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1315 lines
35 KiB
C++
1315 lines
35 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:
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// Floor animation: raising stairs.
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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_lnspec.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 "serializer.h"
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#include "p_3dmidtex.h"
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#include "p_spec.h"
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#include "r_data/r_interpolate.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void StartFloorSound (sector_t *sec)
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{
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if (sec->Flags & SECF_SILENTMOVE) return;
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if (sec->seqType >= 0)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
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}
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else if (sec->SeqName != NAME_None)
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{
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SN_StartSequence (sec, CHAN_FLOOR, sec->SeqName, 0);
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}
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else
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{
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SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
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}
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}
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//==========================================================================
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//
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// FLOORS
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//
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//==========================================================================
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IMPLEMENT_CLASS (DFloor)
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DFloor::DFloor ()
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{
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}
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void DFloor::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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("crush", m_Crush)
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("direction", m_Direction)
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("newspecial", m_NewSpecial)
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("texture", m_Texture)
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("floordestdist", m_FloorDestDist)
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("speed", m_Speed)
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("resetcount", m_ResetCount)
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("orgdist", m_OrgDist)
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("delay", m_Delay)
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("pausetime", m_PauseTime)
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("steptime", m_StepTime)
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("persteptime", m_PerStepTime)
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("crushmode", m_Hexencrush);
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}
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//==========================================================================
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//
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// MOVE A FLOOR TO ITS DESTINATION (UP OR DOWN)
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//
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//==========================================================================
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void DFloor::Tick ()
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{
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EMoveResult res;
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// [RH] Handle resetting stairs
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if (m_Type == buildStair || m_Type == waitStair)
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{
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if (m_ResetCount)
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{
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if (--m_ResetCount == 0)
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{
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m_Type = resetStair;
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m_Direction = (m_Direction > 0) ? -1 : 1;
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m_FloorDestDist = m_OrgDist;
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}
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}
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if (m_PauseTime)
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{
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m_PauseTime--;
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return;
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}
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else if (m_StepTime)
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{
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if (--m_StepTime == 0)
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{
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m_PauseTime = m_Delay;
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m_StepTime = m_PerStepTime;
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}
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}
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}
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if (m_Type == waitStair)
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return;
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res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
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if (res == EMoveResult::pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_FLOOR);
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if (m_Type == buildStair)
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m_Type = waitStair;
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if (m_Type != waitStair || m_ResetCount == 0)
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{
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if (m_Direction == 1)
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{
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switch (m_Type)
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{
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case donutRaise:
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case genFloorChgT:
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case genFloorChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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//fall thru
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case genFloorChg:
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m_Sector->SetTexture(sector_t::floor, m_Texture);
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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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else if (m_Direction == -1)
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{
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switch (m_Type)
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{
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case floorLowerAndChange:
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case genFloorChgT:
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case genFloorChg0:
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m_Sector->SetSpecial(&m_NewSpecial);
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//fall thru
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case genFloorChg:
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m_Sector->SetTexture(sector_t::floor, m_Texture);
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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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m_Sector->floordata = NULL; //jff 2/22/98
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StopInterpolation();
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//jff 2/26/98 implement stair retrigger lockout while still building
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// note this only applies to the retriggerable generalized stairs
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if (m_Sector->stairlock == -2) // if this sector is stairlocked
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{
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sector_t *sec = m_Sector;
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sec->stairlock = -1; // thinker done, promote lock to -1
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while (sec->prevsec != -1 && sectors[sec->prevsec].stairlock != -2)
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sec = §ors[sec->prevsec]; // search for a non-done thinker
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if (sec->prevsec == -1) // if all thinkers previous are done
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{
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sec = m_Sector; // search forward
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while (sec->nextsec != -1 && sectors[sec->nextsec].stairlock != -2)
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sec = §ors[sec->nextsec];
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if (sec->nextsec == -1) // if all thinkers ahead are done too
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{
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while (sec->prevsec != -1) // clear all locks
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{
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sec->stairlock = 0;
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sec = §ors[sec->prevsec];
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}
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sec->stairlock = 0;
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}
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}
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}
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Destroy ();
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFloor::SetFloorChangeType (sector_t *sec, int change)
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{
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m_Texture = sec->GetTexture(sector_t::floor);
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switch (change & 3)
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{
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case 1:
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m_NewSpecial.Clear();
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m_Type = DFloor::genFloorChg0;
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break;
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case 2:
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m_Type = DFloor::genFloorChg;
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break;
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case 3:
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sec->GetSpecial(&m_NewSpecial);
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m_Type = DFloor::genFloorChgT;
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break;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DFloor::StartFloorSound ()
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{
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::StartFloorSound (m_Sector);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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DFloor::DFloor (sector_t *sec)
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: DMovingFloor (sec)
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{
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
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{
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bool rtn;
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DFloor* floor;
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double ceilingheight;
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double newheight;
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vertex_t *spot, *spot2;
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// ALREADY MOVING? IF SO, KEEP GOING...
