mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
1311 lines
35 KiB
C++
1311 lines
35 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:
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// Floor animation: raising stairs.
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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 "p_lnspec.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 "serializer.h"
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#include "p_3dmidtex.h"
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#include "p_spec.h"
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#include "r_data/r_interpolate.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void StartFloorSound (sector_t *sec)
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{
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if (sec->Flags & SECF_SILENTMOVE) return;
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if (sec->seqType >= 0)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else if (sec->SeqName != NAME_None)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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}
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}
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//==========================================================================
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//
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// FLOORS
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//
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//==========================================================================
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IMPLEMENT_CLASS(DFloor, false, false)
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DFloor::DFloor ()
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{
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}
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void DFloor::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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("crush", m_Crush)
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("direction", m_Direction)
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("newspecial", m_NewSpecial)
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("texture", m_Texture)
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("floordestdist", m_FloorDestDist)
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("speed", m_Speed)
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("resetcount", m_ResetCount)
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("orgdist", m_OrgDist)
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("delay", m_Delay)
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("pausetime", m_PauseTime)
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("steptime", m_StepTime)
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("persteptime", m_PerStepTime)
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("crushmode", m_Hexencrush);
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}
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//==========================================================================
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//
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// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN)
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//
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//==========================================================================
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void DFloor::Tick ()
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{
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EMoveResult res;
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// [RH] Handle resetting stairs
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if (m_Type == buildStair || m_Type == waitStair)
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{
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if (m_ResetCount)
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{
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if (--m_ResetCount == 0)
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{
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m_Type = resetStair;
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m_Direction = (m_Direction > 0) ? -1 : 1;
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m_FloorDestDist = m_OrgDist;
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}
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}
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if (m_PauseTime)
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{
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m_PauseTime--;
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return;
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}
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else if (m_StepTime)
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{
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if (--m_StepTime == 0)
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{
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m_PauseTime = m_Delay;
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m_StepTime = m_PerStepTime;
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}
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}
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}
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if (m_Type == waitStair)
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return;
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res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
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if (res == EMoveResult::pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_FLOOR);
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if (m_Type == buildStair)
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m_Type = waitStair;
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if (m_Type != waitStair || m_ResetCount == 0)
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{
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if (m_Direction == 1)
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{
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switch (m_Type)
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{
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case donutRaise:
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case genFloorChgT:
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case genFloorChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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//fall thru
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case genFloorChg:
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m_Sector->SetTexture(sector_t::floor, m_Texture);
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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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else if (m_Direction == -1)
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{
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switch (m_Type)
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{
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case floorLowerAndChange:
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case genFloorChgT:
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case genFloorChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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//fall thru
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case genFloorChg:
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m_Sector->SetTexture(sector_t::floor, m_Texture);
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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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m_Sector->floordata = NULL; //jff 2/22/98
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StopInterpolation();
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//jff 2/26/98 implement stair retrigger lockout while still building
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// note this only applies to the retriggerable generalized stairs
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if (m_Sector->stairlock == -2) // if this sector is stairlocked
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{
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sector_t *sec = m_Sector;
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sec->stairlock = -1; // thinker done, promote lock to -1
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while (sec->prevsec != -1 && sectors[sec->prevsec].stairlock != -2)
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sec = §ors[sec->prevsec]; // search for a non-done thinker
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if (sec->prevsec == -1) // if all thinkers previous are done
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{
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sec = m_Sector; // search forward
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while (sec->nextsec != -1 && sectors[sec->nextsec].stairlock != -2)
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sec = §ors[sec->nextsec];
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if (sec->nextsec == -1) // if all thinkers ahead are done too
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{
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while (sec->prevsec != -1) // clear all locks
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{
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sec->stairlock = 0;
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sec = §ors[sec->prevsec];
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}
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sec->stairlock = 0;
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}
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}
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}
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Destroy ();
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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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//==========================================================================
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void DFloor::SetFloorChangeType (sector_t *sec, int change)
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{
