mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
163301dcd5
SVN r3259 (trunk)
452 lines
11 KiB
C++
452 lines
11 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:
|
|
// Plats (i.e. elevator platforms) code, raising/lowering.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#include "i_system.h"
|
|
#include "m_random.h"
|
|
#include "doomdef.h"
|
|
#include "p_local.h"
|
|
#include "p_lnspec.h"
|
|
#include "s_sndseq.h"
|
|
#include "doomstat.h"
|
|
#include "r_state.h"
|
|
#include "gi.h"
|
|
#include "farchive.h"
|
|
|
|
static FRandom pr_doplat ("DoPlat");
|
|
|
|
IMPLEMENT_CLASS (DPlat)
|
|
|
|
inline FArchive &operator<< (FArchive &arc, DPlat::EPlatType &type)
|
|
{
|
|
BYTE val = (BYTE)type;
|
|
arc << val;
|
|
type = (DPlat::EPlatType)val;
|
|
return arc;
|
|
}
|
|
inline FArchive &operator<< (FArchive &arc, DPlat::EPlatState &state)
|
|
{
|
|
BYTE val = (BYTE)state;
|
|
arc << val;
|
|
state = (DPlat::EPlatState)val;
|
|
return arc;
|
|
}
|
|
|
|
DPlat::DPlat ()
|
|
{
|
|
}
|
|
|
|
void DPlat::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_Speed
|
|
<< m_Low
|
|
<< m_High
|
|
<< m_Wait
|
|
<< m_Count
|
|
<< m_Status
|
|
<< m_OldStatus
|
|
<< m_Crush
|
|
<< m_Tag
|
|
<< m_Type;
|
|
}
|
|
|
|
void DPlat::PlayPlatSound (const char *sound)
|
|
{
|
|
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 ()
|
|
{
|
|
EResult res;
|
|
|
|
switch (m_Status)
|
|
{
|
|
case up:
|
|
res = MoveFloor (m_Speed, m_High, m_Crush, 1, false);
|
|
|
|
if (res == crushed && (m_Crush == -1))
|
|
{
|
|
m_Count = m_Wait;
|
|
m_Status = down;
|
|
PlayPlatSound ("Platform");
|
|
}
|
|
else if (res == 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 = MoveFloor (m_Speed, m_Low, -1, -1, false);
|
|
|
|
if (res == 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 == 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.d == 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, int height,
|
|
int speed, int delay, int lip, int change)
|
|
{
|
|
DPlat *plat;
|
|
int secnum;
|
|
sector_t *sec;
|
|
bool rtn = false;
|
|
bool manual = false;
|
|
fixed_t newheight = 0;
|
|
vertex_t *spot;
|
|
|
|
// [RH] If tag is zero, use the sector on the back side
|
|
// of the activating line (if any).
|
|
if (!tag)
|
|
{
|
|
if (!line || !(sec = line->backsector))
|
|
return false;
|
|
secnum = (int)(sec - sectors);
|
|
manual = true;
|
|
goto manual_plat;
|
|
}
|
|
|
|
// Activate all <type> plats that are in_stasis
|
|
switch (type)
|
|
{
|
|
case DPlat::platToggle:
|
|
rtn = true;
|
|
case DPlat::platPerpetualRaise:
|
|
P_ActivateInStasis (tag);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
secnum = -1;
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
manual_plat:
|
|
if (sec->PlaneMoving(sector_t::floor))
|
|
{
|
|
if (!manual)
|
|
continue;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
// Find lowest & highest floors around sector
|
|
rtn = true;
|
|
plat = new DPlat (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.d;
|
|
|
|
if (change)
|
|
{
|
|
if (line)
|
|
sec->SetTexture(sector_t::floor, line->sidedef[0]->sector->GetTexture(sector_t::floor));
|
|
if (change == 1)
|
|
sec->special &= SECRET_MASK; // Stop damage and other stuff, if any
|
|
}
|
|
|
|
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.d;
|
|
plat->m_Status = DPlat::up;
|
|
plat->PlayPlatSound ("Floor");
|
|
sec->special &= SECRET_MASK; // NO MORE DAMAGE, IF APPLICABLE
|
|
break;
|
|
|
|
case DPlat::platUpByValue:
|
|
case DPlat::platUpByValueStay:
|
|
newheight = sec->floorplane.ZatPoint (0, 0) + height;
|
|
plat->m_High = sec->floorplane.PointToDist (0, 0, newheight);
|
|
plat->m_Low = sec->floorplane.d;
|
|
plat->m_Status = DPlat::up;
|
|
plat->PlayPlatSound ("Floor");
|
|
break;
|
|
|
|
case DPlat::platDownByValue:
|
|
newheight = sec->floorplane.ZatPoint (0, 0) - height;
|
|
plat->m_Low = sec->floorplane.PointToDist (0, 0, newheight);
|
|
plat->m_High = sec->floorplane.d;
|
|
plat->m_Status = DPlat::down;
|
|
plat->PlayPlatSound ("Floor");
|
|
break;
|
|
|
|
case DPlat::platDownWaitUpStay:
|
|
case DPlat::platDownWaitUpStayStone:
|
|
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
|
|
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
|
|
|
|
if (plat->m_Low < sec->floorplane.d)
|
|
plat->m_Low = sec->floorplane.d;
|
|
|
|
plat->m_High = sec->floorplane.d;
|
|
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.d;
|
|
|
|
if (plat->m_High > sec->floorplane.d)
|
|
plat->m_High = sec->floorplane.d;
|
|
|
|
plat->m_Status = DPlat::up;
|
|
plat->PlayPlatSound ("Platform");
|
|
break;
|
|
|
|
case DPlat::platPerpetualRaise:
|
|
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
|
|
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
|
|
|
|
if (plat->m_Low < sec->floorplane.d)
|
|
plat->m_Low = sec->floorplane.d;
|
|
|
|
newheight = sec->FindHighestFloorSurrounding (&spot);
|
|
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
|
|
|
|
if (plat->m_High > sec->floorplane.d)
|
|
plat->m_High = sec->floorplane.d;
|
|
|
|
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.d;
|
|
plat->m_Status = DPlat::down;
|
|
SN_StartSequence (sec, CHAN_FLOOR, "Silence", 0);
|
|
break;
|
|
|
|
case DPlat::platDownToNearestFloor:
|
|
newheight = sec->FindNextLowestFloor (&spot) + lip*FRACUNIT;
|
|
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
|
|
plat->m_Status = DPlat::down;
|
|
plat->m_High = sec->floorplane.d;
|
|
plat->PlayPlatSound ("Platform");
|
|
break;
|
|
|
|
case DPlat::platDownToLowestCeiling:
|
|
newheight = sec->FindLowestCeilingSurrounding (&spot);
|
|
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
|
|
plat->m_High = sec->floorplane.d;
|
|
|
|
if (plat->m_Low < sec->floorplane.d)
|
|
plat->m_Low = sec->floorplane.d;
|
|
|
|
plat->m_Status = DPlat::down;
|
|
plat->PlayPlatSound ("Platform");
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
if (manual)
|
|
return rtn;
|
|
}
|
|
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<DPlat> 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)
|
|
{
|
|
DPlat *scan;
|
|
TThinkerIterator<DPlat> iterator;
|
|
|
|
while ( (scan = iterator.Next ()) )
|
|
{
|
|
if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag)
|
|
scan->Stop ();
|
|
}
|
|
}
|
|
|