mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-18 02:11:27 +00:00
bd7476fb8d
Both files can now be included independently without causing problems. This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
600 lines
16 KiB
C++
600 lines
16 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Ceiling animation (lowering, crushing, raising)
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//
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//-----------------------------------------------------------------------------
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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#include "serializer.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "textures.h"
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//============================================================================
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//
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// CEILINGS
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//
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//============================================================================
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IMPLEMENT_CLASS(DCeiling, false, false)
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DCeiling::DCeiling ()
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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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void DCeiling::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("bottomheight", m_BottomHeight)
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("topheight", m_TopHeight)
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("speed", m_Speed)
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("speed1", m_Speed1)
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("speed2", m_Speed2)
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("crush", m_Crush)
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("silent", m_Silent)
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("direction", m_Direction)
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("texture", m_Texture)
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("newspecial", m_NewSpecial)
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("tag", m_Tag)
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("olddirecton", m_OldDirection)
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.Enum("crushmode", m_CrushMode);
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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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void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
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}
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else if (m_Sector->SeqName != NAME_None)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->SeqName, 0);
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}
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else
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{
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if (m_Silent == 2)
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SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
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else if (m_Silent == 1)
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
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else
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
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}
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}
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//============================================================================
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//
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// DCeiling :: Tick
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//
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//============================================================================
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void DCeiling::Tick ()
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{
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EMoveResult res;
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switch (m_Direction)
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{
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case 0:
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// IN STASIS
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break;
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case 1:
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// UP
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res = m_Sector->MoveCeiling (m_Speed, m_TopHeight, m_Direction);
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if (res == EMoveResult::pastdest)
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{
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switch (m_Type)
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{
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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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PlayCeilingSound ();
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break;
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// movers with texture change, change the texture then get removed
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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// fall through
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case genCeilingChg:
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m_Sector->SetTexture(sector_t::ceiling, m_Texture);
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// fall through
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default:
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SN_StopSequence (m_Sector, CHAN_CEILING);
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Destroy ();
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = m_Sector->MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_CrushMode == ECrushMode::crushHexen);
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if (res == EMoveResult::pastdest)
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{
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switch (m_Type)
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{
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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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PlayCeilingSound ();
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break;
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// in the case of ceiling mover/changer, change the texture
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// then remove the active ceiling
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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// fall through
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case genCeilingChg:
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m_Sector->SetTexture(sector_t::ceiling, m_Texture);
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// fall through
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default:
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SN_StopSequence (m_Sector, CHAN_CEILING);
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Destroy ();
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break;
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}
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}
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else // ( res != pastdest )
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{
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if (res == EMoveResult::crushed)
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{
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switch (m_Type)
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{
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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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default:
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break;
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}
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}
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}
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break;
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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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DCeiling::DCeiling (sector_t *sec)
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: DMovingCeiling (sec)
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{
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}
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DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
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: DMovingCeiling (sec)
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{
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m_Crush = -1;
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m_CrushMode = ECrushMode::crushDoom;
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m_Speed = m_Speed1 = speed1;
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m_Speed2 = speed2;
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m_Silent = silent;
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m_BottomHeight = 0;
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m_TopHeight = 0;
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m_Direction = 0;
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m_Texture = FNullTextureID();
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m_Tag = 0;
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m_OldDirection = 0;
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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_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, DCeiling::ECrushMode hexencrush)
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{
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double targheight = 0; // Silence, GCC
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// if ceiling already moving, don't start a second function on it
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if (sec->PlaneMoving(sector_t::ceiling))
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{
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return false;
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}
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// new door thinker
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DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent & ~4);
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vertex_t *spot = sec->Lines[0]->v1;
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switch (type)
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{
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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 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 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 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 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 DCeiling::ceilMoveToValue:
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{
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double diff = height - sec->ceilingplane.ZatPoint (spot);
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targheight = height;
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if (diff < 0)
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{
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = -1;
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}
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else
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{
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = 1;
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}
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}
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&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 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 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 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 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 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 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 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 DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&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 DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&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 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 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 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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break;
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default:
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break; // Silence GCC
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}
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ceiling->m_Tag = tag;
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ceiling->m_Type = type;
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ceiling->m_Crush = crush;
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ceiling->m_CrushMode = hexencrush;
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// Do not interpolate instant movement ceilings.
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// Note for ZDoomGL: Check to make sure that you update the sector
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// after the ceiling moves, because it hasn't actually moved yet.
