gzdoom/src/p_plats.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:
// Plats (i.e. elevator platforms) code, raising/lowering.
//
//-----------------------------------------------------------------------------
#include "i_system.h"
#include "m_random.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "gi.h"
static FRandom pr_doplat ("DoPlat");
IMPLEMENT_CLASS (DPlat)
DPlat::DPlat ()
{
}
void DPlat::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Speed
<< m_Low
<< m_High
<< m_Wait
<< m_Count
<< m_Status
<< m_OldStatus
<< m_Crush
<< m_Tag
<< m_Type;
}
void DPlat::PlayPlatSound (const char *sound)
{
if (m_Sector->seqType >= 0)
SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->seqType, SEQ_PLATFORM, 0);
else
SN_StartSequence (m_Sector, CHAN_FLOOR, sound, 0);
}
//
// Move a plat up and down
//
void DPlat::Tick ()
{
EResult res;
switch (m_Status)
{
case up:
res = MoveFloor (m_Speed, m_High, m_Crush, 1, false);
if (res == crushed && (m_Crush == -1))
{
m_Count = m_Wait;
m_Status = down;
PlayPlatSound ("Platform");
}
else if (res == pastdest)
{
SN_StopSequence (m_Sector);
if (m_Type != platToggle)
{
m_Count = m_Wait;
m_Status = waiting;
switch (m_Type)
{
case platRaiseAndStay:
if (gameinfo.gametype == GAME_Heretic)
break;
case platDownByValue:
case platDownWaitUpStay:
case platDownWaitUpStayStone:
case platUpByValueStay:
case platDownToNearestFloor:
case platDownToLowestCeiling:
Destroy ();
break;
default:
break;
}
}
else
{
m_OldStatus = m_Status; //jff 3/14/98 after action wait
m_Status = in_stasis; //for reactivation of toggle
}
}
break;
case down:
res = MoveFloor (m_Speed, m_Low, -1, -1, false);
if (res == pastdest)
{
SN_StopSequence (m_Sector);
// if not an instant toggle, start waiting
if (m_Type != platToggle) //jff 3/14/98 toggle up down
{ // is silent, instant, no waiting
m_Count = m_Wait;
m_Status = waiting;
switch (m_Type)
{
case platUpWaitDownStay:
case platUpNearestWaitDownStay:
case platUpByValue:
Destroy ();
break;
default:
break;
}
}
else
{ // instant toggles go into stasis awaiting next activation
m_OldStatus = m_Status; //jff 3/14/98 after action wait
m_Status = in_stasis; //for reactivation of toggle
}
}
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
else if (res == crushed && m_Crush < 0 && m_Type != platToggle)
{
m_Status = up;
m_Count = m_Wait;
PlayPlatSound ("Platform");
}
//jff 1/26/98 remove the plat if it bounced so it can be tried again
//only affects plats that raise and bounce
// remove the plat if it's a pure raise type
switch (m_Type)
{
case platUpByValueStay:
case platRaiseAndStay:
Destroy ();
default:
break;
}
break;
case waiting:
if (m_Count > 0 && !--m_Count)
{
if (m_Sector->floorplane.d == m_Low)
m_Status = up;
else
m_Status = down;
if (m_Type == platToggle)
SN_StartSequence (m_Sector, CHAN_FLOOR, "Silence", 0);
else
PlayPlatSound ("Platform");
}
break;
case in_stasis:
break;
}
}
DPlat::DPlat (sector_t *sector)
: DMovingFloor (sector)
{
}
//
// Do Platforms
// [RH] Changed amount to height and added delay,
// lip, change, tag, and speed parameters.
//
bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, int height,
int speed, int delay, int lip, int change)
{
DPlat *plat;
int secnum;
sector_t *sec;
bool rtn = false;
bool manual = false;
fixed_t newheight = 0;
vertex_t *spot;
// [RH] If tag is zero, use the sector on the back side
// of the activating line (if any).
