gzdoom-last-svn/src/p_floor.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "tables.h"
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
#include "r_interpolate.h"
//
// FLOORS
//
IMPLEMENT_CLASS (DFloor)
DFloor::DFloor ()
{
}
void DFloor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Crush
<< m_Direction
<< m_NewSpecial
<< m_Texture
<< m_FloorDestDist
<< m_Speed
<< m_ResetCount
<< m_OrgDist
<< m_Delay
<< m_PauseTime
<< m_StepTime
<< m_PerStepTime
<< m_Hexencrush;
}
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
IMPLEMENT_POINTY_CLASS (DElevator)
DECLARE_POINTER(m_Interp_Floor)
DECLARE_POINTER(m_Interp_Ceiling)
END_POINTERS
DElevator::DElevator ()
{
}
void DElevator::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Direction
<< m_FloorDestDist
<< m_CeilingDestDist
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
<< m_Speed
<< m_Interp_Floor
<< 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();
}
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
IMPLEMENT_POINTY_CLASS (DWaggleBase)
DECLARE_POINTER(m_Interpolation)
END_POINTERS
IMPLEMENT_CLASS (DFloorWaggle)
IMPLEMENT_CLASS (DCeilingWaggle)
DWaggleBase::DWaggleBase ()
{
}
void DWaggleBase::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_OriginalDist
<< m_Accumulator
<< m_AccDelta
<< m_TargetScale
<< m_Scale
<< m_ScaleDelta
<< m_Ticker
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
<< m_State
<< m_Interpolation;
}
//
// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
//
void DFloor::Tick ()
{
EResult res;
// [RH] Handle resetting stairs
if (m_Type == buildStair || m_Type == waitStair)
{
if (m_ResetCount)
{
if (--m_ResetCount == 0)
{
m_Type = resetStair;
m_Direction = (m_Direction > 0) ? -1 : 1;
m_FloorDestDist = m_OrgDist;
}
}
if (m_PauseTime)
{
m_PauseTime--;
return;
}
else if (m_StepTime)
{
if (--m_StepTime == 0)
{
m_PauseTime = m_Delay;
m_StepTime = m_PerStepTime;
}
}
}
if (m_Type == waitStair)
return;
res = MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
if (res == pastdest)
{
SN_StopSequence (m_Sector);
if (m_Type == buildStair)
m_Type = waitStair;
if (m_Type != waitStair || m_ResetCount == 0)
{
if (m_Direction == 1)
{
switch (m_Type)
{
case donutRaise:
case genFloorChgT:
case genFloorChg0:
m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->SetTexture(sector_t::floor, m_Texture);
break;
default:
break;
}
}
else if (m_Direction == -1)
{
switch (m_Type)
{
case floorLowerAndChange:
case genFloorChgT:
case genFloorChg0:
m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->SetTexture(sector_t::floor, m_Texture);
break;
default:
break;
}
}
m_Sector->floordata = NULL; //jff 2/22/98
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
StopInterpolation();
//jff 2/26/98 implement stair retrigger lockout while still building
// note this only applies to the retriggerable generalized stairs
if (m_Sector->stairlock == -2) // if this sector is stairlocked
{
sector_t *sec = m_Sector;
sec->stairlock = -1; // thinker done, promote lock to -1
while (sec->prevsec != -1 && sectors[sec->prevsec].stairlock != -2)
sec = &sectors[sec->prevsec]; // search for a non-done thinker
if (sec->prevsec == -1) // if all thinkers previous are done
{
sec = m_Sector; // search forward
while (sec->nextsec != -1 && sectors[sec->nextsec].stairlock != -2)
sec = &sectors[sec->nextsec];
if (sec->nextsec == -1) // if all thinkers ahead are done too
{
while (sec->prevsec != -1) // clear all locks
{
sec->stairlock = 0;
sec = &sectors[sec->prevsec];
}
sec->stairlock = 0;
}
}
}
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 ()
{
EResult res;
fixed_t oldfloor, oldceiling;
oldfloor = m_Sector->floorplane.d;
oldceiling = m_Sector->ceilingplane.d;
if (m_Direction < 0) // moving down
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == crushed)
{
MoveFloor (m_Speed, oldfloor, -m_Direction);
}
}
}
else // up
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == crushed)
{
MoveCeiling (m_Speed, oldceiling, -m_Direction);
}
}
}
if (res == pastdest) // if destination height acheived
{
// make floor stop sound
SN_StopSequence (m_Sector);
m_Sector->floordata = NULL; //jff 2/22/98
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // remove elevator from actives
}
}
void DFloor::SetFloorChangeType (sector_t *sec, int change)
{
m_Texture = sec->GetTexture(sector_t::floor);
switch (change & 3)
{
case 1:
m_NewSpecial = 0;
m_Type = DFloor::genFloorChg0;
break;
case 2:
m_Type = DFloor::genFloorChg;
break;
case 3:
m_NewSpecial = sec->special & ~SECRET_MASK;
m_Type = DFloor::genFloorChgT;
break;
}
}
static void StartFloorSound (sector_t *sec)
{
if (sec->seqType >= 0)
{
SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
}
else
{
SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
}
}
void DFloor::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
void DElevator::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
DFloor::DFloor (sector_t *sec)
: DMovingFloor (sec)
{
}
//
// HANDLE FLOOR TYPES
// [RH] Added tag, speed, height, crush, change params.