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m_Texture = sec->GetTexture(sector_t::floor);
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switch (change & 3)
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{
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case 1:
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m_NewSpecial.Clear();
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m_Type = DFloor::genFloorChg0;
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break;
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case 2:
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m_Type = DFloor::genFloorChg;
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break;
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case 3:
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sec->GetSpecial(&m_NewSpecial);
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m_Type = DFloor::genFloorChgT;
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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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void DFloor::StartFloorSound ()
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{
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::StartFloorSound (m_Sector);
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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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DFloor::DFloor (sector_t *sec)
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: DMovingFloor (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:
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sec->FindHighestFloorPoint(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, height);
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floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
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break;
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case DFloor::floorRaiseAndCrushDoom:
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height = 8;
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
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ceilingheight = sec->FindLowestCeilingPoint(&spot2);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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if (sec->floorplane.ZatPointDist(spot2, floor->m_FloorDestDist) > ceilingheight)
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot2, ceilingheight - height);
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break;
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case DFloor::floorRaiseToHighest:
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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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break;
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case DFloor::floorRaiseToNearest:
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floor->m_Direction = 1;
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newheight = sec->FindNextHighestFloor(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToLowest:
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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::floorRaiseAndCrush:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot) - 8;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToLowestCeiling:
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerByTexture:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorLowerToCeiling:
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// [RH] Essentially instantly raises the floor to the ceiling
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseByTexture:
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floor->m_Direction = 1;
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// [RH] Use P_FindShortestTextureAround from BOOM to do this
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// since the code is identical to what was here. (Oddly
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// enough, BOOM preserved the code here even though it
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// also had this function.)
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newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseAndChange:
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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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if (line != NULL)
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{
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FTextureID oldpic = sec->GetTexture(sector_t::floor);
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sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
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sec->TransferSpecial(line->frontsector);
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}
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else
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{
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sec->ClearSpecial();
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}
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break;
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case DFloor::floorLowerAndChange:
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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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floor->m_Texture = sec->GetTexture(sector_t::floor);
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// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
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// in case no surrounding sector is at floordestheight
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sec->GetSpecial(&floor->m_NewSpecial);
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//jff 5/23/98 use model subroutine to unify fixes and handling
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sector_t *modelsec;
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modelsec = sec->FindModelFloorSector(newheight);
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if (modelsec != NULL)
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{
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floor->m_Texture = modelsec->GetTexture(sector_t::floor);
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modelsec->GetSpecial(&floor->m_NewSpecial);
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}
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break;
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default:
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break;
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}
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// Do not interpolate instant movement floors.
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bool silent = false;
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if ((floor->m_Direction > 0 && floor->m_FloorDestDist > sec->floorplane.fD()) || // moving up but going down
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(floor->m_Direction < 0 && floor->m_FloorDestDist < sec->floorplane.fD()) || // moving down but going up
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(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
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{
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floor->StopInterpolation(true);
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// [Graf Zahl]
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// Don't make sounds for instant movement hacks but make an exception for
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// switches that activate their own back side.
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if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
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{
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if (!line || !(line->activation & (SPAC_Use | SPAC_Push)) || line->backsector != sec)
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silent = true;
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}
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}
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if (!silent) floor->StartFloorSound();
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if (change & 3)
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{
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// [RH] Need to do some transferring
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if (change & 4)
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{
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// Numeric model change
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sector_t *modelsec;
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modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
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floortype == DFloor::floorLowerToLowestCeiling ||
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floortype == DFloor::floorRaiseToCeiling ||
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floortype == DFloor::floorLowerToCeiling) ?
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sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
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sec->FindModelFloorSector(-floor->m_FloorDestDist);
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if (modelsec != NULL)
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{
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floor->SetFloorChangeType(modelsec, change);
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}
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}
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else if (line)
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{
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// Trigger model change
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floor->SetFloorChangeType(line->frontsector, change);
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}
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}
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return true;
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}
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|
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//==========================================================================
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//
|
|
// HANDLE FLOOR TYPES
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|
// [RH] Added tag, speed, height, crush, change params.