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if (sec->PlaneMoving(sector_t::floor))
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{
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return false;
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}
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// new floor thinker
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rtn = true;
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floor = new DFloor(sec);
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floor->m_Type = floortype;
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floor->m_Crush = crush;
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floor->m_Hexencrush = hexencrush;
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floor->m_Speed = speed;
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floor->m_ResetCount = 0; // [RH]
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floor->m_OrgDist = sec->floorplane.fD(); // [RH]
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switch (floortype)
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{
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case DFloor::floorLowerToHighest:
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floor->m_Direction = -1;
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newheight = sec->FindHighestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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// [RH] DOOM's turboLower type did this. I've just extended it
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// to be applicable to all LowerToHighest types.
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if (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight + height);
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break;
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case DFloor::floorLowerToLowest:
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floor->m_Direction = -1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToNearest:
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//jff 02/03/30 support lowering floor to next lowest floor
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floor->m_Direction = -1;
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newheight = sec->FindNextLowestFloor(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerInstant:
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floor->m_Speed = height;
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case DFloor::floorLowerByValue:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseInstant:
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floor->m_Speed = height;
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case DFloor::floorRaiseByValue:
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floor->m_Direction = 1;
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newheight = sec->CenterFloor() + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorMoveToValue:
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sec->FindHighestFloorPoint(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, height);
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floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
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break;
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case DFloor::floorRaiseAndCrushDoom:
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height = 8;
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
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ceilingheight = sec->FindLowestCeilingPoint(&spot2);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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if (sec->floorplane.ZatPointDist(spot2, floor->m_FloorDestDist) > ceilingheight)
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot2, ceilingheight - height);
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break;
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case DFloor::floorRaiseToHighest:
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floor->m_Direction = 1;
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newheight = sec->FindHighestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToNearest:
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floor->m_Direction = 1;
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newheight = sec->FindNextHighestFloor(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToLowest:
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floor->m_Direction = 1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseAndCrush:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot) - 8;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToLowestCeiling:
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerByTexture:
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floor->m_Direction = -1;
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newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorLowerToCeiling:
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// [RH] Essentially instantly raises the floor to the ceiling
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseByTexture:
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floor->m_Direction = 1;
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// [RH] Use P_FindShortestTextureAround from BOOM to do this
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// since the code is identical to what was here. (Oddly
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// enough, BOOM preserved the code here even though it
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// also had this function.)