//
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush)
{
int secnum;
bool rtn;
sector_t* sec;
DFloor* floor;
bool manual = false;
fixed_t ceilingheight;
fixed_t newheight;
vertex_t *spot, *spot2;
rtn = false;
// check if a manual trigger; if so do just the sector on the backside
if (tag == 0)
{
if (!line || !(sec = line->backsector))
return rtn;
secnum = (int)(sec-sectors);
manual = true;
goto manual_floor;
}
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_floor:
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->floordata)
{
if (manual)
continue;
else
return false;
}
// new floor thinker
rtn = true;
floor = new DFloor (sec);
floor->m_Type = floortype;
floor->m_Crush = -1;
floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH]
floor->m_OrgDist = sec->floorplane.d; // [RH]
switch (floortype)
{
case DFloor::floorLowerToHighest:
floor->m_Direction = -1;
newheight = sec->FindHighestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
// [RH] DOOM's turboLower type did this. I've just extended it
// to be applicable to all LowerToHighest types.
if (floor->m_FloorDestDist != sec->floorplane.d)
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight+height);
break;
case DFloor::floorLowerToLowest:
floor->m_Direction = -1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerToNearest:
//jff 02/03/30 support lowering floor to next lowest floor
floor->m_Direction = -1;
newheight = sec->FindNextLowestFloor (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerInstant:
floor->m_Speed = height;
case DFloor::floorLowerByValue:
floor->m_Direction = -1;
newheight = sec->floorplane.ZatPoint (0, 0) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseInstant:
floor->m_Speed = height;
case DFloor::floorRaiseByValue:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorMoveToValue:
sec->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.d) ? -1 : 1;
break;
case DFloor::floorRaiseAndCrush:
floor->m_Crush = crush;
case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
if (floortype == DFloor::floorRaiseAndCrush)
floor->m_FloorDestDist -= 8 * FRACUNIT;
ceilingheight = sec->FindLowestCeilingPoint (&spot2);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
floortype == DFloor::floorRaiseAndCrush ? ceilingheight - 8*FRACUNIT : ceilingheight);
break;
case DFloor::floorRaiseToHighest:
floor->m_Direction = 1;
newheight = sec->FindHighestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToNearest:
floor->m_Direction = 1;
newheight = sec->FindNextHighestFloor (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToLowest:
floor->m_Direction = 1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerToLowestCeiling:
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerByTexture:
floor->m_Direction = -1;
newheight = sec->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorLowerToCeiling:
// [RH] Essentially instantly raises the floor to the ceiling
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseByTexture:
floor->m_Direction = 1;
// [RH] Use P_FindShortestTextureAround from BOOM to do this
// since the code is identical to what was here. (Oddly
// enough, BOOM preserved the code here even though it
// also had this function.)
newheight = sec->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseAndChange:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
if (line != NULL)
{
FTextureID oldpic = sec->GetTexture(sector_t::floor);
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
}
else
{
sec->special &= SECRET_MASK;
}
break;
case DFloor::floorLowerAndChange:
floor->m_Direction = -1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
floor->m_Texture = sec->GetTexture(sector_t::floor);
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
// in case no surrounding sector is at floordestheight
// --> should not affect compatibility <--
floor->m_NewSpecial = sec->special & ~SECRET_MASK;
//jff 5/23/98 use model subroutine to unify fixes and handling
sector_t *modelsec;
modelsec = sec->FindModelFloorSector (newheight);
if (modelsec != NULL)
{
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
floor->m_NewSpecial = modelsec->special & ~SECRET_MASK;
}
break;
default:
break;
}
// Do not interpolate instant movement floors.
