL;
|
|
}
|
|
|
|
DSectorEffect::~DSectorEffect ()
|
|
{
|
|
if (m_Sector)
|
|
{
|
|
if (m_Sector->floordata == this)
|
|
{
|
|
m_Sector->floordata = NULL;
|
|
stopinterpolation (INTERP_SectorFloor, m_Sector);
|
|
}
|
|
if (m_Sector->ceilingdata == this)
|
|
{
|
|
m_Sector->ceilingdata = NULL;
|
|
stopinterpolation (INTERP_SectorCeiling, m_Sector);
|
|
}
|
|
if (m_Sector->lightingdata == this)
|
|
{
|
|
m_Sector->lightingdata = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
DSectorEffect::DSectorEffect (sector_t *sector)
|
|
{
|
|
m_Sector = sector;
|
|
}
|
|
|
|
void DSectorEffect::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_Sector;
|
|
}
|
|
|
|
IMPLEMENT_CLASS (DMover)
|
|
|
|
DMover::DMover ()
|
|
{
|
|
}
|
|
|
|
DMover::DMover (sector_t *sector)
|
|
: DSectorEffect (sector)
|
|
{
|
|
}
|
|
|
|
IMPLEMENT_CLASS (DMovingFloor)
|
|
|
|
DMovingFloor::DMovingFloor ()
|
|
{
|
|
}
|
|
|
|
DMovingFloor::DMovingFloor (sector_t *sector)
|
|
: DMover (sector)
|
|
{
|
|
sector->floordata = this;
|
|
setinterpolation (INTERP_SectorFloor, sector);
|
|
}
|
|
|
|
IMPLEMENT_CLASS (DMovingCeiling)
|
|
|
|
DMovingCeiling::DMovingCeiling ()
|
|
{
|
|
}
|
|
|
|
DMovingCeiling::DMovingCeiling (sector_t *sector)
|
|
: DMover (sector)
|
|
{
|
|
sector->ceilingdata = this;
|
|
setinterpolation (INTERP_SectorCeiling, sector);
|
|
}
|
|
|
|
//
|
|
// Move a plane (floor or ceiling) and check for crushing
|
|
// [RH] Crush specifies the actual amount of crushing damage inflictable.
|
|
// (Use -1 to prevent it from trying to crush)
|
|
// dest is the desired d value for the plane
|
|
//
|
|
DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
|
|
int floorOrCeiling, int direction)
|
|
{
|
|
bool flag;
|
|
fixed_t lastpos;
|
|
//fixed_t destheight; //jff 02/04/98 used to keep floors/ceilings
|
|
// from moving thru each other
|
|
switch (floorOrCeiling)
|
|
{
|
|
case 0:
|
|
// FLOOR
|
|
lastpos = m_Sector->floorplane.d;
|
|
switch (direction)
|
|
{
|
|
case -1:
|
|
// DOWN
|
|
m_Sector->floorplane.ChangeHeight (-speed);
|
|
if (m_Sector->floorplane.d >= dest)
|
|
{
|
|
m_Sector->floorplane.d = dest;
|
|
flag = P_ChangeSector (m_Sector, crush,
|
|
m_Sector->floorplane.HeightDiff (lastpos), 0);
|
|
if (flag)
|
|
{
|
|
m_Sector->floorplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush,
|
|
m_Sector->floorplane.HeightDiff (dest), 0);
|
|
}
|
|
else
|
|
{
|
|
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
|
|
m_Sector->AdjustFloorClip ();
|
|
}
|
|
return pastdest;
|
|
}
|
|
else
|
|
{
|
|
flag = P_ChangeSector (m_Sector, crush, -speed, 0);
|
|
if (flag)
|
|
{
|
|
m_Sector->floorplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush, speed, 0);
|
|
return crushed;
|
|
}
|
|
else
|
|
{
|
|
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
|
|
m_Sector->AdjustFloorClip ();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
// UP
|
|
// jff 02/04/98 keep floor from moving thru ceilings
|
|
// [RH] not so easy with arbitrary planes
|
|
//destheight = (dest < m_Sector->ceilingheight) ? dest : m_Sector->ceilingheight;
|
|
if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
|
|
m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
|
|
-dest > m_Sector->ceilingplane.d)
|
|
{
|
|
dest = -m_Sector->ceilingplane.d;
|
|