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double movedist;
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if (ceiling->m_Direction < 0)
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{
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movedist = sec->ceilingplane.fD() - ceiling->m_BottomHeight;
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}
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else
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{
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movedist = ceiling->m_TopHeight - sec->ceilingplane.fD();
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}
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if (ceiling->m_Speed >= movedist)
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{
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ceiling->StopInterpolation(true);
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if (silent & 4) ceiling->m_Silent = 2;
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}
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// set texture/type change properties
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if (change & 3) // if a texture change is indicated
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{
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if (change & 4) // if a numeric model change
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{
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sector_t *modelsec;
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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 == DCeiling::ceilRaiseToFloor ||
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/*type == ceilLowerToHighest ||*/
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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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{
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ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);
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switch (change & 3)
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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 = 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 = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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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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else if (line) // else if a trigger model change
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{
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ceiling->m_Texture = line->frontsector->GetTexture(sector_t::ceiling);
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switch (change & 3)
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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 = 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 = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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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 != NULL;
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}
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DEFINE_ACTION_FUNCTION(DCeiling, CreateCeiling)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER_NOT_NULL(sec, sector_t);
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PARAM_INT(type);
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PARAM_POINTER(ln, line_t);
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PARAM_FLOAT(speed);
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PARAM_FLOAT(speed2);
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PARAM_FLOAT_DEF(height);
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PARAM_INT_DEF(crush);
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PARAM_INT_DEF(silent);
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PARAM_INT_DEF(change);
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PARAM_INT_DEF(crushmode);
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ACTION_RETURN_BOOL(P_CreateCeiling(sec, (DCeiling::ECeiling)type, ln, 0, speed, speed2, height, crush, silent, change, (DCeiling::ECrushMode)crushmode));
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}
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//============================================================================
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//
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// EV_DoCeiling
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// Move a ceiling up/down and all around!
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//
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// [RH] Added tag, speed, speed2, height, crush, silent, change params
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//
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//============================================================================
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bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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int tag, double speed, double speed2, double height,
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int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
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{
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int secnum;
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bool rtn;
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sector_t* sec;
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rtn = false;
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// check if a manual trigger, if so do just the sector on the backside
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if (tag == 0)
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{
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = sec->sectornum;
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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 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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// This restarts a crusher after it has been stopped
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if (type == DCeiling::ceilCrushAndRaise)
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{
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P_ActivateInStasisCeiling (tag);
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}
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// affects all sectors with the same tag as the linedef
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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 |= P_CreateCeiling(&level.sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// Restart a ceiling that's in-stasis
|
|
// [RH] Passed a tag instead of a line and rewritten to use a list
|
|
//
|
|
//============================================================================
|
|
|
|
void P_ActivateInStasisCeiling (int tag)
|
|
{
|
|
DCeiling *scan;
|
|
TThinkerIterator<DCeiling> iterator;
|
|
|
|
while ( (scan = iterator.Next ()) )
|
|
{
|
|
if (scan->m_Tag == tag && scan->m_Direction == 0)
|
|
{
|
|
scan->m_Direction = scan->m_OldDirection;
|
|
scan->PlayCeilingSound ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// EV_CeilingCrushStop
|
|
// Stop a ceiling from crushing!
|
|
// [RH] Passed a tag instead of a line and rewritten to use a list
|
|
//
|
|
//============================================================================
|
|
|
|
bool EV_CeilingCrushStop (int tag, bool remove)
|
|
{
|
|
bool rtn = false;
|
|
DCeiling *scan;
|
|
TThinkerIterator<DCeiling> iterator;
|
|
|
|
scan = iterator.Next();
|
|
while (scan != nullptr)
|
|
{
|
|
DCeiling *next = iterator.Next();
|
|
if (scan->m_Tag == tag && scan->m_Direction != 0)
|
|
{
|
|
if (!remove)
|
|
{
|
|
SN_StopSequence(scan->m_Sector, CHAN_CEILING);
|
|
scan->m_OldDirection = scan->m_Direction;
|
|
scan->m_Direction = 0; // in-stasis;
|
|
}
|
|
else
|
|
{
|
|
scan->Destroy();
|
|
}
|
|
rtn = true;
|
|
}
|
|
scan = next;
|
|
}
|
|
|
|
return rtn;
|
|
}
|
|
|
|
bool EV_StopCeiling(int tag)
|
|
{
|
|
FSectorTagIterator it(tag);
|
|
while (int sec = it.Next())
|
|
{
|
|
if (level.sectors[sec].ceilingdata)
|
|
{
|
|
SN_StopSequence(&level.sectors[sec], CHAN_CEILING);
|
|
level.sectors[sec].ceilingdata->Destroy();
|
|
level.sectors[sec].ceilingdata = nullptr;
|
|
}
|
|
}
|
|
return true;
|
|
}
|