This commit is contained in:
Christoph Oelckers 2016-04-09 12:55:34 +02:00
commit c502a4b3cc
16 changed files with 412 additions and 422 deletions

View file

@ -26,6 +26,7 @@ class DMover : public DSectorEffect
HAS_OBJECT_POINTERS
public:
DMover (sector_t *sector);
void StopInterpolation(bool force = false);
protected:
TObjPtr<DInterpolation> interpolation;
private:
@ -33,7 +34,6 @@ protected:
DMover ();
void Serialize (FArchive &arc);
void Destroy();
void StopInterpolation(bool force = false);
};
class DMovingFloor : public DMover

View file

@ -859,8 +859,8 @@ void FArchive::WriteString(const FString &str)
{
// The count includes the '\0' terminator, but we don't
// actually write it out.
WriteCount(str.Len() + 1);
Write(str, str.Len());
WriteCount(DWORD(str.Len() + 1));
Write(str, DWORD(str.Len()));
}
FArchive &FArchive::operator<< (char *&str)

View file

@ -1596,35 +1596,6 @@ void FParser::SF_FloorHeight(void)
}
//=============================================================================
//
//
//=============================================================================
class DMoveFloor : public DFloor
{
public:
DMoveFloor(sector_t * sec,double moveheight,int _m_Direction,int crush,double movespeed)
: DFloor(sec)
{
m_Type = floorRaiseByValue;
m_Crush = crush;
m_Speed=movespeed;
m_Direction = _m_Direction;
m_FloorDestDist = moveheight;
// Do not interpolate instant movement floors.
double movedist = fabs(-sec->floorplane.fD() - moveheight);
if (m_Speed >= movedist)
{
StopInterpolation(true);
}
StartFloorSound();
}
};
//==========================================================================
//
//
@ -1634,7 +1605,6 @@ public:
void FParser::SF_MoveFloor(void)
{
int secnum = -1;
sector_t *sec;
int tagnum, crush;
double platspeed = 1, destheight;
@ -1650,12 +1620,7 @@ void FParser::SF_MoveFloor(void)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
// Don't start a second thinker on the same floor
if (sec->floordata) continue;
new DMoveFloor(sec, sec->floorplane.PointToDist(sec->centerspot, destheight),
destheight < sec->CenterFloor() ? -1 : 1, crush, platspeed);
P_CreateFloor(&sectors[secnum], DFloor::floorMoveToValue, NULL, platspeed, destheight, crush, 0, false, false);
}
}
}
@ -1720,39 +1685,6 @@ void FParser::SF_CeilingHeight(void)
}
//==========================================================================
//
//
//
//==========================================================================
class DMoveCeiling : public DCeiling
{
public:
DMoveCeiling(sector_t * sec,int tag,double destheight,double speed,int silent,int crush)
: DCeiling(sec)
{
m_Crush = crush;
m_Speed2 = m_Speed = m_Speed1 = speed;
m_Silent = silent;
m_Type = DCeiling::ceilLowerByValue; // doesn't really matter as long as it's no special value
m_Tag=tag;
m_TopHeight=m_BottomHeight=sec->ceilingplane.PointToDist(sec->centerspot,destheight);
m_Direction=destheight>sec->GetPlaneTexZF(sector_t::ceiling)? 1:-1;
// Do not interpolate instant movement ceilings.
double movedist = fabs(sec->ceilingplane.fD() - m_BottomHeight);
if (m_Speed >= movedist)
{
StopInterpolation (true);
m_Silent=2;
}
PlayCeilingSound();
}
};
//==========================================================================
//
//
@ -1762,7 +1694,6 @@ public:
void FParser::SF_MoveCeiling(void)
{
int secnum = -1;
sector_t *sec;
int tagnum;
double platspeed = 1, destheight;
int crush;
@ -1780,11 +1711,7 @@ void FParser::SF_MoveCeiling(void)
FSSectorTagIterator itr(tagnum);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
// Don't start a second thinker on the same floor
if (sec->ceilingdata) continue;
new DMoveCeiling(sec, tagnum, destheight, platspeed, silent, crush);
P_CreateCeiling(&sectors[secnum], DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
}
}
}

