gzdoom/src/p_floor.cpp
Randy Heit aef34f9aa5 - Removed xlat_parser.h from the repository. Lemon was always being run on
xlat_parser.y because both files had the same time stamp after an update,
  and Lemon only rewrites the header file if it's changed.
- Added $volume SNDINFO command. This is multiplied with the volume the sound
  is played at to arrive at the final volume (before distance attenuation).
- Added the CHAN_AREA flag to disable 3D panning within the min distance of a
  sound. Sector sound sequences (except doors) use this flag.
- Added the CHAN_LOOP flag to replace the S_Looped* sound functions.
- Restored the sound limiting.


SVN r849 (trunk)
2008-03-25 04:42:26 +00:00

1238 lines
33 KiB
C++

// 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 "tables.h"
//
// FLOORS
//
IMPLEMENT_CLASS (DFloor)
DFloor::DFloor ()
{
}
void DFloor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Crush
<< m_Direction
<< m_NewSpecial
<< m_Texture
<< m_FloorDestDist
<< m_Speed
<< m_ResetCount
<< m_OrgDist
<< m_Delay
<< m_PauseTime
<< m_StepTime
<< m_PerStepTime
<< m_Hexencrush;
}
IMPLEMENT_CLASS (DElevator)
DElevator::DElevator ()
{
}
void DElevator::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Direction
<< m_FloorDestDist
<< m_CeilingDestDist
<< m_Speed;
}
IMPLEMENT_CLASS (DWaggleBase)
IMPLEMENT_CLASS (DFloorWaggle)
IMPLEMENT_CLASS (DCeilingWaggle)
DWaggleBase::DWaggleBase ()
{
}
void DWaggleBase::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_OriginalDist
<< m_Accumulator
<< m_AccDelta
<< m_TargetScale
<< m_Scale
<< m_ScaleDelta
<< m_Ticker
<< m_State;
}
//
// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
//
void DFloor::Tick ()
{
EResult 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 = MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
if (res == pastdest)
{
SN_StopSequence (m_Sector);
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->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->floorpic = m_Texture;
m_Sector->AdjustFloorClip ();
break;
default:
break;
}
}
else if (m_Direction == -1)
{
switch (m_Type)
{
case floorLowerAndChange:
case genFloorChgT:
case genFloorChg0:
m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->floorpic = m_Texture;
m_Sector->AdjustFloorClip ();
break;
default:
break;
}
}
m_Sector->floordata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorFloor, m_Sector);
//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 && sectors[sec->prevsec].stairlock != -2)
sec = &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 && sectors[sec->nextsec].stairlock != -2)
sec = &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 = &sectors[sec->prevsec];
}
sec->stairlock = 0;
}
}
}
Destroy ();
}
}
}
//
// 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 ()
{
EResult res;
fixed_t oldfloor, oldceiling;
oldfloor = m_Sector->floorplane.d;
oldceiling = m_Sector->ceilingplane.d;
if (m_Direction < 0) // moving down
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == crushed)
{
MoveCeiling (m_Speed, oldceiling, -m_Direction);
}
}
}
else // up
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == crushed)
{
MoveFloor (m_Speed, oldfloor, -m_Direction);
}
}
}
if (res == pastdest) // if destination height acheived
{
// make floor stop sound
SN_StopSequence (m_Sector);
m_Sector->floordata = NULL; //jff 2/22/98
m_Sector->ceilingdata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorFloor, m_Sector);
stopinterpolation (INTERP_SectorCeiling, m_Sector);
Destroy (); // remove elevator from actives
}
}
void DFloor::SetFloorChangeType (sector_t *sec, int change)
{
m_Texture = sec->floorpic;
switch (change & 3)
{
case 1:
m_NewSpecial = 0;
m_Type = DFloor::genFloorChg0;
break;
case 2:
m_Type = DFloor::genFloorChg;
break;
case 3:
m_NewSpecial = sec->special & ~SECRET_MASK;
m_Type = DFloor::genFloorChgT;
break;
}
}
static void StartFloorSound (sector_t *sec)
{
if (sec->seqType >= 0)
{
SN_StartSequence (sec, sec->seqType, SEQ_PLATFORM, 0, false);
}
else
{
SN_StartSequence (sec, "Floor", 0, false);
}
}
void DFloor::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
void DElevator::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
DFloor::DFloor (sector_t *sec)
: DMovingFloor (sec)
{
}
//
// HANDLE FLOOR TYPES
// [RH] Added tag, speed, height, crush, change params.