bool silent = false;
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.d) || // moving up but going down
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.d) || // moving down but going up
(floor->m_Speed >= abs(sec->floorplane.d - floor->m_FloorDestDist))) // moving in one step
{
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
floor->StopInterpolation();
// [Graf Zahl]
// Don't make sounds for instant movement hacks but make an exception for
// switches that activate their own back side.
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
{
if (!line || !(line->activation & (SPAC_Use|SPAC_Push)) || line->backsector!=sec)
silent = true;
}
}
if (!silent) floor->StartFloorSound ();
if (change & 3)
{
// [RH] Need to do some transferring
if (change & 4)
{
// Numeric model change
sector_t *modelsec;
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
floortype == DFloor::floorLowerToLowestCeiling ||
floortype == DFloor::floorRaiseToCeiling ||
floortype == DFloor::floorLowerToCeiling) ?
sec->FindModelCeilingSector (-floor->m_FloorDestDist) :
sec->FindModelFloorSector (-floor->m_FloorDestDist);
if (modelsec != NULL)
{
floor->SetFloorChangeType (modelsec, change);
}
}
else if (line)
{
// Trigger model change
floor->SetFloorChangeType (line->frontsector, change);
}
}
if (manual)
return rtn;
}
return rtn;
}
// [RH]
// EV_FloorCrushStop
// Stop a floor from crushing!
//
bool EV_FloorCrushStop (int tag)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 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);
sec->floordata->Destroy ();
sec->floordata = NULL;
}
}
return true;
}
//
// 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;
secnum = -1;
rtn = false;
// change all sectors with the same tag as the linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[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->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
}
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->special = secm->special;
}
break;
default:
break;
}
}
return rtn;
}
static int P_FindSectorFromTagLinear (int tag, int start)
{
for (int i=start+1;i<numsectors;i++)
{
if (sectors[i].tag == tag) return i;
}
return -1;
}
//
// 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,
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
int usespecials)
{
int secnum;
int osecnum; //jff 3/4/98 save old loop index
int height;
fixed_t stairstep;
int i;
int newsecnum = -1;
Update to ZDoom r1052: - Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-28 13:29:59 +00:00
FTextureID texture;
int ok;
int persteptime;
bool rtn = false;
sector_t* sec;
sector_t* tsec = NULL;
sector_t* prev = NULL;
DFloor* floor;
bool manual = false;
if (speed == 0)
return false;
persteptime = FixedDiv (stairsize, speed) >> FRACBITS;
int (* FindSector) (int tag, int start) =
(i_compatflags & COMPATF_STAIRINDEX)? P_FindSectorFromTagLinear : P_FindSectorFromTag;
// check if a manual trigger, if so do just the sector on the backside
if (tag == 0)
{
if (!line || !(sec = line->backsector))
return rtn;
secnum = (int)(sec-sectors);
manual = true;
goto manual_stair;
}
// The compatibility mode doesn't work with a hashing algorithm.
// It needs the original linear search method. This was broken in Boom.
secnum = -1;
while ((secnum = FindSector (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_stair:
// 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->floordata || sec->stairlock)
{
if (!manual)
continue;
else
return rtn;
}
// 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.d; // [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 && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
floor->m_Hexencrush = false;
floor->m_Speed = speed;
height = sec->floorplane.ZatPoint (0, 0) + stairstep;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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)
{
// [RH] Find the next sector by scanning for Stairs_Special?