View file

@ -123,7 +123,7 @@ struct svalue_t
void setDouble(double dp)
{
value.f = fsfix(dp/65536);
value.f = fsfix(dp * 65536);
type = svt_fixed;
}
};

View file

@ -93,7 +93,7 @@ double floatvalue(const svalue_t &v)
{
return
v.type == svt_string ? atof(v.string) :
v.type == svt_fixed ? v.value.f * 65536. :
v.type == svt_fixed ? v.value.f / 65536. :
v.type == svt_mobj ? -1. : (double)v.value.i;
}

View file

@ -142,7 +142,7 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case DCeiling::ceilCrushAndRaise:
m_Direction = -1;
m_Speed = m_Speed1;
if (!SN_IsMakingLoopingSound (m_Sector))
@ -173,8 +173,8 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case ceilCrushRaiseAndStay:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
m_Speed = m_Speed2;
m_Direction = 1;
if (!SN_IsMakingLoopingSound (m_Sector))
@ -202,8 +202,8 @@ void DCeiling::Tick ()
{
switch (m_Type)
{
case ceilCrushAndRaise:
case ceilLowerAndCrush:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilLowerAndCrush:
if (m_CrushMode == ECrushMode::crushSlowdown)
m_Speed = 1. / 8;
break;
@ -244,9 +244,9 @@ DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
//
//============================================================================
DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
double speed, double speed2, double height,
int crush, int silent, int change, ECrushMode hexencrush)
int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
{
double targheight = 0; // Silence, GCC
@ -257,40 +257,40 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
}
// new door thinker
DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent);
DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent & ~4);
vertex_t *spot = sec->lines[0]->v1;
switch (type)
{
case ceilCrushAndRaise:
case ceilCrushRaiseAndStay:
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
ceiling->m_TopHeight = sec->ceilingplane.fD();
case ceilLowerAndCrush:
case DCeiling::ceilLowerAndCrush:
targheight = sec->FindHighestFloorPoint (&spot);
targheight += height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighest:
case DCeiling::ceilRaiseToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerByValue:
case DCeiling::ceilLowerByValue:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseByValue:
case DCeiling::ceilRaiseByValue:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilMoveToValue:
case DCeiling::ceilMoveToValue:
{
double diff = height - sec->ceilingplane.ZatPoint (spot);
@ -308,81 +308,81 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
}
break;
case ceilLowerToHighestFloor:
case DCeiling::ceilLowerToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighestFloor:
case DCeiling::ceilRaiseToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerInstant:
case DCeiling::ceilLowerInstant:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
ceiling->m_Speed = height;
break;
case ceilRaiseInstant:
case DCeiling::ceilRaiseInstant:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
ceiling->m_Speed = height;
break;
case ceilLowerToNearest:
case DCeiling::ceilLowerToNearest:
targheight = sec->FindNextLowestCeiling (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToNearest:
case DCeiling::ceilRaiseToNearest:
targheight = sec->FindNextHighestCeiling (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToLowest:
case DCeiling::ceilLowerToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToLowest:
case DCeiling::ceilRaiseToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToFloor:
case DCeiling::ceilLowerToFloor:
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToFloor: // [RH] What's this for?
case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToHighest:
case DCeiling::ceilLowerToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilLowerByTexture:
case DCeiling::ceilLowerByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseByTexture:
case DCeiling::ceilRaiseByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
@ -413,6 +413,7 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
if (ceiling->m_Speed >= movedist)
{
ceiling->StopInterpolation(true);
if (silent & 4) ceiling->m_Silent = 2;
}
// set texture/type change properties
@ -425,9 +426,9 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
//jff 5/23/98 find model with floor at target height if target
//is a floor type
modelsec = (/*type == ceilRaiseToHighest ||*/
type == ceilRaiseToFloor ||
type == DCeiling::ceilRaiseToFloor ||
/*type == ceilLowerToHighest ||*/
type == ceilLowerToFloor) ?
type == DCeiling::ceilLowerToFloor) ?
sec->FindModelFloorSector (targheight) :
sec->FindModelCeilingSector (targheight);
if (modelsec != NULL)
@ -437,14 +438,14 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
{
case 1: // type is zeroed
ceiling->m_NewSpecial.Clear();
ceiling->m_Type = genCeilingChg0;
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
sec->GetSpecial(&ceiling->m_NewSpecial);
ceiling->m_Type = genCeilingChgT;
ceiling->m_Type = DCeiling::genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
ceiling->m_Type = DCeiling::genCeilingChg;
break;
}
}
@ -456,21 +457,21 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
{
case 1: // type is zeroed
ceiling->m_NewSpecial.Clear();
ceiling->m_Type = genCeilingChg0;
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
ceiling->m_Type = genCeilingChgT;
ceiling->m_Type = DCeiling::genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
ceiling->m_Type = DCeiling::genCeilingChg;
break;
}
}
}
ceiling->PlayCeilingSound ();
return ceiling;
return ceiling != NULL;
}
//============================================================================
@ -501,7 +502,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
// [RH] Hack to let manual crushers be retriggerable, too
tag ^= secnum | 0x1000000;
P_ActivateInStasisCeiling (tag);
return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
return P_CreateCeiling(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
// Reactivate in-stasis ceilings...for certain types.
@ -515,7 +516,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
FSectorTagIterator it(tag);
while ((secnum = it.Next()) >= 0)
{
rtn |= !!DCeiling::Create(&sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
rtn |= P_CreateCeiling(&sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
return rtn;
}