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|
// This functions starts too many different things.
|
|
//
|
|
//==========================================================================
|
|
|
|
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 = false;
|
|
|
|
// check if a manual trigger; if so do just the sector on the backside
|
|
FSectorTagIterator it(tag, line);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
rtn |= P_CreateFloor(§ors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
|
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}
|
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return rtn;
|
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}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [RH]
|
|
// EV_FloorCrushStop
|
|
// Stop a floor from crushing!
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_FloorCrushStop (int tag)
|
|
{
|
|
int secnum;
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sector_t *sec = sectors + secnum;
|
|
|
|
if (sec->floordata && sec->floordata->IsKindOf (RUNTIME_CLASS(DFloor)) &&
|
|
barrier_cast<DFloor *>(sec->floordata)->m_Type == DFloor::floorRaiseAndCrush)
|
|
{
|
|
SN_StopSequence (sec, CHAN_FLOOR);
|
|
sec->floordata->Destroy ();
|
|
sec->floordata = NULL;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// BUILD A STAIRCASE!
|
|
// [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters
|
|
// If usespecials is non-zero, then each sector in a stair is determined
|
|
// by its special. If usespecials is 2, each sector stays in "sync" with
|
|
// the others.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|
double stairsize, double speed, int delay, int reset, int igntxt,
|
|
int usespecials)
|
|
{
|
|
int secnum = -1;
|
|
int osecnum; //jff 3/4/98 save old loop index
|
|
double height;
|
|
double stairstep;
|
|
int i;
|
|
int newsecnum = -1;
|
|
FTextureID texture;
|
|
int ok;
|
|
int persteptime;
|
|
bool rtn = false;
|
|
|
|
sector_t* sec;
|
|
sector_t* tsec = NULL;
|
|
sector_t* prev = NULL;
|
|
|
|
DFloor* floor;
|
|
|
|
if (speed == 0)
|
|
return false;
|
|
|
|
persteptime = int(stairsize / speed);
|
|
|
|
// check if a manual trigger, if so do just the sector on the backside
|
|
FSectorTagIterator itr(tag, line);
|
|
// The compatibility mode doesn't work with a hashing algorithm.
|
|
// It needs the original linear search method. This was broken in Boom.
|
|
bool compatible = tag != 0 && (i_compatflags & COMPATF_STAIRINDEX);
|
|
while ((secnum = itr.NextCompat(compatible, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
//jff 2/26/98 add special lockout condition to wait for entire
|
|
//staircase to build before retriggering
|
|
if (sec->PlaneMoving(sector_t::floor) || sec->stairlock)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// new floor thinker
|
|
rtn = true;
|
|
floor = new DFloor (sec);
|
|
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
|
|
stairstep = stairsize * floor->m_Direction;
|
|
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
|
|
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
|
|
floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
|
|
// [RH] Set up delay values
|
|
floor->m_Delay = delay;
|
|
floor->m_PauseTime = 0;
|
|
floor->m_StepTime = floor->m_PerStepTime = persteptime;
|
|
|
|
floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Hexencrush = false;
|
|
|
|
floor->m_Speed = speed;
|
|
height = sec->CenterFloor() + stairstep;
|
|
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, height);
|
|
|
|
texture = sec->GetTexture(sector_t::floor);
|
|
osecnum = secnum; //jff 3/4/98 preserve loop index
|
|
|
|
// Find next sector to raise
|
|
// 1. Find 2-sided line with same sector side[0] (lowest numbered)
|
|
// 2. Other side is the next sector to raise
|
|
// 3. Unless already moving, or different texture, then stop building
|
|
do
|
|
{
|
|
ok = 0;
|
|
|
|
if (usespecials & DFloor::stairUseSpecials)
|
|
{
|
|
// [RH] Find the next sector by scanning for Stairs_Special?