tsec = sec->NextSpecialSector (
(sec->special & 0xff) == 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->floordata || 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;
height += stairstep;
// if sector's floor already moving, look for another
//jff 2/26/98 special lockout condition for retriggering
if (tsec->floordata || tsec->stairlock)
continue;
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 (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 == 2)
{
// [RH]
fixed_t rise = height - sec->CenterFloor();
floor->m_Speed = Scale (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 && speed == 4*FRACUNIT) ? 10 : -1;
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
floor->m_OrgDist = sec->floorplane.d; // [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;
if (manual)
{
return rtn;
}
if (!(i_compatflags & COMPATF_STAIRINDEX))
{
secnum = osecnum; //jff 3/4/98 restore loop index
}
}
return rtn;
}
// [RH] Added pillarspeed and slimespeed parameters
bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
{
sector_t* s1;
sector_t* s2;
sector_t* s3;
int secnum;
bool rtn;
int i;
DFloor* floor;
vertex_t* spot;
fixed_t height;
secnum = -1;
rtn = false;
while ((secnum = P_FindSectorFromTag(tag,secnum)) >= 0)
{
s1 = &sectors[secnum]; // s1 is pillar's sector
// ALREADY MOVING? IF SO, KEEP GOING...
if (s1->floordata)
continue;
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->floordata)
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 = 0;
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;
}
DElevator::DElevator (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
sec->ceilingdata = this;
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
m_Interp_Floor = sec->SetInterpolation(sector_t::FloorMove, true);
m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
}
//
// 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,
fixed_t speed, fixed_t height, int tag)
{
int secnum;
bool rtn;
sector_t* sec;
DElevator* elevator;
fixed_t floorheight, ceilingheight;
fixed_t newheight;
vertex_t* spot;
if (!line && (elevtype == DElevator::elevateCurrent))
return false;
secnum = -1;
rtn = false;
// act on all sectors with the same tag as the triggering linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
// If either floor or ceiling is already activated, skip it
if (sec->floordata || sec->ceilingdata) //jff 2/22/98
continue;
// 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.d ? -1 : 1;
break;
// [RH] elevate up by a specific amount
case DElevator::elevateRaise:
elevator->m_Direction = 1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight + height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight + height);
break;
// [RH] elevate down by a specific amount
case DElevator::elevateLower:
elevator->m_Direction = -1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight - height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight - height);
break;
}
}
return rtn;
}
//==========================================================================
//
// WaggleBase
//
//==========================================================================
#define WGLSTATE_EXPAND 1
#define WGLSTATE_STABLE 2
#define WGLSTATE_REDUCE 3
DWaggleBase::DWaggleBase (sector_t *sec)
: Super (sec)
{
}
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
void DWaggleBase::Destroy()
{
if (m_Interpolation != NULL)
{
m_Interpolation->DelRef();
m_Interpolation = NULL;
}
Super::Destroy();
}
void DWaggleBase::DoWaggle (bool ceiling)
{
secplane_t *plane;
int pos;
fixed_t 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 = FixedMul (m_OriginalDist - plane->d, plane->ic);
m_Sector->ChangePlaneTexZ(pos, -plane->HeightDiff (m_OriginalDist));
plane->d = m_OriginalDist;
- Added more options to Light_ForceLightning: Setting the first arg to 0 will behave as before, setting it to 1 will create exactly one lighting and setting it to 2 will terminate lightning for the current level completely. And it will also work on maps that don't have lightning set in MAPINFO now. - Added: Sector movement that causes deep water to change its height now will trigger associated sector actions and adjust the actor's water level. - Fixed: The serializer for side_t::part never read the texture information from a savegame. - Fixed: side_t::StopInterpolation called setinterpolation instead of stopinterpolation. Also moved the clearinterpolation call in P_SetupLevel after the P_FreeLevelData to make absolutely sure that nothing in there can leave an interpolator behind by accident. - Applied Linux fixes by Jim. SBARINFO update by Blzut3: - Fixed: the playerclass command needed a null pointer check to prevent crashing on respawn. - Fixed: Mug Shot states were not reset on respawn. - Removed keepoffsets flag since apparently it was keeping the offsets by default. The means that the only thing not affected by the offsets was using nullimage as a background. Since I wasn't able to get a result I liked I'm going to say that if you want a black background with high res positioning you will have to create your own bar image. Maybe I'll fix it some other time. - Added: monospacefonts variable which allows for all of the fonts to be monospaced by a specified character (from their fontset of corse). - Made SBarInfo recognize the bar names for the Strife popups but they don't do anything beyond that. The names are: popuplog, popupkeys, and popupstatus. - Started converting the drawing routine to be more flexable towards high resolution status bars. (Only did one call so far.) NOTE: ZDoom's new sound code is not in yet because it's still too broken for serious use. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@69 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-22 14:50:30 +00:00