View file

@ -271,6 +271,244 @@ DFloor::DFloor (sector_t *sec)
{
}
//==========================================================================
//
//
//
//==========================================================================
bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
{
bool rtn;
DFloor* floor;
double ceilingheight;
double newheight;
vertex_t *spot, *spot2;
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->PlaneMoving(sector_t::floor))
{
return false;
}
// new floor thinker
rtn = true;
floor = new DFloor(sec);
floor->m_Type = floortype;
floor->m_Crush = crush;
floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH]
floor->m_OrgDist = sec->floorplane.fD(); // [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 (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
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->CenterFloor() - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
break;
case DFloor::floorRaiseInstant:
floor->m_Speed = height;
case DFloor::floorRaiseByValue:
floor->m_Direction = 1;
newheight = sec->CenterFloor() + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
break;
case DFloor::floorMoveToValue:
sec->FindHighestFloorPoint(&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, height);
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
break;
case DFloor::floorRaiseAndCrushDoom:
case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding(&spot);
if (floortype == DFloor::floorRaiseAndCrushDoom)
newheight -= 8;
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::floorRaiseAndCrushDoom ? ceilingheight - 8 : 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::floorRaiseAndCrush:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint(&spot) - 8;
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->CenterFloor() - sec->FindShortestTextureAround();
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, 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->CenterFloor() + sec->FindShortestTextureAround();
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
break;
case DFloor::floorRaiseAndChange:
floor->m_Direction = 1;
newheight = sec->CenterFloor() + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
if (line != NULL)
{
FTextureID oldpic = sec->GetTexture(sector_t::floor);
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
sec->TransferSpecial(line->frontsector);
}
else
{
sec->ClearSpecial();
}
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
sec->GetSpecial(&floor->m_NewSpecial);
//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);
modelsec->GetSpecial(&floor->m_NewSpecial);
}
break;
default:
break;
}
// Do not interpolate instant movement floors.
bool silent = false;
if ((floor->m_Direction > 0 && floor->m_FloorDestDist > sec->floorplane.fD()) || // moving up but going down
(floor->m_Direction < 0 && floor->m_FloorDestDist < sec->floorplane.fD()) || // moving down but going up
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
{
floor->StopInterpolation(true);
// [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 true;
}
//==========================================================================
//
// HANDLE FLOOR TYPES
@ -283,241 +521,13 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
{
int secnum;
bool rtn;
sector_t* sec;
DFloor* floor;
double ceilingheight;
double newheight;
vertex_t *spot, *spot2;
rtn = false;
bool rtn = false;
// check if a manual trigger; if so do just the sector on the backside
FSectorTagIterator it(tag, line);
while ((secnum = it.Next()) >= 0)
{
sec = &sectors[secnum];
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->PlaneMoving(sector_t::floor))
{
continue;
}
// new floor thinker
rtn = true;
floor = new DFloor (sec);
floor->m_Type = floortype;
floor->m_Crush = crush;
floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH]