|
|
tsec = sec->NextSpecialSector (
|
|
sec->special == Stairs_Special1 ?
|
|
Stairs_Special2 : Stairs_Special1, prev);
|
|
|
|
if ( (ok = (tsec != NULL)) )
|
|
{
|
|
height += stairstep;
|
|
|
|
// if sector's floor already moving, look for another
|
|
//jff 2/26/98 special lockout condition for retriggering
|
|
if (tsec->PlaneMoving(sector_t::floor) || tsec->stairlock)
|
|
{
|
|
prev = sec;
|
|
sec = tsec;
|
|
continue;
|
|
}
|
|
|
|
}
|
|
newsecnum = (int)(tsec - sectors);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
|
|
continue;
|
|
|
|
tsec = (sec->lines[i])->frontsector;
|
|
newsecnum = (int)(tsec-sectors);
|
|
|
|
if (secnum != newsecnum)
|
|
continue;
|
|
|
|
tsec = (sec->lines[i])->backsector;
|
|
if (!tsec) continue; //jff 5/7/98 if no backside, continue
|
|
newsecnum = (int)(tsec - sectors);
|
|
|
|
if (!igntxt && tsec->GetTexture(sector_t::floor) != texture)
|
|
continue;
|
|
|
|
// Doom bug: Height was changed before discarding the sector as part of the stairs.
|
|
// Needs to be compatibility optioned because some maps (Eternall MAP25) depend on it.
|
|
if (i_compatflags & COMPATF_STAIRINDEX) height += stairstep;
|
|
|
|
// if sector's floor already moving, look for another
|
|
//jff 2/26/98 special lockout condition for retriggering
|
|
if (tsec->PlaneMoving(sector_t::floor) || tsec->stairlock)
|
|
continue;
|
|
|
|
if (!(i_compatflags & COMPATF_STAIRINDEX)) height += stairstep;
|
|
|
|
ok = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ok)
|
|
{
|
|
// jff 2/26/98
|
|
// link the stair chain in both directions
|
|
// lock the stair sector until building complete
|
|
sec->nextsec = newsecnum; // link step to next
|
|
tsec->prevsec = secnum; // link next back
|
|
tsec->nextsec = -1; // set next forward link as end
|
|
tsec->stairlock = -2; // lock the step
|
|
|
|
prev = sec;
|
|
sec = tsec;
|
|
secnum = newsecnum;
|
|
|
|
// create and initialize a thinker for the next step
|
|
floor = new DFloor (sec);
|
|
floor->StartFloorSound ();
|
|
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
|
|
floor->m_FloorDestDist = sec->floorplane.PointToDist (DVector2(0, 0), height);
|
|
// [RH] Set up delay values
|
|
floor->m_Delay = delay;
|
|
floor->m_PauseTime = 0;
|
|
floor->m_StepTime = floor->m_PerStepTime = persteptime;
|
|
|
|
if (usespecials & DFloor::stairSync)
|
|
{
|
|
// [RH]
|
|
double rise = height - sec->CenterFloor();
|
|
floor->m_Speed = speed * rise / stairstep;
|
|
}
|
|
else
|
|
{
|
|
floor->m_Speed = speed;
|
|
}
|
|
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
|
|
//jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Hexencrush = false;
|
|
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
|
|
floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
|
|
}
|
|
} while (ok);
|
|
// [RH] make sure the first sector doesn't point to a previous one, otherwise
|
|
// it can infinite loop when the first sector stops moving.