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newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseAndChange:
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floor->m_Direction = 1;
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newheight = sec->CenterFloor() + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
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if (line != NULL)
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{
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FTextureID oldpic = sec->GetTexture(sector_t::floor);
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sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
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sec->TransferSpecial(line->frontsector);
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}
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else
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{
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sec->ClearSpecial();
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}
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break;
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case DFloor::floorLowerAndChange:
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floor->m_Direction = -1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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floor->m_Texture = sec->GetTexture(sector_t::floor);
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// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
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// in case no surrounding sector is at floordestheight
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sec->GetSpecial(&floor->m_NewSpecial);
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//jff 5/23/98 use model subroutine to unify fixes and handling
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sector_t *modelsec;
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modelsec = sec->FindModelFloorSector(newheight);
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if (modelsec != NULL)
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{
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floor->m_Texture = modelsec->GetTexture(sector_t::floor);
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modelsec->GetSpecial(&floor->m_NewSpecial);
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}
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break;
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default:
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break;
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}
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// Do not interpolate instant movement floors.
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bool silent = false;
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if ((floor->m_Direction > 0 && floor->m_FloorDestDist > sec->floorplane.fD()) || // moving up but going down
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(floor->m_Direction < 0 && floor->m_FloorDestDist < sec->floorplane.fD()) || // moving down but going up
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(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
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{
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floor->StopInterpolation(true);
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// [Graf Zahl]
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// Don't make sounds for instant movement hacks but make an exception for
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// switches that activate their own back side.
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if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
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{
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if (!line || !(line->activation & (SPAC_Use | SPAC_Push)) || line->backsector != sec)
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silent = true;
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}
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}
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if (!silent) floor->StartFloorSound();
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if (change & 3)
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{
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// [RH] Need to do some transferring
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if (change & 4)
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{
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// Numeric model change
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sector_t *modelsec;
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modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
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floortype == DFloor::floorLowerToLowestCeiling ||
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floortype == DFloor::floorRaiseToCeiling ||
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floortype == DFloor::floorLowerToCeiling) ?
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sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
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sec->FindModelFloorSector(-floor->m_FloorDestDist);
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if (modelsec != NULL)
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{
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floor->SetFloorChangeType(modelsec, change);
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}
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}
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else if (line)
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{
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// Trigger model change
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floor->SetFloorChangeType(line->frontsector, change);
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}
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}
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return true;
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}
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//==========================================================================
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//
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// HANDLE FLOOR TYPES
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// [RH] Added tag, speed, height, crush, change params.
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// This functions starts too many different things.
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//
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//==========================================================================
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|
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bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
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|
{
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int secnum;
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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 it(tag, line);
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while ((secnum = it.Next()) >= 0)
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{
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rtn |= P_CreateFloor(§ors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
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}
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return rtn;
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}
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|
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//==========================================================================
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//
|
|
// [RH]
|
|
// EV_FloorCrushStop
|
|
// Stop a floor from crushing!
|
|
//
|
|
//==========================================================================
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|
|
|
bool EV_FloorCrushStop (int tag)
|
|
{
|
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int secnum;
|
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FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 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, CHAN_FLOOR);
|
|
sec->floordata->Destroy ();
|
|
sec->floordata = NULL;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// BUILD A STAIRCASE!
|
|
// [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters
|
|
// If usespecials is non-zero, then each sector in a stair is determined
|
|
// by its special. If usespecials is 2, each sector stays in "sync" with
|
|
// the others.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|
double stairsize, double speed, int delay, int reset, int igntxt,
|
|
int usespecials)
|
|
{
|
|
int secnum = -1;
|
|
int osecnum; //jff 3/4/98 save old loop index
|
|
double height;
|
|
double stairstep;
|
|
int i;
|
|
int newsecnum = -1;
|
|
FTextureID texture;
|
|
int ok;
|
|
int persteptime;
|
|
bool rtn = false;
|
|
|
|
sector_t* sec;
|
|
sector_t* tsec = NULL;
|
|
sector_t* prev = NULL;
|
|
|
|
DFloor* floor;
|
|
|
|
if (speed == 0)
|
|
return false;
|
|
|
|
persteptime = int(stairsize / speed);
|
|
|
|
// check if a manual trigger, if so do just the sector on the backside
|
|
FSectorTagIterator itr(tag, line);
|
|
// The compatibility mode doesn't work with a hashing algorithm.
