mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 17:02:05 +00:00
9e42cdaf08
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
512 lines
13 KiB
C++
512 lines
13 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Ceiling animation (lowering, crushing, raising)
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//
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//-----------------------------------------------------------------------------
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#include "m_alloc.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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//
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// CEILINGS
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//
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IMPLEMENT_CLASS (DCeiling)
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DCeiling::DCeiling ()
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{
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}
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void DCeiling::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_BottomHeight
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<< m_TopHeight
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<< m_Speed
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<< m_Speed1
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<< m_Speed2
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<< m_Crush
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<< m_Silent
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<< m_Direction
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<< m_Texture
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<< m_NewSpecial
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<< m_Tag
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<< m_OldDirection
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<< m_Hexencrush;
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}
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void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
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}
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else
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{
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if (m_Silent == 2)
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SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
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else if (m_Silent == 1)
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
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else
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SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
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}
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}
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//
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// T_MoveCeiling
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//
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void DCeiling::Tick ()
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{
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EResult res;
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switch (m_Direction)
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{
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case 0:
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// IN STASIS
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break;
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case 1:
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// UP
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res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);
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if (res == pastdest)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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m_Direction = -1;
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m_Speed = m_Speed1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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PlayCeilingSound ();
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break;
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// movers with texture change, change the texture then get removed
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->special = m_NewSpecial;
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// fall through
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case genCeilingChg:
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m_Sector->ceilingpic = m_Texture;
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// fall through
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default:
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SN_StopSequence (m_Sector);
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Destroy ();
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_Hexencrush);
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if (res == pastdest)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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m_Speed = m_Speed2;
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m_Direction = 1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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PlayCeilingSound ();
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break;
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// in the case of ceiling mover/changer, change the texture
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// then remove the active ceiling
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->special = m_NewSpecial;
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// fall through
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case genCeilingChg:
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m_Sector->ceilingpic = m_Texture;
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// fall through
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default:
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SN_StopSequence (m_Sector);
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Destroy ();
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break;
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}
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}
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else // ( res != pastdest )
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{
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if (res == crushed)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilLowerAndCrush:
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if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
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m_Speed = FRACUNIT / 8;
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break;
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default:
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break;
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}
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}
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}
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break;
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}
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}
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DCeiling::DCeiling (sector_t *sec)
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: DMovingCeiling (sec)
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{
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}
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DCeiling::DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent)
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: DMovingCeiling (sec)
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{
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m_Crush = -1;
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m_Hexencrush = false;
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m_Speed = m_Speed1 = speed1;
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m_Speed2 = speed2;
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m_Silent = silent;
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}
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//
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// EV_DoCeiling
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// Move a ceiling up/down and all around!
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//
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// [RH] Added tag, speed, speed2, height, crush, silent, change params
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bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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int tag, fixed_t speed, fixed_t speed2, fixed_t height,
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int crush, int silent, int change, bool hexencrush)
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{
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int secnum;
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bool rtn;
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sector_t* sec;
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DCeiling* ceiling;
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bool manual = false;
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fixed_t targheight = 0; // Silence, GCC
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vertex_t* spot;
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rtn = false;
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// check if a manual trigger, if so do just the sector on the backside
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if (tag == 0)
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{
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = (int)(sec-sectors);
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manual = true;
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// [RH] Hack to let manual crushers be retriggerable, too
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tag ^= secnum | 0x1000000;
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P_ActivateInStasisCeiling (tag);
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goto manual_ceiling;
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}
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// Reactivate in-stasis ceilings...for certain types.
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// This restarts a crusher after it has been stopped
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if (type == DCeiling::ceilCrushAndRaise)
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{
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P_ActivateInStasisCeiling (tag);
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}
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secnum = -1;
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// affects all sectors with the same tag as the linedef
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sec = §ors[secnum];
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manual_ceiling:
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// if ceiling already moving, don't start a second function on it
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if (sec->ceilingdata)
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{
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if (!manual)
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continue;
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else
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return false;
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}
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// new door thinker
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rtn = 1;
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ceiling = new DCeiling (sec, speed, speed2, silent);
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spot = sec->lines[0]->v1;
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switch (type)
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{
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.d;
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case DCeiling::ceilLowerAndCrush:
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targheight = sec->FindHighestFloorPoint (&spot);
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if (type != DCeiling::ceilLowerAndCrush || gameinfo.gametype != GAME_Strife)
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{
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targheight += 8*FRACUNIT;
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}
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilMoveToValue:
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{
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int diff = height - sec->ceilingplane.ZatPoint (spot);
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targheight = height;
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if (diff < 0)
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{
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = -1;
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}
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else
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{
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = 1;
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}
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}
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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default:
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break; // Silence GCC
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}
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ceiling->m_Tag = tag;
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ceiling->m_Type = type;
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ceiling->m_Crush = crush;
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ceiling->m_Hexencrush = hexencrush;
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// Do not interpolate instant movement ceilings.
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// Note for ZDoomGL: Check to make sure that you update the sector
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// after the ceiling moves, because it hasn't actually moved yet.
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fixed_t movedist;
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if (ceiling->m_Direction < 0)
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{
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movedist = sec->ceilingplane.d - ceiling->m_BottomHeight;
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}
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else
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{
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movedist = ceiling->m_TopHeight - sec->ceilingplane.d;
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}
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if (ceiling->m_Speed >= movedist)
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{
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ceiling->StopInterpolation();
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}
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// set texture/type change properties
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if (change & 3) // if a texture change is indicated
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{
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if (change & 4) // if a numeric model change
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{
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sector_t *modelsec;
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//jff 5/23/98 find model with floor at target height if target
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//is a floor type
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modelsec = (/*type == DCeiling::ceilRaiseToHighest ||*/
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type == DCeiling::ceilRaiseToFloor ||
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/*type == DCeiling::ceilLowerToHighest ||*/
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type == DCeiling::ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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if (modelsec != NULL)
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{
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ceiling->m_Texture = modelsec->ceilingpic;
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = sec->special;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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}
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else if (line) // else if a trigger model change
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{
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ceiling->m_Texture = line->frontsector->ceilingpic;
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = line->frontsector->special;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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}
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ceiling->PlayCeilingSound ();
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if (manual)
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return rtn;
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}
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return rtn;
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}
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//
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// Restart a ceiling that's in-stasis
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// [RH] Passed a tag instead of a line and rewritten to use a list
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//
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void P_ActivateInStasisCeiling (int tag)
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{
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DCeiling *scan;
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TThinkerIterator<DCeiling> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Direction == 0)
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{
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scan->m_Direction = scan->m_OldDirection;
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scan->PlayCeilingSound ();
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}
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}
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}
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//
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// EV_CeilingCrushStop
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// Stop a ceiling from crushing!
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// [RH] Passed a tag instead of a line and rewritten to use a list
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//
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bool EV_CeilingCrushStop (int tag)
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{
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bool rtn = false;
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DCeiling *scan;
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TThinkerIterator<DCeiling> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Direction != 0)
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{
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SN_StopSequence (scan->m_Sector);
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scan->m_OldDirection = scan->m_Direction;
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scan->m_Direction = 0; // in-stasis;
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rtn = true;
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}
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}
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return rtn;
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}
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