//
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush)
{
int secnum;
bool rtn;
sector_t* sec;
DFloor* floor;
bool manual = false;
fixed_t ceilingheight;
fixed_t newheight;
vertex_t *spot, *spot2;
rtn = false;
// check if a manual trigger; if so do just the sector on the backside
if (tag == 0)
{
if (!line || !(sec = line->backsector))
return rtn;
secnum = (int)(sec-sectors);
manual = true;
goto manual_floor;
}
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_floor:
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->floordata)
{
if (manual)
continue;
else
return false;
}
// new floor thinker
rtn = true;
floor = new DFloor (sec);
floor->m_Type = floortype;
floor->m_Crush = -1;
floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH]
floor->m_OrgDist = sec->floorplane.d; // [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 (floor->m_FloorDestDist != sec->floorplane.d)
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->floorplane.ZatPoint (0, 0) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseInstant:
floor->m_Speed = height;
case DFloor::floorRaiseByValue:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorMoveToValue:
sec->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.d) ? -1 : 1;
break;
case DFloor::floorRaiseAndCrush:
floor->m_Crush = crush;
case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
if (floortype == DFloor::floorRaiseAndCrush)
floor->m_FloorDestDist -= 8 * FRACUNIT;
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::floorRaiseAndCrush ? ceilingheight - 8*FRACUNIT : 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::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->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, 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->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseAndChange:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
if (line != NULL)
{
int oldpic = sec->floorpic;
sec->floorpic = line->frontsector->floorpic;
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
if (oldpic != sec->floorpic)
{
sec->AdjustFloorClip ();
}
}
else
{
sec->special &= SECRET_MASK;
}
break;
case DFloor::floorLowerAndChange:
floor->m_Direction = -1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
floor->m_Texture = sec->floorpic;
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
// in case no surrounding sector is at floordestheight
// --> should not affect compatibility <--
floor->m_NewSpecial = sec->special & ~SECRET_MASK;
//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->floorpic;
floor->m_NewSpecial = modelsec->special & ~SECRET_MASK;
}
break;
default:
break;
}
// Do not interpolate instant movement floors.
// Note for ZDoomGL: Check to make sure that you update the sector
// after the floor moves, because it hasn't actually moved yet.
bool silent = false;
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.d) || // moving up but going down
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.d) || // moving down but going up
(floor->m_Speed >= abs(sec->floorplane.d - floor->m_FloorDestDist))) // moving in one step
{
stopinterpolation (INTERP_SectorFloor, sec);
// [Graf Zahl]
// Don't make sounds for instant movement hacks but make an exception for
// switches that activate their own back side.
// I'll leave the decision about this to somebody else. In many maps
// it helps but there are some where this omits sounds that should be there.
#ifdef SILENT_INSTANT_FLOORS
if (floortype != DFloor::floorRaiseInstant && floortype != DFloor::floorLowerInstant)
{
if (!line || GET_SPAC(line->flags) != SPAC_USE || line->backsector!=sec)
silent = true;
}
#endif
}
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);
}
}
if (manual)
return rtn;
}
return rtn;
}
// [RH]
// EV_FloorCrushStop
// Stop a floor from crushing!