floor->m_OrgDist = sec->floorplane.fD(); // [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 (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
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->CenterFloor() - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
break;
case DFloor::floorRaiseInstant:
floor->m_Speed = height;
case DFloor::floorRaiseByValue:
floor->m_Direction = 1;
newheight = sec->CenterFloor() + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
break;
case DFloor::floorMoveToValue:
sec->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
break;
case DFloor::floorRaiseAndCrushDoom:
case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
if (floortype == DFloor::floorRaiseAndCrushDoom)
newheight -= 8;
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::floorRaiseAndCrushDoom ? ceilingheight - 8 : 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::floorRaiseAndCrush:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint (&spot) - 8;
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->CenterFloor() - sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, 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->CenterFloor() + sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
break;
case DFloor::floorRaiseAndChange:
floor->m_Direction = 1;
newheight = sec->CenterFloor() + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
if (line != NULL)
{
FTextureID oldpic = sec->GetTexture(sector_t::floor);
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
sec->TransferSpecial(line->frontsector);
}
else
{
sec->ClearSpecial();
}
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
sec->GetSpecial(&floor->m_NewSpecial);
//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);
modelsec->GetSpecial(&floor->m_NewSpecial);
}
break;
default:
break;
}
// Do not interpolate instant movement floors.
bool silent = false;
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.fD()) || // moving up but going down
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.fD()) || // moving down but going up
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
{
floor->StopInterpolation(true);
// [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);
}
}
rtn |= P_CreateFloor(&sectors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
}
return rtn;
}

View file

@ -4463,10 +4463,17 @@ struct SRailHit
DVector3 HitPos;
DAngle HitAngle;
};
struct SPortalHit
{
DVector3 HitPos;
DVector3 ContPos;
DVector3 OutDir;
};
struct RailData
{
AActor *Caller;
TArray<SRailHit> RailHits;
TArray<SPortalHit> PortalHits;
bool StopAtOne;
bool StopAtInvul;
bool ThruSpecies;
@ -4475,6 +4482,16 @@ struct RailData
static ETraceStatus ProcessRailHit(FTraceResults &res, void *userdata)
{
RailData *data = (RailData *)userdata;
if (res.HitType == TRACE_CrossingPortal)
{
SPortalHit newhit;
newhit.HitPos = res.HitPos;
newhit.ContPos = res.SrcFromTarget;
newhit.OutDir = res.HitVector;
data->PortalHits.Push(newhit);
return TRACE_Continue;
}
if (res.HitType != TRACE_HitActor)
{
return TRACE_Stop;
@ -4559,7 +4576,8 @@ void P_RailAttack(FRailParams *p)
assert(puffclass != NULL); // Because we set it to a default above
AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement()); //Contains all the flags such as FOILINVUL, etc.
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0 : TRACE_PCross | TRACE_Impact;
// disabled because not complete yet.
flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? 0/*TRACE_ReportPortals*/ : TRACE_PCross | TRACE_Impact /*| TRACE_ReportPortals*/;
rail_data.StopAtInvul = (puffDefaults->flags3 & MF3_FOILINVUL) ? false : true;
rail_data.ThruSpecies = (puffDefaults->flags6 & MF6_MTHRUSPECIES) ? true : false;
Trace(start, source->Sector, vec, p->distance, MF_SHOOTABLE, ML_BLOCKEVERYTHING, source, trace, flags, ProcessRailHit, &rail_data);