|
|
sectors[osecnum].prevsec = -1;
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [RH] Added pillarspeed and slimespeed parameters
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
|
|
{
|
|
sector_t* s1;
|
|
sector_t* s2;
|
|
sector_t* s3;
|
|
int secnum;
|
|
bool rtn;
|
|
int i;
|
|
DFloor* floor;
|
|
vertex_t* spot;
|
|
double height;
|
|
|
|
rtn = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
s1 = §ors[secnum]; // s1 is pillar's sector
|
|
|
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
if (s1->PlaneMoving(sector_t::floor))
|
|
continue; // safe now, because we check that tag is non-0 in the looping condition [fdari]
|
|
|
|
rtn = true;
|
|
s2 = getNextSector (s1->lines[0], s1); // s2 is pool's sector
|
|
if (!s2) // note lowest numbered line around
|
|
continue; // pillar must be two-sided
|
|
|
|
if (s2->PlaneMoving(sector_t::floor))
|
|
continue;
|
|
|
|
for (i = 0; i < s2->linecount; i++)
|
|
{
|
|
if (!(s2->lines[i]->flags & ML_TWOSIDED) ||
|
|
(s2->lines[i]->backsector == s1))
|
|
continue;
|
|
s3 = s2->lines[i]->backsector;
|
|
|
|
// Spawn rising slime
|
|
floor = new DFloor (s2);
|
|
floor->m_Type = DFloor::donutRaise;
|
|
floor->m_Crush = -1;
|
|
floor->m_Hexencrush = false;
|
|
floor->m_Direction = 1;
|
|
floor->m_Sector = s2;
|
|
floor->m_Speed = slimespeed;
|
|
floor->m_Texture = s3->GetTexture(sector_t::floor);
|
|
floor->m_NewSpecial.Clear();
|
|
height = s3->FindHighestFloorPoint (&spot);
|
|
floor->m_FloorDestDist = s2->floorplane.PointToDist (spot, height);
|
|
floor->StartFloorSound ();
|
|
|
|
// Spawn lowering donut-hole
|
|
floor = new DFloor (s1);
|
|
floor->m_Type = DFloor::floorLowerToNearest;
|
|
floor->m_Crush = -1;
|
|
floor->m_Hexencrush = false;
|
|
floor->m_Direction = -1;
|
|
floor->m_Sector = s1;
|
|
floor->m_Speed = pillarspeed;
|
|
height = s3->FindHighestFloorPoint (&spot);
|
|
floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
|
|
floor->StartFloorSound ();
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Elevators
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_CLASS(DElevator, false, true)
|
|
|
|
IMPLEMENT_POINTERS_START(DElevator)
|
|
IMPLEMENT_POINTER(m_Interp_Floor)
|
|
IMPLEMENT_POINTER(m_Interp_Ceiling)
|
|
IMPLEMENT_POINTERS_END
|
|
|
|
DElevator::DElevator ()
|
|
{
|
|
}
|
|
|
|
DElevator::DElevator (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->floordata = this;
|
|
sec->ceilingdata = this;
|
|
m_Interp_Floor = sec->SetInterpolation(sector_t::FloorMove, true);
|
|
m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
|
|
}
|
|
|
|
void DElevator::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc.Enum("type", m_Type)
|
|
("direction", m_Direction)
|
|
("floordestdist", m_FloorDestDist)
|
|
("ceilingdestdist", m_CeilingDestDist)
|
|
("speed", m_Speed)
|
|
("interp_floor", m_Interp_Floor)
|
|
("interp_ceiling", m_Interp_Ceiling);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DElevator::Destroy()
|
|
{
|
|
if (m_Interp_Ceiling != NULL)
|
|
{
|
|
m_Interp_Ceiling->DelRef();
|
|
m_Interp_Ceiling = NULL;
|
|
}
|
|
if (m_Interp_Floor != NULL)
|
|
{
|
|
m_Interp_Floor->DelRef();
|
|
m_Interp_Floor = NULL;
|
|
}
|
|
Super::Destroy();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// T_MoveElevator()
|
|
//
|
|
// Move an elevator to it's destination (up or down)
|
|
// Called once per tick for each moving floor.
|
|
//
|
|
// Passed an elevator_t structure that contains all pertinent info about the
|
|
// move. See P_SPEC.H for fields.
|
|
// No return.
