- moved the door thinkers into g_shared.

This commit is contained in:
Christoph Oelckers 2019-01-31 02:38:39 +01:00
parent 77f8dfeabf
commit 65a812e316
4 changed files with 89 additions and 88 deletions

View file

@ -952,7 +952,6 @@ set (PCH_SOURCES
p_ceiling.cpp
p_conversation.cpp
p_destructible.cpp
p_doors.cpp
p_effect.cpp
p_enemy.cpp
p_floor.cpp
@ -1024,6 +1023,7 @@ set (PCH_SOURCES
g_inventory/a_weapons.cpp
g_shared/a_action.cpp
g_shared/a_decals.cpp
g_shared/a_doors.cpp
g_shared/a_dynlight.cpp
g_shared/a_flashfader.cpp
g_shared/a_lightning.cpp

87
src/g_shared/a_doors.h Normal file
View file

@ -0,0 +1,87 @@
#pragma once
//
// P_DOORS
//
class DDoor : public DMovingCeiling
{
DECLARE_CLASS (DDoor, DMovingCeiling)
public:
enum EVlDoor
{
doorClose,
doorOpen,
doorRaise,
doorWaitRaise,
doorCloseWaitOpen,
doorWaitClose,
};
void Construct(sector_t *sector);
void Construct(sector_t *sec, EVlDoor type, double speed, int delay, int lightTag, int topcountdown);
void Serialize(FSerializer &arc);
void Tick ();
protected:
EVlDoor m_Type;
double m_TopDist;
double m_BotDist, m_OldFloorDist;
vertex_t *m_BotSpot;
double m_Speed;
// 1 = up, 0 = waiting at top, -1 = down
int m_Direction;
// tics to wait at the top
int m_TopWait;
// (keep in case a door going down is reset)
// when it reaches 0, start going down
int m_TopCountdown;
int m_LightTag;
void DoorSound (bool raise, class DSeqNode *curseq=NULL) const;
private:
friend struct FLevelLocals;
};
class DAnimatedDoor : public DMovingCeiling
{
DECLARE_CLASS (DAnimatedDoor, DMovingCeiling)
public:
enum EADType
{
adOpenClose,
adClose
};
void Construct(sector_t *sector);
void Construct(sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim, EADType type);
void Serialize(FSerializer &arc);
void Tick ();
bool StartClosing ();
protected:
line_t *m_Line1, *m_Line2;
int m_Frame;
FDoorAnimation *m_DoorAnim;
int m_Timer;
double m_BotDist;
int m_Status;
int m_Type;
enum
{
Opening,
Waiting,
Closing,
Dead
};
int m_Speed;
int m_Delay;
bool m_SetBlocking1, m_SetBlocking2;
friend struct FLevelLocals;
};

View file

@ -224,93 +224,7 @@ protected:
TObjPtr<DInterpolation*> m_Interp_Floor;
};
//
// P_DOORS
//
class DDoor : public DMovingCeiling
{
DECLARE_CLASS (DDoor, DMovingCeiling)
public:
enum EVlDoor
{
doorClose,
doorOpen,
doorRaise,
doorWaitRaise,
doorCloseWaitOpen,
doorWaitClose,
};
void Construct(sector_t *sector);
void Construct(sector_t *sec, EVlDoor type, double speed, int delay, int lightTag, int topcountdown);
void Serialize(FSerializer &arc);
void Tick ();
protected:
EVlDoor m_Type;
double m_TopDist;
double m_BotDist, m_OldFloorDist;
vertex_t *m_BotSpot;
double m_Speed;
// 1 = up, 0 = waiting at top, -1 = down
int m_Direction;
// tics to wait at the top
int m_TopWait;
// (keep in case a door going down is reset)
// when it reaches 0, start going down
int m_TopCountdown;
int m_LightTag;
void DoorSound (bool raise, class DSeqNode *curseq=NULL) const;
private:
friend struct FLevelLocals;
};
class DAnimatedDoor : public DMovingCeiling
{
DECLARE_CLASS (DAnimatedDoor, DMovingCeiling)
public:
enum EADType
{
adOpenClose,
adClose
};
void Construct(sector_t *sector);
void Construct(sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim, EADType type);
void Serialize(FSerializer &arc);
void Tick ();
bool StartClosing ();
protected:
line_t *m_Line1, *m_Line2;
int m_Frame;
FDoorAnimation *m_DoorAnim;
int m_Timer;
double m_BotDist;
int m_Status;
int m_Type;
enum
{
Opening,
Waiting,
Closing,
Dead
};
int m_Speed;
int m_Delay;
bool m_SetBlocking1, m_SetBlocking2;
friend struct FLevelLocals;
};
#include "a_doors.h"
//
// P_CEILING
//