View file

@ -5010,7 +5010,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
if (mthing->Scale.X != 0)
mobj->Scale.X = mthing->Scale.X * mobj->Scale.X;
if (mthing->Scale.Y != 0)
mobj->Scale.X = mthing->Scale.Y * mobj->Scale.Y;
mobj->Scale.Y = mthing->Scale.Y * mobj->Scale.Y;
if (mthing->pitch)
mobj->Angles.Pitch = (double)mthing->pitch;
if (mthing->roll)

View file

@ -572,10 +572,6 @@ public:
void Serialize (FArchive &arc);
void Tick ();
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
double speed, double speed2, double height,
int crush, int silent, int change, ECrushMode hexencrush);
protected:
ECeiling m_Type;
double m_BottomHeight;
@ -601,13 +597,13 @@ protected:
private:
DCeiling ();
friend bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
friend bool EV_CeilingCrushStop (int tag);
friend void P_ActivateInStasisCeiling (int tag);
};
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
int tag, double speed, double speed2, double height,
int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
bool EV_CeilingCrushStop (int tag);
void P_ActivateInStasisCeiling (int tag);
@ -711,6 +707,9 @@ private:
DFloor ();
};
bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
double stairsize, double speed, int delay, int reset, int igntxt,
int usespecials);

View file

@ -66,6 +66,8 @@ struct FTraceInfo
double startfrac;
int aimdir;
double limitz;
double lastfloorportalheight;
double lastceilingportalheight;
// These are required for 3D-floor checking
// to create a fake sector with a floor
@ -141,6 +143,7 @@ bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, d
inf.sectorsel=0;
inf.aimdir = -1;
inf.startfrac = 0;
inf.lastfloorportalheight = inf.lastceilingportalheight = start.Z;
memset(&res, 0, sizeof(res));
if (inf.TraceTraverse (ptflags))
@ -196,6 +199,7 @@ void FTraceInfo::EnterSectorPortal(int position, double frac, sector_t *entersec
newtrace.aimdir = position;
newtrace.limitz = portal->specialf1;
newtrace.sectorsel = 0;
newtrace.lastfloorportalheight = newtrace.lastceilingportalheight = limitz;
if (newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES))
{
@ -227,7 +231,7 @@ int FTraceInfo::EnterLinePortal(line_t *li, double frac)
frac += 1 / MaxDist;
double enterdist = MaxDist / frac;
DVector2 enter = newtrace.Start.XY() + enterdist * Vec.XY();
DVector2 enter = newtrace.Start + enterdist * Vec;
newtrace.ActorMask = ActorMask;
newtrace.WallMask = WallMask;
@ -244,7 +248,9 @@ int FTraceInfo::EnterLinePortal(line_t *li, double frac)
newtrace.startfrac = frac;
newtrace.aimdir = aimdir;
newtrace.limitz = limitz;
P_TranslatePortalZ(li, newtrace.limitz);
newtrace.lastfloorportalheight = newtrace.lastceilingportalheight = newtrace.limitz;
newtrace.sectorsel = 0;
Results->unlinked = true;
return newtrace.TraceTraverse(ActorMask ? PT_ADDLINES | PT_ADDTHINGS | PT_COMPATIBLE : PT_ADDLINES);
@ -442,11 +448,24 @@ bool FTraceInfo::LineCheck(intercept_t *in)
Results->HitType = TRACE_HitFloor;
Results->HitTexture = CurSector->GetTexture(sector_t::floor);
}
else if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::floor))
else
{
// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
Results->HitType = TRACE_HitNone;
return false;
if ((TraceFlags & TRACE_ReportPortals) && lastfloorportalheight > fc)
{
lastfloorportalheight = fc;
if (TraceCallback != NULL)
{
// Todo: calculate the intersection point.
Results->HitType = TRACE_CrossingPortal;
TraceCallback(*Results, TraceCallbackData);
}
}
if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::floor))
{
// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
Results->HitType = TRACE_HitNone;
return false;
}
}
}
else if (hit.Z >= fc)
@ -457,11 +476,24 @@ bool FTraceInfo::LineCheck(intercept_t *in)
Results->HitType = TRACE_HitCeiling;
Results->HitTexture = CurSector->GetTexture(sector_t::ceiling);
}
else if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::ceiling))
else
{
// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
Results->HitType = TRACE_HitNone;
return false;
if ((TraceFlags & TRACE_ReportPortals) && lastceilingportalheight < fc)
{
lastceilingportalheight = fc;
if (TraceCallback != NULL)
{
// Todo: calculate the intersection point.
Results->HitType = TRACE_CrossingPortal;
TraceCallback(*Results, TraceCallbackData);
}
}
if (entersector == NULL || entersector->PortalBlocksMovement(sector_t::ceiling))
{
// hit beyond a portal plane. This needs to be taken care of by the trace spawned on the other side.
Results->HitType = TRACE_HitNone;
return false;
}
}
}
else if (in->d.line->isLinePortal())