//
bool EV_FloorCrushStop (int tag)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sector_t *sec = sectors + secnum;
if (sec->floordata && sec->floordata->IsKindOf (RUNTIME_CLASS(DFloor)) &&
barrier_cast<DFloor *>(sec->floordata)->m_Type == DFloor::floorRaiseAndCrush)
{
SN_StopSequence (sec);
sec->floordata->Destroy ();
sec->floordata = NULL;
}
}
return true;
}
//
// 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;
secnum = -1;
rtn = false;
// change all sectors with the same tag as the linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
rtn = true;
// handle trigger or numeric change type
int oldpic = sec->floorpic;
switch(changetype)
{
case trigChangeOnly:
if (line)
{ // [RH] if no line, no change
sec->floorpic = line->frontsector->floorpic;
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
}
break;
case numChangeOnly:
secm = sec->FindModelFloorSector (sec->CenterFloor());
if (secm)
{ // if no model, no change
sec->floorpic = secm->floorpic;
sec->special = secm->special;
}
break;
default:
break;
}
if (oldpic != sec->floorpic)
{
sec->AdjustFloorClip ();
}
}
return rtn;
}
static int P_FindSectorFromTagLinear (int tag, int start)
{
for (int i=start+1;i<numsectors;i++)
{
if (sectors[i].tag == tag) return i;
}
return -1;
}
//
// 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,
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
int usespecials)
{
int secnum;
int osecnum; //jff 3/4/98 save old loop index
int height;
fixed_t stairstep;
int i;
int newsecnum = -1;
int texture;
int ok;
int persteptime;
bool rtn = false;
sector_t* sec;
sector_t* tsec = NULL;
sector_t* prev = NULL;
DFloor* floor;
bool manual = false;
if (speed == 0)
return false;
persteptime = FixedDiv (stairsize, speed) >> FRACBITS;
int (* FindSector) (int tag, int start) =
(i_compatflags & COMPATF_STAIRINDEX)? P_FindSectorFromTagLinear : P_FindSectorFromTag;
// check if a manual trigger, if so do just the sector on the backside
if (tag == 0)
{
if (!line || !(sec = line->backsector))
return rtn;
secnum = (int)(sec-sectors);
manual = true;
goto manual_stair;
}
// The compatibility mode doesn't work with a hashing algorithm.
// It needs the original linear search method. This was broken in Boom.
secnum = -1;
while ((secnum = FindSector (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_stair:
// 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->floordata || sec->stairlock)
{
if (!manual)
continue;
else
return rtn;
}
// 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.d; // [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 && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
floor->m_Hexencrush = false;
floor->m_Speed = speed;
height = sec->floorplane.ZatPoint (0, 0) + stairstep;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);
texture = sec->floorpic;
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)
{
// [RH] Find the next sector by scanning for Stairs_Special?
tsec = sec->NextSpecialSector (
(sec->special & 0xff) == 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->floordata || tsec->stairlock)
{
prev = sec;
sec = tsec;
continue;
}
}
newsecnum = (int)(tsec - sectors);
}
else
{
for (i = 0; i < sec->linecount; i++)
{
if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
continue;
tsec = (sec->lines[i])->frontsector;
newsecnum = (int)(tsec-sectors);
if (secnum != newsecnum)
continue;
tsec = (sec->lines[i])->backsector;
if (!tsec) continue; //jff 5/7/98 if no backside, continue
newsecnum = (int)(tsec - sectors);
if (!igntxt && tsec->floorpic != texture)
continue;
height += stairstep;
// if sector's floor already moving, look for another
//jff 2/26/98 special lockout condition for retriggering
if (tsec->floordata || tsec->stairlock)
continue;
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 (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 == 2)
{
// [RH]
fixed_t rise = height - sec->CenterFloor();
floor->m_Speed = Scale (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 && speed == 4*FRACUNIT) ? 10 : -1;
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
floor->m_OrgDist = sec->floorplane.d; // [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.
sectors[osecnum].prevsec = -1;
if (manual)
{
return rtn;
}
if (!(i_compatflags & COMPATF_STAIRINDEX))
{
secnum = osecnum; //jff 3/4/98 restore loop index
}
}
return rtn;
}
// [RH] Added pillarspeed and slimespeed parameters
bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
{
sector_t* s1;
sector_t* s2;
sector_t* s3;
int secnum;
bool rtn;
int i;
DFloor* floor;
vertex_t* spot;
fixed_t height;
secnum = -1;
rtn = false;
while ((secnum = P_FindSectorFromTag(tag,secnum)) >= 0)
{
s1 = &sectors[secnum]; // s1 is pillar's sector
// ALREADY MOVING? IF SO, KEEP GOING...
