// 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: // Floor animation: raising stairs. // //----------------------------------------------------------------------------- #include "doomdef.h" #include "p_local.h" #include "p_lnspec.h" #include "s_sound.h" #include "s_sndseq.h" #include "doomstat.h" #include "r_state.h" #include "serializer.h" #include "p_3dmidtex.h" #include "p_spec.h" #include "r_data/r_interpolate.h" #include "g_levellocals.h" //========================================================================== // // // //========================================================================== static void StartFloorSound (sector_t *sec) { if (sec->Flags & SECF_SILENTMOVE) return; if (sec->seqType >= 0) { SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0); } else if (sec->SeqName != NAME_None) { SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0); } else { SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0); } } //========================================================================== // // FLOORS // //========================================================================== IMPLEMENT_CLASS(DFloor, false, false) DFloor::DFloor () { } void DFloor::Serialize(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("crush", m_Crush) ("direction", m_Direction) ("newspecial", m_NewSpecial) ("texture", m_Texture) ("floordestdist", m_FloorDestDist) ("speed", m_Speed) ("resetcount", m_ResetCount) ("orgdist", m_OrgDist) ("delay", m_Delay) ("pausetime", m_PauseTime) ("steptime", m_StepTime) ("persteptime", m_PerStepTime) ("crushmode", m_Hexencrush) ("instant", m_Instant); } //========================================================================== // // MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN) // //========================================================================== void DFloor::Tick () { EMoveResult res; // [RH] Handle resetting stairs if (m_Type == buildStair || m_Type == waitStair) { if (m_ResetCount) { if (--m_ResetCount == 0) { m_Type = resetStair; m_Direction = (m_Direction > 0) ? -1 : 1; m_FloorDestDist = m_OrgDist; } } if (m_PauseTime) { m_PauseTime--; return; } else if (m_StepTime) { if (--m_StepTime == 0) { m_PauseTime = m_Delay; m_StepTime = m_PerStepTime; } } } if (m_Type == waitStair) return; res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush, m_Instant); if (res == EMoveResult::pastdest) { SN_StopSequence (m_Sector, CHAN_FLOOR); if (m_Type == buildStair) m_Type = waitStair; if (m_Type != waitStair || m_ResetCount == 0) { if (m_Direction == 1) { switch (m_Type) { case donutRaise: case genFloorChgT: case genFloorChg0: m_Sector->SetSpecial(&m_NewSpecial); //fall thru case genFloorChg: m_Sector->SetTexture(sector_t::floor, m_Texture); break; default: break; } } else if (m_Direction == -1) { switch (m_Type) { case floorLowerAndChange: case genFloorChgT: case genFloorChg0: m_Sector->SetSpecial(&m_NewSpecial); //fall thru case genFloorChg: m_Sector->SetTexture(sector_t::floor, m_Texture); break; default: break; } } m_Sector->floordata = NULL; //jff 2/22/98 StopInterpolation(); //jff 2/26/98 implement stair retrigger lockout while still building // note this only applies to the retriggerable generalized stairs if (m_Sector->stairlock == -2) // if this sector is stairlocked { sector_t *sec = m_Sector; sec->stairlock = -1; // thinker done, promote lock to -1 while (sec->prevsec != -1 && level.sectors[sec->prevsec].stairlock != -2) sec = &level.sectors[sec->prevsec]; // search for a non-done thinker if (sec->prevsec == -1) // if all thinkers previous are done { sec = m_Sector; // search forward while (sec->nextsec != -1 && level.sectors[sec->nextsec].stairlock != -2) sec = &level.sectors[sec->nextsec]; if (sec->nextsec == -1) // if all thinkers ahead are done too { while (sec->prevsec != -1) // clear all locks { sec->stairlock = 0; sec = &level.sectors[sec->prevsec]; } sec->stairlock = 0; } } } Destroy (); } } } //========================================================================== // // // //========================================================================== void DFloor::SetFloorChangeType (sector_t *sec, int change) { m_Texture = sec->GetTexture(sector_t::floor); switch (change & 3) { case 1: m_NewSpecial.Clear(); m_Type = DFloor::genFloorChg0; break; case 2: m_Type = DFloor::genFloorChg; break; case 3: sec->GetSpecial(&m_NewSpecial); m_Type = DFloor::genFloorChgT; break; } } //========================================================================== // // // //========================================================================== void DFloor::StartFloorSound () { ::StartFloorSound (m_Sector); } //========================================================================== // // // //========================================================================== DFloor::DFloor (sector_t *sec) : DMovingFloor (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] floor->m_Instant = false; 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: height = 8; case DFloor::floorRaiseToLowestCeiling: floor->m_Direction = 1; newheight = sec->FindLowestCeilingSurrounding(&spot) - height; 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, ceilingheight - height); 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) - height; 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) - height; 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); floor->m_Instant = 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; } DEFINE_ACTION_FUNCTION(DFloor, CreateFloor) { PARAM_PROLOGUE; PARAM_POINTER_NOT_NULL(sec, sector_t); PARAM_INT(floortype); PARAM_POINTER(ln, line_t); PARAM_FLOAT(speed); PARAM_FLOAT_DEF(height); PARAM_INT_DEF(crush); PARAM_INT_DEF(change); PARAM_BOOL_DEF(hereticlower); PARAM_BOOL_DEF(hexencrush); ACTION_RETURN_BOOL(P_CreateFloor(sec, (DFloor::EFloor)floortype, ln, speed, height, crush, change, hexencrush, hereticlower)); } //========================================================================== // // HANDLE FLOOR TYPES // [RH] Added tag, speed, height, crush, change params. // This functions starts too many different things. // //========================================================================== 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 = false; // check if a manual trigger; if so do just the sector on the backside FSectorTagIterator it(tag, line); while ((secnum = it.Next()) >= 0) { rtn |= P_CreateFloor(&level.sectors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower); } return rtn; } //========================================================================== // // [RH] // EV_FloorCrushStop // Stop a floor from crushing! // //========================================================================== bool EV_FloorCrushStop (int tag) { int secnum; FSectorTagIterator it(tag); while ((secnum = it.Next()) >= 0) { sector_t *sec = &level.sectors[secnum]; if (sec->floordata && sec->floordata->IsKindOf (RUNTIME_CLASS(DFloor)) && barrier_cast(sec->floordata)->m_Type == DFloor::floorRaiseAndCrush) { SN_StopSequence (sec, CHAN_FLOOR); sec->floordata->Destroy (); sec->floordata = NULL; } } return true; } //========================================================================== // // 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, double stairsize, double speed, int delay, int reset, int igntxt, int usespecials) { int secnum = -1; int osecnum; //jff 3/4/98 save old loop index double height; double stairstep; 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; if (speed == 0) return false; persteptime = int(stairsize / speed); // check if a manual trigger, if so do just the sector on the backside FSectorTagIterator itr(tag, line); // The compatibility mode doesn't work with a hashing algorithm. // It needs the original linear search method. This was broken in Boom. bool compatible = tag != 0 && (i_compatflags & COMPATF_STAIRINDEX); while ((secnum = itr.NextCompat(compatible, secnum)) >= 0) { sec = &level.sectors[secnum]; // 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) { continue; } // 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.fD(); // [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 & DFloor::stairCrush) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field floor->m_Hexencrush = false; floor->m_Speed = speed; height = sec->CenterFloor() + stairstep; floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, 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 & DFloor::stairUseSpecials) { // [RH] Find the next sector by scanning for Stairs_Special? tsec = sec->NextSpecialSector ( sec->special == 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 = tsec->Index(); } } else { for (auto line : sec->Lines) { if ( !(line->flags & ML_TWOSIDED) ) continue; tsec = line->frontsector; newsecnum = tsec->sectornum; if (secnum != newsecnum) continue; tsec = line->backsector; if (!tsec) continue; //jff 5/7/98 if no backside, continue newsecnum = tsec->sectornum; 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 (DVector2(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 & DFloor::stairSync) { // [RH] double rise = height - sec->CenterFloor(); floor->m_Speed = 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 & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field floor->m_Hexencrush = false; floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never) floor->m_OrgDist = sec->floorplane.fD(); // [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. level.sectors[osecnum].prevsec = -1; } return rtn; } //========================================================================== // // [RH] Added pillarspeed and slimespeed parameters // //========================================================================== bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed) { sector_t* s1; sector_t* s2; sector_t* s3; int secnum; bool rtn; DFloor* floor; vertex_t* spot; double height; rtn = false; FSectorTagIterator itr(tag, line); while ((secnum = itr.Next()) >= 0) { s1 = &level.sectors[secnum]; // s1 is pillar's sector // 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 (auto ln : s2->Lines) { if (!