View file

@ -50,7 +50,8 @@ enum ETraceResult
TRACE_HitFloor,
TRACE_HitCeiling,
TRACE_HitWall,
TRACE_HitActor
TRACE_HitActor,
TRACE_CrossingPortal,
};
enum
@ -113,6 +114,7 @@ enum
TRACE_PCross = 2, // Trigger SPAC_PCROSS lines
TRACE_Impact = 4, // Trigger SPAC_IMPACT lines
TRACE_PortalRestrict= 8, // Cannot go through portals without a static link offset.
TRACE_ReportPortals = 16, // Report any portal crossing to the TraceCallback
};
// return values from callback

View file

@ -110,23 +110,22 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, double x, double y, int tag
{
va_list tags;
va_start(tags, tags_first);
DrawTextureV(img, x, y, tags_first, tags);
DrawParms parms;
if (!ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, false))
{
return;
}
DrawTextureParms(img, x, y, parms);
}
void STACK_ARGS DCanvas::DrawTextureV(FTexture *img, double x, double y, uint32 tag, va_list tags)
void DCanvas::DrawTextureParms(FTexture *img, double x, double y, DrawParms &parms)
{
#ifndef NO_SWRENDER
FTexture::Span unmaskedSpan[2];
const FTexture::Span **spanptr, *spans;
static short bottomclipper[MAXWIDTH], topclipper[MAXWIDTH];
DrawParms parms;
if (!ParseDrawTextureTags(img, x, y, tag, tags, &parms, false))
{
return;
}
if (parms.masked)
{
spanptr = &spans;
@ -171,6 +170,10 @@ void STACK_ARGS DCanvas::DrawTextureV(FTexture *img, double x, double y, uint32
BYTE *destorgsave = dc_destorg;
dc_destorg = screen->GetBuffer();
if (dc_destorg == NULL)
{
I_FatalError("Attempt to write to buffer of hardware canvas");
}
double x0 = parms.x - parms.left * parms.destwidth / parms.texwidth;
double y0 = parms.y - parms.top * parms.destheight / parms.texheight;
@ -327,7 +330,7 @@ void STACK_ARGS DCanvas::DrawTextureV(FTexture *img, double x, double y, uint32
#endif
}
bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag, va_list tags, DrawParms *parms, bool hw) const
bool DCanvas::ParseDrawTextureTags (FTexture *img, double x, double y, DWORD tag, va_list tags, DrawParms *parms, bool fortext) const
{
INTBOOL boolval;
int intval;