if (s1->floordata)
continue;
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->floordata)
continue;
for (i = 0; i < s2->linecount; i++)
{
if (!(s2->lines[i]->flags & ML_TWOSIDED) ||
(s2->lines[i]->backsector == s1))
continue;
s3 = s2->lines[i]->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->floorpic;
floor->m_NewSpecial = 0;
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;
}
DElevator::DElevator (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
sec->ceilingdata = this;
setinterpolation (INTERP_SectorFloor, sec);
setinterpolation (INTERP_SectorCeiling, sec);
}
//
// 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,
fixed_t speed, fixed_t height, int tag)
{
int secnum;
bool rtn;
sector_t* sec;
DElevator* elevator;
fixed_t floorheight, ceilingheight;
fixed_t newheight;
vertex_t* spot;
if (!line && (elevtype == DElevator::elevateCurrent))
return false;
secnum = -1;
rtn = false;
// act on all sectors with the same tag as the triggering linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
// If either floor or ceiling is already activated, skip it
if (sec->floordata || sec->ceilingdata) //jff 2/22/98
continue;
// 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.d ? -1 : 1;
break;
// [RH] elevate up by a specific amount
case DElevator::elevateRaise:
elevator->m_Direction = 1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight + height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight + height);
break;
// [RH] elevate down by a specific amount
case DElevator::elevateLower:
elevator->m_Direction = -1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight - height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight - height);
break;
}
}
return rtn;
}
//==========================================================================
//
// 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;
fixed_t *texz;
fixed_t dist;
if (ceiling)
{
plane = &m_Sector->ceilingplane;
texz = &m_Sector->ceilingtexz;
}
else
{
plane = &m_Sector->floorplane;
texz = &m_Sector->floortexz;
}
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 = FixedMul (m_OriginalDist - plane->d, plane->ic);
*texz -= plane->HeightDiff (m_OriginalDist);
plane->d = m_OriginalDist;
P_ChangeSector (m_Sector, true, dist, ceiling, false);
if (ceiling)
{
m_Sector->ceilingdata = NULL;
stopinterpolation (INTERP_SectorCeiling, m_Sector);
}
else
{
m_Sector->floordata = NULL;
stopinterpolation (INTERP_SectorFloor, m_Sector);
}
Destroy ();
return;
}
break;
case WGLSTATE_STABLE:
if (m_Ticker != -1)
{
if (!--m_Ticker)
{
m_State = WGLSTATE_REDUCE;
}
}
break;
}
m_Accumulator += m_AccDelta;
dist = plane->d;
plane->d = m_OriginalDist + plane->PointToDist (0, 0,
FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale));
*texz += plane->HeightDiff (dist);
dist = plane->HeightDiff (dist);
P_ChangeSector (m_Sector, true, dist, ceiling, false);
}
//==========================================================================
//
// FloorWaggle
//
//==========================================================================
DFloorWaggle::DFloorWaggle ()
{
}
DFloorWaggle::DFloorWaggle (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
setinterpolation (INTERP_SectorFloor, sec);
}
void DFloorWaggle::Tick ()
{
DoWaggle (false);
}
//==========================================================================
//
// CeilingWaggle
//
//==========================================================================
DCeilingWaggle::DCeilingWaggle ()
{
}
DCeilingWaggle::DCeilingWaggle (sector_t *sec)
: Super (sec)
{
sec->ceilingdata = this;
setinterpolation (INTERP_SectorCeiling, sec);
}
void DCeilingWaggle::Tick ()
{
DoWaggle (true);
}
//==========================================================================
//
// EV_StartWaggle
//
//==========================================================================
bool EV_StartWaggle (int tag, int height, int speed, int offset,
int timer, bool ceiling)
{
int sectorIndex;
sector_t *sector;
DWaggleBase *waggle;
bool retCode;
retCode = false;
sectorIndex = -1;
while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
{
sector = &sectors[sectorIndex];
if ((!ceiling && sector->floordata) || (ceiling && sector->ceilingdata))
{ // Already busy with another thinker
continue;
}
retCode = true;
if (ceiling)
{
waggle = new DCeilingWaggle (sector);
waggle->m_OriginalDist = sector->ceilingplane.d;
}
else
{
waggle = new DFloorWaggle (sector);
waggle->m_OriginalDist = sector->floorplane.d;
}
waggle->m_Accumulator = offset*FRACUNIT;
waggle->m_AccDelta = speed << (FRACBITS-6);
waggle->m_Scale = 0;
waggle->m_TargetScale = height << (FRACBITS-6);
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;
}