mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-06-04 03:00:47 +00:00
Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot pickup an item at all. (For instance, normally players in Hexen can still pick up other players' weapons for ammo. With this flag set, they cannot do that either.) The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them. Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all player starts are added to a pool, and players spawn at a random spot. Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing that uses the MapThing's type to determine the which player is spawning. Fix some GCC 4.7.1 warnings. Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's Z position by the MapThing's Z, just like for any other MapThing. P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags. Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement. Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world. We don't need to keep the FloatBobOffsets[] verison of DoWaggle around. What I didn't have this saved? ugh Fixed: The action function version of ACS_NamedExecuteWithResult only accepted three script parameters. Fixed: Editing the player (thing #1) with DeHacked would remove its MF2_PUSHWALL flag. This was not supposed to be committed as part of r3737. Don't use abbreviations in exception descriptions. Do do not disable config writing before DoGameSetup() (introduced in r3653) if the config file does not already exist. This way, we can create a default config file without removing anything from an existing config file if things go wrong early during setup. Added Hacx 2.0 detection. Let's go ahead and bump the version in trunk. Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors. Fixed: DDrawFB should not recreate all its resources when the palette changes if we were the one responsible for the palette change. Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft" since it counts down, not up. (Partially reverts r3195) Fixed: ACS function pointer instructions need to call GetFunction on the tagged module instead of the active behavior. Added support for Eternity Engine's function pointer ACS instructions. (Note that an alternative ACS compiler is necessary to use these instructions properly.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1420 b0f79afe-0144-0410-b225-9a4edf0717df
1412 lines
38 KiB
C++
1412 lines
38 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 "tables.h"
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#include "farchive.h"
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#include "p_3dmidtex.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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inline FArchive &operator<< (FArchive &arc, DFloor::EFloor &type)
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{
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BYTE val = (BYTE)type;
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arc << val;
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type = (DFloor::EFloor)val;
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return arc;
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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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static void StartFloorSound (sector_t *sec)
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{
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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)
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DFloor::DFloor ()
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{
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}
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void DFloor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_Crush
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<< m_Direction
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<< m_NewSpecial
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<< m_Texture
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<< m_FloorDestDist
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<< m_Speed
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<< m_ResetCount
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<< m_OrgDist
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<< m_Delay
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<< m_PauseTime
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<< m_StepTime
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<< m_PerStepTime
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<< 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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EResult 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 = MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
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if (res == 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->special = (m_Sector->special & SECRET_MASK) | 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->special = (m_Sector->special & SECRET_MASK) | 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 = 0;
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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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m_NewSpecial = sec->special & ~SECRET_MASK;
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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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// 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.
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//
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//==========================================================================
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bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower)
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{
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int secnum;
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bool rtn;
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sector_t* sec;
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DFloor* floor;
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fixed_t ceilingheight;
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fixed_t newheight;
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vertex_t *spot, *spot2;
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rtn = false;
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// check if a manual trigger; if so do just the sector on the backside
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if (tag == 0)
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{
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = (int)(sec-sectors);
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goto manual_floor;
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}
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secnum = -1;
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while (tag && (secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sec = §ors[secnum];
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manual_floor:
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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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// There was a test for 0/non-0 here, supposed to prevent 0-tags from executing "continue" and searching for unrelated sectors
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// Unfortunately, the condition had been reversed, so that searches for tag-0 would continue,
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// while numbered tags would abort (return false, even if some floors have been successfully triggered)
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// All occurences of the condition (faulty or not) have been replaced by a looping condition: Looping only occurs if we're looking for a non-0 tag.
