//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Plats (i.e. elevator platforms) code, raising/lowering. // //----------------------------------------------------------------------------- #include "i_system.h" #include "m_random.h" #include "p_local.h" #include "p_lnspec.h" #include "s_sndseq.h" #include "doomstat.h" #include "r_state.h" #include "serializer.h" #include "p_spec.h" #include "g_levellocals.h" static FRandom pr_doplat ("DoPlat"); IMPLEMENT_CLASS(DPlat, false, false) DPlat::DPlat () { } void DPlat::Serialize(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("speed", m_Speed) ("low", m_Low) ("high", m_High) ("wait", m_Wait) ("count", m_Count) .Enum("status", m_Status) .Enum("oldstatus", m_OldStatus) ("crush", m_Crush) ("tag", m_Tag); } void DPlat::PlayPlatSound (const char *sound) { if (m_Sector->Flags & SECF_SILENTMOVE) return; if (m_Sector->seqType >= 0) { SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->seqType, SEQ_PLATFORM, 0); } else if (m_Sector->SeqName != NAME_None) { SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->SeqName, 0); } else { SN_StartSequence (m_Sector, CHAN_FLOOR, sound, 0); } } // // Move a plat up and down // void DPlat::Tick () { EMoveResult res; switch (m_Status) { case up: res = m_Sector->MoveFloor (m_Speed, m_High, m_Crush, 1, false); if (res == EMoveResult::crushed && (m_Crush == -1)) { m_Count = m_Wait; m_Status = down; PlayPlatSound ("Platform"); } else if (res == EMoveResult::pastdest) { SN_StopSequence (m_Sector, CHAN_FLOOR); if (m_Type != platToggle) { m_Count = m_Wait; m_Status = waiting; switch (m_Type) { case platRaiseAndStayLockout: // Instead of keeping the dead thinker like Heretic did let's // better use a flag to avoid problems elsewhere. For example, // keeping the thinker would make tagwait wait indefinitely. m_Sector->planes[sector_t::floor].Flags |= PLANEF_BLOCKED; case platRaiseAndStay: 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 = m_Sector->MoveFloor (m_Speed, m_Low, -1, -1, false); if (res == EMoveResult::pastdest) { SN_StopSequence (m_Sector, CHAN_FLOOR); // 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 } } else if (res == EMoveResult::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: case platRaiseAndStayLockout: Destroy (); default: break; } break; case waiting: if (m_Count > 0 && !--m_Count) { if (m_Sector->floorplane.fD() == 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, double height, double speed, int delay, int lip, int change) { DPlat *plat; int secnum; sector_t *sec; bool rtn = false; bool manual = false; double newheight = 0; vertex_t *spot; if (tag != 0) { // Activate all plats that are in_stasis switch (type) { case DPlat::platToggle: rtn = true; case DPlat::platPerpetualRaise: P_ActivateInStasis (tag); break; default: break; } } // [RH] If tag is zero, use the sector on the back side // of the activating line (if any). FSectorTagIterator itr(tag, line); while ((secnum = itr.Next()) >= 0) { sec = &level.sectors[secnum]; if (sec->PlaneMoving(sector_t::floor)) { continue; } // Find lowest & highest floors around sector rtn = true; plat = Create (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.fD(); if (change) { if (line) sec->SetTexture(sector_t::floor, line->sidedef[0]->sector->GetTexture(sector_t::floor)); if (change == 1) sec->ClearSpecial(); } switch (type) { case DPlat::platRaiseAndStay: case DPlat::platRaiseAndStayLockout: newheight = sec->FindNextHighestFloor (&spot); plat->m_High = sec->floorplane.PointToDist (spot, newheight); plat->m_Low = sec->floorplane.fD(); plat->m_Status = DPlat::up; plat->PlayPlatSound ("Floor"); sec->ClearSpecial(); break; case DPlat::platUpByValue: case DPlat::platUpByValueStay: newheight = sec->floorplane.ZatPoint (sec->centerspot) + height; plat->m_High = sec->floorplane.PointToDist (sec->centerspot, newheight); plat->m_Low = sec->floorplane.fD(); plat->m_Status = DPlat::up; plat->PlayPlatSound ("Floor"); break; case DPlat::platDownByValue: newheight = sec->floorplane.ZatPoint (sec->centerspot) - height; plat->m_Low = sec->floorplane.PointToDist (sec->centerspot, newheight); plat->m_High = sec->floorplane.fD(); plat->m_Status = DPlat::down; plat->PlayPlatSound ("Floor"); break; case DPlat::platDownWaitUpStay: case DPlat::platDownWaitUpStayStone: newheight = sec->FindLowestFloorSurrounding (&spot) + lip; plat->m_Low = sec->floorplane.PointToDist (spot, newheight); if (plat->m_Low < sec->floorplane.fD()) plat->m_Low = sec->floorplane.fD(); plat->m_High = sec->floorplane.fD(); 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.fD(); if (plat->m_High > sec->floorplane.fD()) plat->m_High = sec->floorplane.fD(); plat->m_Status = DPlat::up; plat->PlayPlatSound ("Platform"); break; case DPlat::platPerpetualRaise: newheight = sec->FindLowestFloorSurrounding (&spot) + lip; plat->m_Low = sec->floorplane.PointToDist (spot, newheight); if (plat->m_Low < sec->floorplane.fD()) plat->m_Low = sec->floorplane.fD(); newheight = sec->FindHighestFloorSurrounding (&spot); plat->m_High = sec->floorplane.PointToDist (spot, newheight); if (plat->m_High > sec->floorplane.fD()) plat->m_High = sec->floorplane.fD(); 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.fD(); plat->m_Status = DPlat::down; SN_StartSequence (sec, CHAN_FLOOR, "Silence", 0); break; case DPlat::platDownToNearestFloor: newheight = sec->FindNextLowestFloor (&spot) + lip; plat->m_Low = sec->floorplane.PointToDist (spot, newheight); plat->m_Status = DPlat::down; plat->m_High = sec->floorplane.fD(); plat->PlayPlatSound ("Platform"); break; case DPlat::platDownToLowestCeiling: newheight = sec->FindLowestCeilingSurrounding (&spot); plat->m_Low = sec->floorplane.PointToDist (spot, newheight); plat->m_High = sec->floorplane.fD(); if (plat->m_Low < sec->floorplane.fD()) plat->m_Low = sec->floorplane.fD(); plat->m_Status = DPlat::down; plat->PlayPlatSound ("Platform"); break; default: break; } } 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 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, bool remove) { DPlat *scan; TThinkerIterator iterator; scan = iterator.Next(); while (scan != nullptr) { DPlat *next = iterator.Next(); if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag) { if (!remove) scan->Stop(); else scan->Destroy(); } scan = next; } }