if (!tag)
{
if (!line || !(sec = line->backsector))
return false;
secnum = (int)(sec - sectors);
manual = true;
goto manual_plat;
}
// Activate all <type> plats that are in_stasis
switch (type)
{
case DPlat::platToggle:
rtn = true;
case DPlat::platPerpetualRaise:
P_ActivateInStasis (tag);
break;
default:
break;
}
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_plat:
if (sec->floordata)
{
if (!manual)
continue;
else
return false;
}
// Find lowest & highest floors around sector
rtn = true;
plat = new DPlat (sec);
plat->m_Type = type;
plat->m_Crush = -1;
plat->m_Tag = tag;
plat->m_Speed = speed;
plat->m_Wait = delay;
//jff 1/26/98 Avoid raise plat bouncing a head off a ceiling and then
//going down forever -- default lower to plat height when triggered
plat->m_Low = sec->floorplane.d;
if (change)
{
if (line)
sec->SetTexture(sector_t::floor, sides[line->sidenum[0]].sector->GetTexture(sector_t::floor));
if (change == 1)
sec->special &= SECRET_MASK; // Stop damage and other stuff, if any
}
switch (type)
{
case DPlat::platRaiseAndStay:
newheight = sec->FindNextHighestFloor (&spot);
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Floor");
sec->special &= SECRET_MASK; // NO MORE DAMAGE, IF APPLICABLE
break;
case DPlat::platUpByValue:
case DPlat::platUpByValueStay:
newheight = sec->floorplane.ZatPoint (0, 0) + height;
plat->m_High = sec->floorplane.PointToDist (0, 0, newheight);
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Floor");
break;
case DPlat::platDownByValue:
newheight = sec->floorplane.ZatPoint (0, 0) - height;
plat->m_Low = sec->floorplane.PointToDist (0, 0, newheight);
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::down;
plat->PlayPlatSound ("Floor");
break;
case DPlat::platDownWaitUpStay:
case DPlat::platDownWaitUpStayStone:
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::down;
plat->PlayPlatSound (type == DPlat::platDownWaitUpStay ? "Platform" : "Floor");
break;
case DPlat::platUpNearestWaitDownStay:
newheight = sec->FindNextHighestFloor (&spot);
// Intentional fall-through
case DPlat::platUpWaitDownStay:
if (type == DPlat::platUpWaitDownStay)
{
newheight = sec->FindHighestFloorSurrounding (&spot);
}
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
plat->m_Low = sec->floorplane.d;
if (plat->m_High > sec->floorplane.d)
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Platform");
break;
case DPlat::platPerpetualRaise:
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
newheight = sec->FindHighestFloorSurrounding (&spot);
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_High > sec->floorplane.d)
plat->m_High = sec->floorplane.d;
plat->m_Status = pr_doplat() & 1 ? DPlat::up : DPlat::down;
plat->PlayPlatSound ("Platform");
break;
case DPlat::platToggle: //jff 3/14/98 add new type to support instant toggle
plat->m_Crush = 10; //jff 3/14/98 crush anything in the way
// set up toggling between ceiling, floor inclusive
newheight = sec->FindLowestCeilingPoint (&spot);
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::down;
SN_StartSequence (sec, CHAN_FLOOR, "Silence", 0);
break;
case DPlat::platDownToNearestFloor:
newheight = sec->FindNextLowestFloor (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
plat->m_Status = DPlat::down;
plat->m_High = sec->floorplane.d;
plat->PlayPlatSound ("Platform");
break;
case DPlat::platDownToLowestCeiling:
newheight = sec->FindLowestCeilingSurrounding (&spot);
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
plat->m_High = sec->floorplane.d;
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::down;
plat->PlayPlatSound ("Platform");
break;
default:
break;
}
if (manual)
return rtn;
}
return rtn;
}
void DPlat::Reactivate ()
{
if (m_Type == platToggle) //jff 3/14/98 reactivate toggle type
m_Status = m_OldStatus == up ? down : up;
else
m_Status = m_OldStatus;
}
void P_ActivateInStasis (int tag)
{
DPlat *scan;
TThinkerIterator<DPlat> iterator;
while ( (scan = iterator.Next ()) )
{
if (scan->m_Tag == tag && scan->m_Status == DPlat::in_stasis)
scan->Reactivate ();
}
}
void DPlat::Stop ()
{
m_OldStatus = m_Status;
m_Status = in_stasis;
}
void EV_StopPlat (int tag)
{
DPlat *scan;
TThinkerIterator<DPlat> iterator;
while ( (scan = iterator.Next ()) )
{
if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag)
scan->Stop ();
}
}