(ln->flags & ML_TWOSIDED) || (ln->backsector == s1)) continue; s3 = ln->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.Clear(); 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_CLASS(DElevator, false, true) IMPLEMENT_POINTERS_START(DElevator) IMPLEMENT_POINTER(m_Interp_Floor) IMPLEMENT_POINTER(m_Interp_Ceiling) IMPLEMENT_POINTERS_END 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(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("direction", m_Direction) ("floordestdist", m_FloorDestDist) ("ceilingdestdist", m_CeilingDestDist) ("speed", m_Speed) ("interp_floor", m_Interp_Floor) ("interp_ceiling", m_Interp_Ceiling); } //========================================================================== // // // //========================================================================== void DElevator::OnDestroy() { 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::OnDestroy(); } //========================================================================== // // 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 () { EMoveResult res; double oldfloor, oldceiling; oldfloor = m_Sector->floorplane.fD(); oldceiling = m_Sector->ceilingplane.fD(); if (m_Direction < 0) // moving down { res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction); if (res == EMoveResult::ok || res == EMoveResult::pastdest) { res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); if (res == EMoveResult::crushed) { m_Sector->MoveFloor (m_Speed, oldfloor, -m_Direction); } } } else // up { res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction); if (res == EMoveResult::ok || res == EMoveResult::pastdest) { res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction); if (res == EMoveResult::crushed) { m_Sector->MoveCeiling (m_Speed, oldceiling, -m_Direction); } } } if (res == EMoveResult::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, double speed, double height, int tag) { int secnum; bool rtn; sector_t* sec; DElevator* elevator; double floorheight, ceilingheight; double newheight; vertex_t* spot; if (!line && (elevtype == DElevator::elevateCurrent)) return false; secnum = -1; rtn = false; FSectorTagIterator itr(tag, line); // act on all sectors with the same tag as the triggering linedef while ((secnum = itr.Next()) >= 0) { sec = &level.sectors[secnum]; // 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.fD() ? -1 : 1; break; // [RH] elevate up by a specific amount case DElevator::elevateRaise: elevator->m_Direction = 1; elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight + height); elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight + height); break; // [RH] elevate down by a specific amount case DElevator::elevateLower: elevator->m_Direction = -1; elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight - height); elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, 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; rtn = false; // change all sectors with the same tag as the linedef FSectorTagIterator it(tag); while ((secnum = it.Next()) >= 0) { sec = &level.sectors[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->TransferSpecial(line->frontsector); } 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->TransferSpecial(secm); } break; default: break; } } return rtn; } //========================================================================== // // // //========================================================================== IMPLEMENT_CLASS(DWaggleBase, false, false) IMPLEMENT_CLASS(DFloorWaggle, false, false) IMPLEMENT_CLASS(DCeilingWaggle, false, false) DWaggleBase::DWaggleBase () { } void DWaggleBase::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("originaldist", m_OriginalDist) ("accumulator", m_Accumulator) ("accdelta", m_AccDelta) ("targetscale", m_TargetScale) ("scale", m_Scale) ("scaledelta", m_ScaleDelta) ("ticker", m_Ticker) ("state", m_State); } //========================================================================== // // WaggleBase // //========================================================================== #define WGLSTATE_EXPAND 1 #define WGLSTATE_STABLE 2 #define WGLSTATE_REDUCE 3 DWaggleBase::DWaggleBase (sector_t *sec) : Super (sec) { } //========================================================================== // // // //========================================================================== void DWaggleBase::DoWaggle (bool ceiling) { secplane_t *plane; int pos; double 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 = (m_OriginalDist - plane->fD()) / plane->fC(); m_Sector->ChangePlaneTexZ(pos, -plane->HeightDiff (m_OriginalDist)); plane->setD(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; dist = plane->fD(); plane->setD(m_OriginalDist + plane->PointToDist (DVector2(0, 0), BobSin(m_Accumulator) *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; 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; 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; FSectorTagIterator itr(tag, line); while ((sectorIndex = itr.Next()) >= 0) { sector = &level.sectors[sectorIndex]; 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.fD(); } else { waggle = new DFloorWaggle (sector); waggle->m_OriginalDist = sector->floorplane.fD(); } waggle->m_Accumulator = offset; waggle->m_AccDelta = speed / 64.; waggle->m_Scale = 0; waggle->m_TargetScale = height / 64.; 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; }