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https://github.com/ZDoom/gzdoom.git
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7b7623d2c4
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first. Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
244 lines
6.9 KiB
C++
244 lines
6.9 KiB
C++
/*
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** p_pillar.cpp
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** Handles pillars
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "g_level.h"
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#include "s_sndseq.h"
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#include "serializer.h"
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#include "r_data/r_interpolate.h"
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#include "g_levellocals.h"
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IMPLEMENT_CLASS(DPillar, false, true)
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IMPLEMENT_POINTERS_START(DPillar)
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IMPLEMENT_POINTER(m_Interp_Floor)
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IMPLEMENT_POINTER(m_Interp_Ceiling)
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IMPLEMENT_POINTERS_END
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DPillar::DPillar ()
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{
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}
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void DPillar::OnDestroy()
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{
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if (m_Interp_Ceiling != NULL)
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{
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m_Interp_Ceiling->DelRef();
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m_Interp_Ceiling = NULL;
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}
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if (m_Interp_Floor != NULL)
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{
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m_Interp_Floor->DelRef();
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m_Interp_Floor = NULL;
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}
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Super::OnDestroy();
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}
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void DPillar::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("floorspeed", m_FloorSpeed)
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("ceilingspeed", m_CeilingSpeed)
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("floortarget", m_FloorTarget)
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("ceilingtarget", m_CeilingTarget)
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("crush", m_Crush)
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("hexencrush", m_Hexencrush)
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("interp_floor", m_Interp_Floor)
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("interp_ceiling", m_Interp_Ceiling);
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}
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void DPillar::Tick ()
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{
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EMoveResult r, s;
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double oldfloor, oldceiling;
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oldfloor = m_Sector->floorplane.fD();
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oldceiling = m_Sector->ceilingplane.fD();
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if (m_Type == pillarBuild)
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{
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r = m_Sector->MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, 1, m_Hexencrush);
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s = m_Sector->MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, -1, m_Hexencrush);
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}
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else
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{
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r = m_Sector->MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, -1, m_Hexencrush);
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s = m_Sector->MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, 1, m_Hexencrush);
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}
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if (r == EMoveResult::pastdest && s == EMoveResult::pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_FLOOR);
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Destroy ();
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}
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else
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{
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if (r == EMoveResult::crushed)
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{
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m_Sector->MoveFloor (m_FloorSpeed, oldfloor, -1, -1, m_Hexencrush);
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}
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if (s == EMoveResult::crushed)
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{
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m_Sector->MoveCeiling (m_CeilingSpeed, oldceiling, -1, 1, m_Hexencrush);
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}
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}
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}
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DPillar::DPillar (sector_t *sector, EPillar type, double speed,
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double floordist, double ceilingdist, int crush, bool hexencrush)
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: DMover (sector)
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{
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double newheight;
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vertex_t *spot;
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sector->floordata = sector->ceilingdata = this;
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m_Interp_Floor = sector->SetInterpolation(sector_t::FloorMove, true);
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m_Interp_Ceiling = sector->SetInterpolation(sector_t::CeilingMove, true);
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m_Type = type;
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m_Crush = crush;
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m_Hexencrush = hexencrush;
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if (type == pillarBuild)
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{
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// If the pillar height is 0, have the floor and ceiling meet halfway
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if (floordist == 0)
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{
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newheight = (sector->CenterFloor () + sector->CenterCeiling ()) / 2;
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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floordist = newheight - sector->CenterFloor ();
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}
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else
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{
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newheight = sector->CenterFloor () + floordist;
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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}
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ceilingdist = sector->CenterCeiling () - newheight;
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}
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else
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{
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// If one of the heights is 0, figure it out based on the
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// surrounding sectors
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if (floordist == 0)
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{
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newheight = sector->FindLowestFloorSurrounding (&spot);
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m_FloorTarget = sector->floorplane.PointToDist (spot, newheight);
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floordist = sector->floorplane.ZatPoint (spot) - newheight;
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}
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else
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{
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newheight = sector->CenterFloor() - floordist;
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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}
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if (ceilingdist == 0)
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{
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newheight = sector->FindHighestCeilingSurrounding (&spot);
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m_CeilingTarget = sector->ceilingplane.PointToDist (spot, newheight);
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ceilingdist = newheight - sector->ceilingplane.ZatPoint (spot);
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}
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else
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{
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newheight = sector->CenterCeiling() + ceilingdist;
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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}
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}
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// The speed parameter applies to whichever part of the pillar
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// travels the farthest. The other part's speed is then set so
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// that it arrives at its destination at the same time.
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if (floordist > ceilingdist)
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{
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m_FloorSpeed = speed;
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m_CeilingSpeed = speed * ceilingdist / floordist;
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}
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else
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{
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m_CeilingSpeed = speed;
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m_FloorSpeed = speed * floordist / ceilingdist;
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}
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if (!(m_Sector->Flags & SECF_SILENTMOVE))
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{
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if (sector->seqType >= 0)
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{
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SN_StartSequence(sector, CHAN_FLOOR, sector->seqType, SEQ_PLATFORM, 0);
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}
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else if (sector->SeqName != NAME_None)
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{
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SN_StartSequence(sector, CHAN_FLOOR, sector->SeqName, 0);
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}
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else
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{
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SN_StartSequence(sector, CHAN_FLOOR, "Floor", 0);
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}
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}
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}
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bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag,
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double speed, double height, double height2, int crush, bool hexencrush)
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{
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int secnum;
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sector_t *sec;
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bool rtn = false;
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// check if a manual trigger; if so do just the sector on the backside
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FSectorTagIterator itr(tag, line);
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while ((secnum = itr.Next()) >= 0)
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{
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sec = &level.sectors[secnum];
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if (sec->PlaneMoving(sector_t::floor) || sec->PlaneMoving(sector_t::ceiling))
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continue;
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double flor, ceil;
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flor = sec->CenterFloor ();
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ceil = sec->CenterCeiling ();
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if (type == DPillar::pillarBuild && flor == ceil)
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continue;
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if (type == DPillar::pillarOpen && flor != ceil)
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continue;
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rtn = true;
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new DPillar (sec, type, speed, height, height2, crush, hexencrush);
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}
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return rtn;
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}
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