View file

@ -138,6 +138,40 @@ struct FRemapTable;
class player_t;
typedef uint32 angle_t;
struct DrawParms
{
double x, y;
double texwidth;
double texheight;
double destwidth;
double destheight;
double virtWidth;
double virtHeight;
double windowleft;
double windowright;
int dclip;
int uclip;
int lclip;
int rclip;
double top;
double left;
float Alpha;
uint32 fillcolor;
FRemapTable *remap;
const BYTE *translation;
uint32 colorOverlay;
INTBOOL alphaChannel;
INTBOOL flipX;
fixed_t shadowAlpha;
int shadowColor;
INTBOOL keepratio;
INTBOOL masked;
INTBOOL bilinear;
FRenderStyle style;
struct FSpecialColormap *specialcolormap;
struct FColormapStyle *colormapstyle;
};
//
// VIDEO
//
@ -223,40 +257,6 @@ public:
void DrawTextV (FFont *font, int normalcolor, int x, int y, const char *string, va_list tags);
void STACK_ARGS DrawChar (FFont *font, int normalcolor, int x, int y, BYTE character, ...);
struct DrawParms
{
double x, y;
double texwidth;
double texheight;
double destwidth;
double destheight;
double virtWidth;
double virtHeight;
double windowleft;
double windowright;
int dclip;
int uclip;
int lclip;
int rclip;
double top;
double left;
float Alpha;
uint32 fillcolor;
FRemapTable *remap;
const BYTE *translation;
uint32 colorOverlay;
INTBOOL alphaChannel;
INTBOOL flipX;
fixed_t shadowAlpha;
int shadowColor;
INTBOOL keepratio;
INTBOOL masked;
INTBOOL bilinear;
FRenderStyle style;
struct FSpecialColormap *specialcolormap;
struct FColormapStyle *colormapstyle;
};
protected:
BYTE *Buffer;
int Width;
@ -265,8 +265,9 @@ protected:
int LockCount;
bool ClipBox (int &left, int &top, int &width, int &height, const BYTE *&src, const int srcpitch) const;
virtual void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool hw) const;
void DrawTextureV(FTexture *img, double x, double y, uint32 tag, va_list tags) = delete;
virtual void DrawTextureParms(FTexture *img, double x, double y, DrawParms &parms);
bool ParseDrawTextureTags (FTexture *img, double x, double y, uint32 tag, va_list tags, DrawParms *parms, bool fortext) const;
DCanvas() {}

View file

@ -2762,17 +2762,14 @@ void D3DFB::DrawPixel(int x, int y, int palcolor, uint32 color)
//
//==========================================================================
void STACK_ARGS D3DFB::DrawTextureV (FTexture *img, double x, double y, uint32 tags_first, va_list tags)
void D3DFB::DrawTextureParms (FTexture *img, double x, double y, DrawParms &parms)
{
if (In2D < 2)
{
Super::DrawTextureV(img, x, y, tags_first, tags);
Super::DrawTextureParms(img, x, y, parms);
return;
}
DrawParms parms;
if (!InScene || !ParseDrawTextureTags(img, x, y, tags_first, tags, &parms, true))
if (!InScene)
{
return;
}

View file

@ -257,7 +257,7 @@ public:
void DrawBlendingRect ();
FNativeTexture *CreateTexture (FTexture *gametex, bool wrapping);
FNativePalette *CreatePalette (FRemapTable *remap);
void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
void DrawTextureParms (FTexture *img, double x, double y, DrawParms &parms);
void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
@ -370,7 +370,7 @@ private:
void DrawPackedTextures(int packnum);
void DrawLetterbox();
void Draw3DPart(bool copy3d);
bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedTris &quad);
bool SetStyle(D3DTex *tex, DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedTris &quad);
static D3DBLEND GetStyleAlpha(int type);
static void SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1);
void DoWindowedGamma();