|
|
// It needs the original linear search method. This was broken in Boom.
|
|
bool compatible = tag != 0 && (i_compatflags & COMPATF_STAIRINDEX);
|
|
while ((secnum = itr.NextCompat(compatible, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
//jff 2/26/98 add special lockout condition to wait for entire
|
|
//staircase to build before retriggering
|
|
if (sec->PlaneMoving(sector_t::floor) || sec->stairlock)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// new floor thinker
|
|
rtn = true;
|
|
floor = new DFloor (sec);
|
|
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
|
|
stairstep = stairsize * floor->m_Direction;
|
|
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
|
|
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
|
|
floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
|
|
// [RH] Set up delay values
|
|
floor->m_Delay = delay;
|
|
floor->m_PauseTime = 0;
|
|
floor->m_StepTime = floor->m_PerStepTime = persteptime;
|
|
|
|
floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Hexencrush = false;
|
|
|
|
floor->m_Speed = speed;
|
|
height = sec->CenterFloor() + stairstep;
|
|
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, height);
|
|
|
|
texture = sec->GetTexture(sector_t::floor);
|
|
osecnum = secnum; //jff 3/4/98 preserve loop index
|
|
|
|
// Find next sector to raise
|
|
// 1. Find 2-sided line with same sector side[0] (lowest numbered)
|
|
// 2. Other side is the next sector to raise
|
|
// 3. Unless already moving, or different texture, then stop building
|
|
do
|
|
{
|
|
ok = 0;
|
|
|
|
if (usespecials & DFloor::stairUseSpecials)
|
|
{
|
|
// [RH] Find the next sector by scanning for Stairs_Special?
|
|
tsec = sec->NextSpecialSector (
|
|
sec->special == Stairs_Special1 ?
|
|
Stairs_Special2 : Stairs_Special1, prev);
|
|
|
|
if ( (ok = (tsec != NULL)) )
|
|
{
|
|
height += stairstep;
|
|
|
|
// if sector's floor already moving, look for another
|
|
//jff 2/26/98 special lockout condition for retriggering
|
|
if (tsec->PlaneMoving(sector_t::floor) || tsec->stairlock)
|
|
{
|
|
prev = sec;
|
|
sec = tsec;
|
|
continue;
|
|
}
|
|
|
|
}
|
|
newsecnum = (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->GetTexture(sector_t::floor) != texture)
|
|
continue;
|
|
|
|
// Doom bug: Height was changed before discarding the sector as part of the stairs.
|
|
// Needs to be compatibility optioned because some maps (Eternall MAP25) depend on it.
|
|
if (i_compatflags & COMPATF_STAIRINDEX) height += stairstep;
|
|
|
|
// if sector's floor already moving, look for another
|
|
//jff 2/26/98 special lockout condition for retriggering
|
|
if (tsec->PlaneMoving(sector_t::floor) || tsec->stairlock)
|
|
continue;
|
|
|
|
if (!(i_compatflags & COMPATF_STAIRINDEX)) height += stairstep;
|
|
|
|
ok = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ok)
|
|
{
|
|
// jff 2/26/98
|
|
// link the stair chain in both directions
|
|
// lock the stair sector until building complete
|
|
sec->nextsec = newsecnum; // link step to next
|
|
tsec->prevsec = secnum; // link next back
|
|
tsec->nextsec = -1; // set next forward link as end
|
|
tsec->stairlock = -2; // lock the step
|
|
|
|
prev = sec;
|
|
sec = tsec;
|
|
secnum = newsecnum;
|
|
|
|
// create and initialize a thinker for the next step
|
|
floor = new DFloor (sec);
|
|
floor->StartFloorSound ();
|
|
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
|
|
floor->m_FloorDestDist = sec->floorplane.PointToDist (DVector2(0, 0), height);
|
|
// [RH] Set up delay values
|
|
floor->m_Delay = delay;
|
|
floor->m_PauseTime = 0;
|
|
floor->m_StepTime = floor->m_PerStepTime = persteptime;
|
|
|
|
if (usespecials & DFloor::stairSync)
|
|
{
|
|
// [RH]
|
|
double rise = height - sec->CenterFloor();
|
|
floor->m_Speed = speed * rise / stairstep;
|
|
}
|
|
else
|
|
{
|
|
floor->m_Speed = speed;
|
|
}
|
|
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
|
|
//jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
|
floor->m_Hexencrush = false;
|
|
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
|
|
floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
|
|
}
|
|
} while (ok);
|
|
// [RH] make sure the first sector doesn't point to a previous one, otherwise
|
|
// it can infinite loop when the first sector stops moving.