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continue;
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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 = -1;
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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.d; // [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.d)
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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->floorplane.ZatPoint (0, 0) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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->floorplane.ZatPoint (0, 0) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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.d) ? -1 : 1;
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break;
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case DFloor::floorRaiseAndCrush:
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floor->m_Crush = crush;
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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if (floortype == DFloor::floorRaiseAndCrush)
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newheight -= 8 * FRACUNIT;
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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,
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floortype == DFloor::floorRaiseAndCrush ? ceilingheight - 8*FRACUNIT : ceilingheight);
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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::floorRaiseToCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint (&spot);
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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->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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);
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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->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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->floorplane.ZatPoint (0, 0) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
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}
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else
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{
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sec->special &= SECRET_MASK;
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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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// --> should not affect compatibility <--
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floor->m_NewSpecial = sec->special & ~SECRET_MASK;
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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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floor->m_NewSpecial = modelsec->special & ~SECRET_MASK;
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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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|
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// Do not interpolate instant movement floors.
|
|
bool silent = false;
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|
|
|
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
|
|
{
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
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, CHAN_FLOOR);
|
|
sec->floordata->Destroy ();
|
|
sec->floordata = NULL;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Linear tag search to emulate stair building from Doom.exe
|
|
//
|
|
//==========================================================================
|
|
|
|
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;
|
|
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 = §ors[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->PlaneMoving(sector_t::floor) || 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->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 (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, line_t *line, 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;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (!line || !(s1 = line->backsector))
|
|
return rtn;
|
|
goto manual_donut;
|
|
}
|
|
|
|
while (tag && (secnum = P_FindSectorFromTag(tag,secnum)) >= 0)
|
|
{
|
|
s1 = §ors[secnum]; // s1 is pillar's sector
|
|
|
|
manual_donut:
|
|
// 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 = 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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Elevators
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_POINTY_CLASS (DElevator)
|
|
DECLARE_POINTER(m_Interp_Floor)
|
|
DECLARE_POINTER(m_Interp_Ceiling)
|
|
END_POINTERS
|
|
|
|
inline FArchive &operator<< (FArchive &arc, DElevator::EElevator &type)
|
|
{
|
|
BYTE val = (BYTE)type;
|
|
arc << val;
|
|
type = (DElevator::EElevator)val;
|
|
return arc;
|
|
}
|
|
|
|
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 (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_Type
|
|
<< m_Direction
|
|
<< m_FloorDestDist
|
|
<< m_CeilingDestDist
|
|
<< 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();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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, 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,
|
|
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;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (!line || !(sec = line->backsector))
|
|
return rtn;
|
|
goto manual_elevator;
|
|
}
|
|
|
|
|
|
// act on all sectors with the same tag as the triggering linedef
|
|
while (tag && (secnum = P_FindSectorFromTag (tag, secnum)) >= 0) // never loop for a non-0 tag (condition moved to beginning of loop) [FDARI]
|
|
{
|
|
sec = §ors[secnum];
|
|
manual_elevator:
|
|
// 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.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;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 = §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->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;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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
|
|
<< m_State
|
|
<< m_Interpolation;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// WaggleBase
|
|
//
|
|
//==========================================================================
|
|
|
|
#define WGLSTATE_EXPAND 1
|
|
#define WGLSTATE_STABLE 2
|
|
#define WGLSTATE_REDUCE 3
|
|
|
|
DWaggleBase::DWaggleBase (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
}
|
|
|
|
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;
|
|
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;
|
|
|
|
|
|
fixed_t mag = finesine[(m_Accumulator>>9)&8191]*8;
|
|
|
|
dist = plane->d;
|
|
plane->d = m_OriginalDist + plane->PointToDist (0, 0, FixedMul (mag, 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;
|
|
m_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;
|
|
m_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;
|
|
sectorIndex = -1;
|
|
|
|
if (tag == 0)
|
|
{
|
|
if (!line || !(sector = line->backsector))
|
|
return retCode;
|
|
goto manual_waggle;
|
|
}
|
|
|
|
|
|
while (tag && (sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
|
|
{
|
|
sector = §ors[sectorIndex];
|
|
manual_waggle:
|
|
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.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;
|
|
}
|