}
|
|
m_Sector->floorplane.ChangeHeight (speed);
|
|
if (m_Sector->floorplane.d <= dest)
|
|
{
|
|
m_Sector->floorplane.d = dest;
|
|
flag = P_ChangeSector (m_Sector, crush,
|
|
m_Sector->floorplane.HeightDiff (lastpos), 0);
|
|
if (flag)
|
|
{
|
|
m_Sector->floorplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush,
|
|
m_Sector->floorplane.HeightDiff (dest), 0);
|
|
}
|
|
else
|
|
{
|
|
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
|
|
m_Sector->AdjustFloorClip ();
|
|
}
|
|
return pastdest;
|
|
}
|
|
else
|
|
{
|
|
// COULD GET CRUSHED
|
|
flag = P_ChangeSector (m_Sector, crush, speed, 0);
|
|
if (flag)
|
|
{
|
|
if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
|
|
m_Sector->AdjustFloorClip ();
|
|
return crushed;
|
|
}
|
|
m_Sector->floorplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush, -speed, 0);
|
|
return crushed;
|
|
}
|
|
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
|
|
m_Sector->AdjustFloorClip ();
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
// CEILING
|
|
lastpos = m_Sector->ceilingplane.d;
|
|
switch (direction)
|
|
{
|
|
case -1:
|
|
// DOWN
|
|
// jff 02/04/98 keep ceiling from moving thru floors
|
|
// [RH] not so easy with arbitrary planes
|
|
//destheight = (dest > m_Sector->floorheight) ? dest : m_Sector->floorheight;
|
|
if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
|
|
m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
|
|
dest < -m_Sector->floorplane.d)
|
|
{
|
|
dest = -m_Sector->floorplane.d;
|
|
}
|
|
m_Sector->ceilingplane.ChangeHeight (-speed);
|
|
if (m_Sector->ceilingplane.d <= dest)
|
|
{
|
|
m_Sector->ceilingplane.d = dest;
|
|
flag = P_ChangeSector (m_Sector, crush,
|
|
m_Sector->ceilingplane.HeightDiff (lastpos), 1);
|
|
|
|
if (flag)
|
|
{
|
|
m_Sector->ceilingplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush,
|
|
m_Sector->ceilingplane.HeightDiff (dest), 1);
|
|
}
|
|
else
|
|
{
|
|
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
|
|
}
|
|
return pastdest;
|
|
}
|
|
else
|
|
{
|
|
// COULD GET CRUSHED
|
|
flag = P_ChangeSector (m_Sector, crush, -speed, 1);
|
|
if (flag)
|
|
{
|
|
if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
|
|
return crushed;
|
|
}
|
|
m_Sector->ceilingplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush, speed, 1);
|
|
return crushed;
|
|
}
|
|
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
|
|
}
|
|
break;
|
|
|
|
case 1:
|
|
// UP
|
|
m_Sector->ceilingplane.ChangeHeight (speed);
|
|
if (m_Sector->ceilingplane.d >= dest)
|
|
{
|
|
m_Sector->ceilingplane.d = dest;
|
|
flag = P_ChangeSector (m_Sector, crush,
|
|
m_Sector->ceilingplane.HeightDiff (lastpos), 1);
|
|
if (flag)
|
|
{
|
|
m_Sector->ceilingplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush,
|
|
m_Sector->ceilingplane.HeightDiff (dest), 1);
|
|
}
|
|
else
|
|
{
|
|
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
|
|
}
|
|
return pastdest;
|
|
}
|
|
else
|
|
{
|
|
flag = P_ChangeSector (m_Sector, crush, speed, 1);
|
|
// UNUSED
|
|
#if 0
|
|
if (flag)
|
|
{
|
|
m_Sector->ceilingplane.d = lastpos;
|
|
P_ChangeSector (m_Sector, crush, -speed, 1);
|
|
return crushed;
|
|
}
|
|
#endif
|
|
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
|
|
}
|
|
break;
|
|
}
|
|
break;
|
|
|
|
}
|
|
return ok;
|
|
}
|