|
|
//
|
|
// jff 02/22/98 added to support parallel floor/ceiling motion
|
|
//
|
|
//==========================================================================
|
|
|
|
void DElevator::Tick ()
|
|
{
|
|
EMoveResult res;
|
|
|
|
double oldfloor, oldceiling;
|
|
|
|
oldfloor = m_Sector->floorplane.fD();
|
|
oldceiling = m_Sector->ceilingplane.fD();
|
|
|
|
if (m_Direction < 0) // moving down
|
|
{
|
|
res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
|
if (res == EMoveResult::ok || res == EMoveResult::pastdest)
|
|
{
|
|
res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
|
if (res == EMoveResult::crushed)
|
|
{
|
|
m_Sector->MoveFloor (m_Speed, oldfloor, -m_Direction);
|
|
}
|
|
}
|
|
}
|
|
else // up
|
|
{
|
|
res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
|
if (res == EMoveResult::ok || res == EMoveResult::pastdest)
|
|
{
|
|
res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
|
if (res == EMoveResult::crushed)
|
|
{
|
|
m_Sector->MoveCeiling (m_Speed, oldceiling, -m_Direction);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (res == EMoveResult::pastdest) // if destination height acheived
|
|
{
|
|
// make floor stop sound
|
|
SN_StopSequence (m_Sector, CHAN_FLOOR);
|
|
|
|
m_Sector->floordata = NULL; //jff 2/22/98
|
|
m_Sector->ceilingdata = NULL; //jff 2/22/98
|
|
Destroy (); // remove elevator from actives
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DElevator::StartFloorSound ()
|
|
{
|
|
::StartFloorSound (m_Sector);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_DoElevator
|
|
//
|
|
// Handle elevator linedef types
|
|
//
|
|
// Passed the linedef that triggered the elevator and the elevator action
|
|
//
|
|
// jff 2/22/98 new type to move floor and ceiling in parallel
|
|
// [RH] Added speed, tag, and height parameters and new types.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
|
|
double speed, double height, int tag)
|
|
{
|
|
int secnum;
|
|
bool rtn;
|
|
sector_t* sec;
|
|
DElevator* elevator;
|
|
double floorheight, ceilingheight;
|
|
double newheight;
|
|
vertex_t* spot;
|
|
|
|
if (!line && (elevtype == DElevator::elevateCurrent))
|
|
return false;
|
|
|
|
secnum = -1;
|
|
rtn = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
|
|
// act on all sectors with the same tag as the triggering linedef
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
// If either floor or ceiling is already activated, skip it
|
|
if (sec->PlaneMoving(sector_t::floor) || sec->ceilingdata) //jff 2/22/98
|
|
continue; // the loop used to break at the end if tag were 0, but would miss that step if "continue" occured [FDARI]
|
|
|
|
// create and initialize new elevator thinker
|
|
rtn = true;
|
|
elevator = new DElevator (sec);
|
|
elevator->m_Type = elevtype;
|
|
elevator->m_Speed = speed;
|
|
elevator->StartFloorSound ();
|
|
|
|
floorheight = sec->CenterFloor ();
|
|
ceilingheight = sec->CenterCeiling ();
|
|
|
|
// set up the fields according to the type of elevator action
|
|
switch (elevtype)
|
|
{
|
|
// elevator down to next floor
|
|
case DElevator::elevateDown:
|
|
elevator->m_Direction = -1;
|
|
newheight = sec->FindNextLowestFloor (&spot);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
|
|
break;
|
|
|
|
// elevator up to next floor
|
|
case DElevator::elevateUp:
|
|
elevator->m_Direction = 1;
|
|
newheight = sec->FindNextHighestFloor (&spot);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
|
|
break;
|
|
|
|
// elevator to floor height of activating switch's front sector
|
|
case DElevator::elevateCurrent:
|
|
newheight = line->frontsector->floorplane.ZatPoint (line->v1);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (line->v1, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(line->v1) - sec->floorplane.ZatPoint(line->v1);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (line->v1, newheight);
|
|
|
|
elevator->m_Direction =
|
|
elevator->m_FloorDestDist > sec->floorplane.fD() ? -1 : 1;
|
|
break;
|
|
|
|
// [RH] elevate up by a specific amount
|
|
case DElevator::elevateRaise:
|
|
elevator->m_Direction = 1;
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight + height);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight + height);
|
|
break;
|
|
|
|
// [RH] elevate down by a specific amount
|
|
case DElevator::elevateLower:
|
|
elevator->m_Direction = -1;
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight - height);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight - height);
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_DoChange()
|
|
//
|
|
// Handle pure change types. These change floor texture and sector type
|
|
// by trigger or numeric model without moving the floor.