|
|
sectors[osecnum].prevsec = -1;
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// [RH] Added pillarspeed and slimespeed parameters
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
|
|
{
|
|
sector_t* s1;
|
|
sector_t* s2;
|
|
sector_t* s3;
|
|
int secnum;
|
|
bool rtn;
|
|
int i;
|
|
DFloor* floor;
|
|
vertex_t* spot;
|
|
double height;
|
|
|
|
rtn = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
s1 = §ors[secnum]; // s1 is pillar's sector
|
|
|
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
if (s1->PlaneMoving(sector_t::floor))
|
|
continue; // safe now, because we check that tag is non-0 in the looping condition [fdari]
|
|
|
|
rtn = true;
|
|
s2 = getNextSector (s1->lines[0], s1); // s2 is pool's sector
|
|
if (!s2) // note lowest numbered line around
|
|
continue; // pillar must be two-sided
|
|
|
|
if (s2->PlaneMoving(sector_t::floor))
|
|
continue;
|
|
|
|
for (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->GetTexture(sector_t::floor);
|
|
floor->m_NewSpecial.Clear();
|
|
height = s3->FindHighestFloorPoint (&spot);
|
|
floor->m_FloorDestDist = s2->floorplane.PointToDist (spot, height);
|
|
floor->StartFloorSound ();
|
|
|
|
// Spawn lowering donut-hole
|
|
floor = new DFloor (s1);
|
|
floor->m_Type = DFloor::floorLowerToNearest;
|
|
floor->m_Crush = -1;
|
|
floor->m_Hexencrush = false;
|
|
floor->m_Direction = -1;
|
|
floor->m_Sector = s1;
|
|
floor->m_Speed = pillarspeed;
|
|
height = s3->FindHighestFloorPoint (&spot);
|
|
floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
|
|
floor->StartFloorSound ();
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Elevators
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_POINTY_CLASS (DElevator)
|
|
DECLARE_POINTER(m_Interp_Floor)
|
|
DECLARE_POINTER(m_Interp_Ceiling)
|
|
END_POINTERS
|
|
|
|
DElevator::DElevator ()
|
|
{
|
|
}
|
|
|
|
DElevator::DElevator (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->floordata = this;
|
|
sec->ceilingdata = this;
|
|
m_Interp_Floor = sec->SetInterpolation(sector_t::FloorMove, true);
|
|
m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
|
|
}
|
|
|
|
void DElevator::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc.Enum("type", m_Type)
|
|
("direction", m_Direction)
|
|
("floordestdist", m_FloorDestDist)
|
|
("ceilingdestdist", m_CeilingDestDist)
|
|
("speed", m_Speed)
|
|
("interp_floor", m_Interp_Floor)
|
|
("interp_ceiling", m_Interp_Ceiling);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DElevator::Destroy()
|
|
{
|
|
if (m_Interp_Ceiling != NULL)
|
|
{
|
|
m_Interp_Ceiling->DelRef();
|
|
m_Interp_Ceiling = NULL;
|
|
}
|
|
if (m_Interp_Floor != NULL)
|
|
{
|
|
m_Interp_Floor->DelRef();
|
|
m_Interp_Floor = NULL;
|
|
}
|
|
Super::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 ()
|
|
{
|
|
EMoveResult res;
|
|
|
|
double oldfloor, oldceiling;
|
|
|
|
oldfloor = m_Sector->floorplane.fD();
|
|
oldceiling = m_Sector->ceilingplane.fD();
|
|
|
|
if (m_Direction < 0) // moving down
|
|
{
|
|
res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
|
if (res == EMoveResult::ok || res == EMoveResult::pastdest)
|
|
{
|
|
res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
|
if (res == EMoveResult::crushed)
|
|
{
|
|
m_Sector->MoveFloor (m_Speed, oldfloor, -m_Direction);
|
|
}
|
|
}
|
|
}
|
|
else // up
|
|
{
|
|
res = m_Sector->MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
|
|
if (res == EMoveResult::ok || res == EMoveResult::pastdest)
|
|
{
|
|
res = m_Sector->MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
|
|
if (res == EMoveResult::crushed)
|
|
{
|
|