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->d;
plane->d = m_OriginalDist + plane->PointToDist (0, 0,
FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale));
m_Sector->ChangePlaneTexZ(pos, plane->HeightDiff (dist));
dist = plane->HeightDiff (dist);
- Added more options to Light_ForceLightning: Setting the first arg to 0 will behave as before, setting it to 1 will create exactly one lighting and setting it to 2 will terminate lightning for the current level completely. And it will also work on maps that don't have lightning set in MAPINFO now. - Added: Sector movement that causes deep water to change its height now will trigger associated sector actions and adjust the actor's water level. - Fixed: The serializer for side_t::part never read the texture information from a savegame. - Fixed: side_t::StopInterpolation called setinterpolation instead of stopinterpolation. Also moved the clearinterpolation call in P_SetupLevel after the P_FreeLevelData to make absolutely sure that nothing in there can leave an interpolator behind by accident. - Applied Linux fixes by Jim. SBARINFO update by Blzut3: - Fixed: the playerclass command needed a null pointer check to prevent crashing on respawn. - Fixed: Mug Shot states were not reset on respawn. - Removed keepoffsets flag since apparently it was keeping the offsets by default. The means that the only thing not affected by the offsets was using nullimage as a background. Since I wasn't able to get a result I liked I'm going to say that if you want a black background with high res positioning you will have to create your own bar image. Maybe I'll fix it some other time. - Added: monospacefonts variable which allows for all of the fonts to be monospaced by a specified character (from their fontset of corse). - Made SBarInfo recognize the bar names for the Strife popups but they don't do anything beyond that. The names are: popuplog, popupkeys, and popupstatus. - Started converting the drawing routine to be more flexable towards high resolution status bars. (Only did one call so far.) NOTE: ZDoom's new sound code is not in yet because it's still too broken for serious use. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@69 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-22 14:50:30 +00:00
P_ChangeSector (m_Sector, true, dist, ceiling, false);
}
//==========================================================================
//
// FloorWaggle
//
//==========================================================================
DFloorWaggle::DFloorWaggle ()
{
}
DFloorWaggle::DFloorWaggle (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, false);
}
void DFloorWaggle::Tick ()
{
DoWaggle (false);
}
//==========================================================================
//
// CeilingWaggle
//
//==========================================================================
DCeilingWaggle::DCeilingWaggle ()
{
}
DCeilingWaggle::DCeilingWaggle (sector_t *sec)
: Super (sec)
{
sec->ceilingdata = this;
- Added Skulltag's texture compression feature. Update to ZDoom r1024: - Fixed: There was still an inventory bar check in FMugShot::GetFace() after separating it from DDoomStatusBar. - Fixed: When following links in S_StartSound(), the function used sfx instead of S_Sfx as the array base for getting the NearLimit. - Repositioned the declaration of the file string in D_DoomMain() so that it won't be left on the stack at exit. - Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can free its Arguments. - Symbols for native classes are now freed on exit. - Removed the 8-character limit on endpic names from the parser. (Though it might still be present in the texture manager; I don't remember.) - Fixed: EndSequence needs a proper constructor. - Fixed: The EndSequence structure was not fully initialized. - While doing the interpolation rewrite I noticed that DScroller and DPolyAction were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-08 09:24:55 +00:00
m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, false);
}
void DCeilingWaggle::Tick ()
{
DoWaggle (true);
}
//==========================================================================
//
// EV_StartWaggle
//
//==========================================================================
bool EV_StartWaggle (int tag, int height, int speed, int offset,
int timer, bool ceiling)
{
int sectorIndex;
sector_t *sector;
DWaggleBase *waggle;
bool retCode;
retCode = false;
sectorIndex = -1;
while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
{
sector = &sectors[sectorIndex];
if ((!ceiling && sector->floordata) || (ceiling && sector->ceilingdata))
{ // Already busy with another thinker
continue;
}
retCode = true;
if (ceiling)
{
waggle = new DCeilingWaggle (sector);
waggle->m_OriginalDist = sector->ceilingplane.d;
}
else
{
waggle = new DFloorWaggle (sector);
waggle->m_OriginalDist = sector->floorplane.d;
}
waggle->m_Accumulator = offset*FRACUNIT;
waggle->m_AccDelta = speed << (FRACBITS-6);
waggle->m_Scale = 0;
waggle->m_TargetScale = height << (FRACBITS-6);
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;
}