|
|
//
|
|
// The linedef causing the change and the type of change is passed
|
|
// Returns true if any sector changes
|
|
//
|
|
// jff 3/15/98 added to better support generalized sector types
|
|
// [RH] Added tag parameter.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoChange (line_t *line, EChange changetype, int tag)
|
|
{
|
|
int secnum;
|
|
bool rtn;
|
|
sector_t *sec;
|
|
sector_t *secm;
|
|
|
|
rtn = false;
|
|
// change all sectors with the same tag as the linedef
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
rtn = true;
|
|
|
|
// handle trigger or numeric change type
|
|
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
|
|
|
switch(changetype)
|
|
{
|
|
case trigChangeOnly:
|
|
if (line)
|
|
{ // [RH] if no line, no change
|
|
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
|
sec->TransferSpecial(line->frontsector);
|
|
}
|
|
break;
|
|
case numChangeOnly:
|
|
secm = sec->FindModelFloorSector (sec->CenterFloor());
|
|
if (secm)
|
|
{ // if no model, no change
|
|
sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));
|
|
sec->TransferSpecial(secm);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_CLASS(DWaggleBase, false, false)
|
|
IMPLEMENT_CLASS(DFloorWaggle, false, false)
|
|
IMPLEMENT_CLASS(DCeilingWaggle, false, false)
|
|
|
|
DWaggleBase::DWaggleBase ()
|
|
{
|
|
}
|
|
|
|
void DWaggleBase::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("originaldist", m_OriginalDist)
|
|
("accumulator", m_Accumulator)
|
|
("accdelta", m_AccDelta)
|
|
("targetscale", m_TargetScale)
|
|
("scale", m_Scale)
|
|
("scaledelta", m_ScaleDelta)
|
|
("ticker", m_Ticker)
|
|
("state", m_State);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// WaggleBase
|
|
//
|
|
//==========================================================================
|
|
|
|
#define WGLSTATE_EXPAND 1
|
|
#define WGLSTATE_STABLE 2
|
|
#define WGLSTATE_REDUCE 3
|
|
|
|
DWaggleBase::DWaggleBase (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DWaggleBase::DoWaggle (bool ceiling)
|
|
{
|
|
secplane_t *plane;
|
|
int pos;
|
|
double dist;
|
|
|
|
if (ceiling)
|
|
{
|
|
plane = &m_Sector->ceilingplane;
|
|
pos = sector_t::ceiling;
|
|
}
|
|
else
|
|
{
|
|
plane = &m_Sector->floorplane;
|
|
pos = sector_t::floor;
|
|
}
|
|
|
|
switch (m_State)
|
|
{
|
|
case WGLSTATE_EXPAND:
|
|
if ((m_Scale += m_ScaleDelta) >= m_TargetScale)
|
|
{
|
|
m_Scale = m_TargetScale;
|
|
m_State = WGLSTATE_STABLE;
|
|
}
|
|
break;
|
|
|
|
case WGLSTATE_REDUCE:
|
|
if ((m_Scale -= m_ScaleDelta) <= 0)
|
|
{ // Remove
|
|
dist = (m_OriginalDist - plane->fD()) / plane->fC();
|
|
m_Sector->ChangePlaneTexZ(pos, -plane->HeightDiff (m_OriginalDist));
|
|
plane->setD(m_OriginalDist);
|
|
P_ChangeSector (m_Sector, true, dist, ceiling, false);
|
|
if (ceiling)
|
|
{
|
|
m_Sector->ceilingdata = NULL;
|
|
}
|
|
else
|
|
{