m_Sector->MoveCeiling (m_Speed, oldceiling, -m_Direction);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (res == EMoveResult::pastdest) // if destination height acheived
|
|
{
|
|
// make floor stop sound
|
|
SN_StopSequence (m_Sector, CHAN_FLOOR);
|
|
|
|
m_Sector->floordata = NULL; //jff 2/22/98
|
|
m_Sector->ceilingdata = NULL; //jff 2/22/98
|
|
Destroy (); // remove elevator from actives
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DElevator::StartFloorSound ()
|
|
{
|
|
::StartFloorSound (m_Sector);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_DoElevator
|
|
//
|
|
// Handle elevator linedef types
|
|
//
|
|
// Passed the linedef that triggered the elevator and the elevator action
|
|
//
|
|
// jff 2/22/98 new type to move floor and ceiling in parallel
|
|
// [RH] Added speed, tag, and height parameters and new types.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
|
|
double speed, double height, int tag)
|
|
{
|
|
int secnum;
|
|
bool rtn;
|
|
sector_t* sec;
|
|
DElevator* elevator;
|
|
double floorheight, ceilingheight;
|
|
double newheight;
|
|
vertex_t* spot;
|
|
|
|
if (!line && (elevtype == DElevator::elevateCurrent))
|
|
return false;
|
|
|
|
secnum = -1;
|
|
rtn = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
|
|
// act on all sectors with the same tag as the triggering linedef
|
|
while ((secnum = itr.Next()) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
// If either floor or ceiling is already activated, skip it
|
|
if (sec->PlaneMoving(sector_t::floor) || sec->ceilingdata) //jff 2/22/98
|
|
continue; // the loop used to break at the end if tag were 0, but would miss that step if "continue" occured [FDARI]
|
|
|
|
// create and initialize new elevator thinker
|
|
rtn = true;
|
|
elevator = new DElevator (sec);
|
|
elevator->m_Type = elevtype;
|
|
elevator->m_Speed = speed;
|
|
elevator->StartFloorSound ();
|
|
|
|
floorheight = sec->CenterFloor ();
|
|
ceilingheight = sec->CenterCeiling ();
|
|
|
|
// set up the fields according to the type of elevator action
|
|
switch (elevtype)
|
|
{
|
|
// elevator down to next floor
|
|
case DElevator::elevateDown:
|
|
elevator->m_Direction = -1;
|
|
newheight = sec->FindNextLowestFloor (&spot);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
|
|
break;
|
|
|
|
// elevator up to next floor
|
|
case DElevator::elevateUp:
|
|
elevator->m_Direction = 1;
|
|
newheight = sec->FindNextHighestFloor (&spot);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
|
|
break;
|
|
|
|
// elevator to floor height of activating switch's front sector
|
|
case DElevator::elevateCurrent:
|
|
newheight = line->frontsector->floorplane.ZatPoint (line->v1);
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (line->v1, newheight);
|
|
newheight += sec->ceilingplane.ZatPoint(line->v1) - sec->floorplane.ZatPoint(line->v1);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (line->v1, newheight);
|
|
|
|
elevator->m_Direction =
|
|
elevator->m_FloorDestDist > sec->floorplane.fD() ? -1 : 1;
|
|
break;
|
|
|
|
// [RH] elevate up by a specific amount
|
|
case DElevator::elevateRaise:
|
|
elevator->m_Direction = 1;
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight + height);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight + height);
|
|
break;
|
|
|
|
// [RH] elevate down by a specific amount
|
|
case DElevator::elevateLower:
|
|
elevator->m_Direction = -1;
|
|
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight - height);
|
|
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight - height);
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_DoChange()
|
|
//
|
|
// Handle pure change types. These change floor texture and sector type
|
|
// by trigger or numeric model without moving the floor.