|
|
m_Sector->floordata = NULL;
|
|
}
|
|
Destroy ();
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case WGLSTATE_STABLE:
|
|
if (m_Ticker != -1)
|
|
{
|
|
if (!--m_Ticker)
|
|
{
|
|
m_State = WGLSTATE_REDUCE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
m_Accumulator += m_AccDelta;
|
|
|
|
dist = plane->fD();
|
|
plane->setD(m_OriginalDist + plane->PointToDist (DVector2(0, 0), BobSin(m_Accumulator) *m_Scale));
|
|
m_Sector->ChangePlaneTexZ(pos, plane->HeightDiff (dist));
|
|
dist = plane->HeightDiff (dist);
|
|
|
|
// Interesting: Hexen passes 'true' for the crunch parameter which really is crushing damage here...
|
|
// Also, this does not reset the move if it blocks.
|
|
P_Scroll3dMidtex(m_Sector, 1, dist, ceiling);
|
|
P_MoveLinkedSectors(m_Sector, 1, dist, ceiling);
|
|
P_ChangeSector (m_Sector, 1, dist, ceiling, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FloorWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
DFloorWaggle::DFloorWaggle ()
|
|
{
|
|
}
|
|
|
|
DFloorWaggle::DFloorWaggle (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->floordata = this;
|
|
interpolation = sec->SetInterpolation(sector_t::FloorMove, true);
|
|
}
|
|
|
|
void DFloorWaggle::Tick ()
|
|
{
|
|
DoWaggle (false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CeilingWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
DCeilingWaggle::DCeilingWaggle ()
|
|
{
|
|
}
|
|
|
|
DCeilingWaggle::DCeilingWaggle (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->ceilingdata = this;
|
|
interpolation = sec->SetInterpolation(sector_t::CeilingMove, true);
|
|
}
|
|
|
|
void DCeilingWaggle::Tick ()
|
|
{
|
|
DoWaggle (true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_StartWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
|
|
int timer, bool ceiling)
|
|
{
|
|
int sectorIndex;
|
|
sector_t *sector;
|
|
DWaggleBase *waggle;
|
|
bool retCode;
|
|
|
|
retCode = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
|
|
while ((sectorIndex = itr.Next()) >= 0)
|
|
{
|
|
sector = §ors[sectorIndex];
|
|
if ((!ceiling && sector->PlaneMoving(sector_t::floor)) ||
|
|
(ceiling && sector->PlaneMoving(sector_t::ceiling)))
|
|
{ // Already busy with another thinker
|
|
continue;
|
|
}
|
|
retCode = true;
|
|
if (ceiling)
|
|
{
|
|
waggle = new DCeilingWaggle (sector);
|
|
waggle->m_OriginalDist = sector->ceilingplane.fD();
|
|
}
|
|
else
|
|
{
|
|
waggle = new DFloorWaggle (sector);
|
|
waggle->m_OriginalDist = sector->floorplane.fD();
|
|
}
|
|
waggle->m_Accumulator = offset;
|
|
waggle->m_AccDelta = speed / 64.;
|
|
waggle->m_Scale = 0;
|
|
waggle->m_TargetScale = height / 64.;
|
|
waggle->m_ScaleDelta = waggle->m_TargetScale / (TICRATE + ((3 * TICRATE)*height) / 255);
|
|
waggle->m_Ticker = timer ? timer*TICRATE : -1;
|
|
waggle->m_State = WGLSTATE_EXPAND;
|
|
}
|
|
return retCode;
|
|
}
|