|
|
//
|
|
// The linedef causing the change and the type of change is passed
|
|
// Returns true if any sector changes
|
|
//
|
|
// jff 3/15/98 added to better support generalized sector types
|
|
// [RH] Added tag parameter.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_DoChange (line_t *line, EChange changetype, int tag)
|
|
{
|
|
int secnum;
|
|
bool rtn;
|
|
sector_t *sec;
|
|
sector_t *secm;
|
|
|
|
rtn = false;
|
|
// change all sectors with the same tag as the linedef
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
|
|
rtn = true;
|
|
|
|
// handle trigger or numeric change type
|
|
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
|
|
|
switch(changetype)
|
|
{
|
|
case trigChangeOnly:
|
|
if (line)
|
|
{ // [RH] if no line, no change
|
|
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
|
sec->TransferSpecial(line->frontsector);
|
|
}
|
|
break;
|
|
case numChangeOnly:
|
|
secm = sec->FindModelFloorSector (sec->CenterFloor());
|
|
if (secm)
|
|
{ // if no model, no change
|
|
sec->SetTexture(sector_t::floor, secm->GetTexture(sector_t::floor));
|
|
sec->TransferSpecial(secm);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
IMPLEMENT_CLASS (DWaggleBase)
|
|
|
|
IMPLEMENT_CLASS (DFloorWaggle)
|
|
IMPLEMENT_CLASS (DCeilingWaggle)
|
|
|
|
DWaggleBase::DWaggleBase ()
|
|
{
|
|
}
|
|
|
|
void DWaggleBase::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("originaldist", m_OriginalDist)
|
|
("accumulator", m_Accumulator)
|
|
("accdelta", m_AccDelta)
|
|
("targetscale", m_TargetScale)
|
|
("scale", m_Scale)
|
|
("scaledelta", m_ScaleDelta)
|
|
("ticker", m_Ticker)
|
|
("state", m_State);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// WaggleBase
|
|
//
|
|
//==========================================================================
|
|
|
|
#define WGLSTATE_EXPAND 1
|
|
#define WGLSTATE_STABLE 2
|
|
#define WGLSTATE_REDUCE 3
|
|
|
|
DWaggleBase::DWaggleBase (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
}
|
|
|
|
void DWaggleBase::Destroy()
|
|
{
|
|
Super::Destroy();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void DWaggleBase::DoWaggle (bool ceiling)
|
|
{
|
|
secplane_t *plane;
|
|
int pos;
|
|
double dist;
|
|
|
|
if (ceiling)
|
|
{
|
|
plane = &m_Sector->ceilingplane;
|
|
pos = sector_t::ceiling;
|
|
}
|
|
else
|
|
{
|
|
plane = &m_Sector->floorplane;
|
|
pos = sector_t::floor;
|
|
}
|
|
|
|
switch (m_State)
|
|
{
|
|
case WGLSTATE_EXPAND:
|
|
if ((m_Scale += m_ScaleDelta) >= m_TargetScale)
|
|
{
|
|
m_Scale = m_TargetScale;
|
|
m_State = WGLSTATE_STABLE;
|
|
}
|
|
break;
|
|
|
|
case WGLSTATE_REDUCE:
|
|
if ((m_Scale -= m_ScaleDelta) <= 0)
|
|
{ // Remove
|
|
dist = (m_OriginalDist - plane->fD()) / plane->fC();
|
|
m_Sector->ChangePlaneTexZ(pos, -plane->HeightDiff (m_OriginalDist));
|
|
plane->setD(m_OriginalDist);
|
|
P_ChangeSector (m_Sector, true, dist, ceiling, false);
|
|
if (ceiling)
|
|
{
|
|
m_Sector->ceilingdata = NULL;
|
|
}
|
|
else
|
|
{
|
|
m_Sector->floordata = NULL;
|
|
}
|
|
Destroy ();
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case WGLSTATE_STABLE:
|
|
if (m_Ticker != -1)
|
|
{
|
|
if (!--m_Ticker)
|
|
{
|
|
m_State = WGLSTATE_REDUCE;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
m_Accumulator += m_AccDelta;
|
|
|
|
dist = plane->fD();
|
|
plane->setD(m_OriginalDist + plane->PointToDist (DVector2(0, 0), BobSin(m_Accumulator) *m_Scale));
|
|
m_Sector->ChangePlaneTexZ(pos, plane->HeightDiff (dist));
|
|
dist = plane->HeightDiff (dist);
|
|
|
|
// Interesting: Hexen passes 'true' for the crunch parameter which really is crushing damage here...
|
|
// Also, this does not reset the move if it blocks.
|
|
P_Scroll3dMidtex(m_Sector, 1, dist, ceiling);
|
|
P_MoveLinkedSectors(m_Sector, 1, dist, ceiling);
|
|
P_ChangeSector (m_Sector, 1, dist, ceiling, false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FloorWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
DFloorWaggle::DFloorWaggle ()
|
|
{
|
|
}
|
|
|
|
DFloorWaggle::DFloorWaggle (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->floordata = this;
|
|
interpolation = sec->SetInterpolation(sector_t::FloorMove, true);
|
|
}
|
|
|
|
void DFloorWaggle::Tick ()
|
|
{
|
|
DoWaggle (false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CeilingWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
DCeilingWaggle::DCeilingWaggle ()
|
|
{
|
|
}
|
|
|
|
DCeilingWaggle::DCeilingWaggle (sector_t *sec)
|
|
: Super (sec)
|
|
{
|
|
sec->ceilingdata = this;
|
|
interpolation = sec->SetInterpolation(sector_t::CeilingMove, true);
|
|
}
|
|
|
|
void DCeilingWaggle::Tick ()
|
|
{
|
|
DoWaggle (true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// EV_StartWaggle
|
|
//
|
|
//==========================================================================
|
|
|
|
bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset,
|
|
int timer, bool ceiling)
|
|
{
|
|
int sectorIndex;
|
|
sector_t *sector;
|
|
DWaggleBase *waggle;
|
|
bool retCode;
|
|
|
|
retCode = false;
|
|
|
|
FSectorTagIterator itr(tag, line);
|
|
|
|
while ((sectorIndex = itr.Next()) >= 0)
|
|
{
|
|
sector = §ors[sectorIndex];
|
|
if ((!ceiling && sector->PlaneMoving(sector_t::floor)) ||
|
|
(ceiling && sector->PlaneMoving(sector_t::ceiling)))
|
|
{ // Already busy with another thinker
|
|
continue;
|
|
}
|
|
retCode = true;
|
|
if (ceiling)
|
|
{
|
|
waggle = new DCeilingWaggle (sector);
|
|
waggle->m_OriginalDist = sector->ceilingplane.fD();
|
|
}
|
|
else
|
|
{
|
|
waggle = new DFloorWaggle (sector);
|
|
waggle->m_OriginalDist = sector->floorplane.fD();
|
|
}
|
|
waggle->m_Accumulator = offset;
|
|
waggle->m_AccDelta = speed / 64.;
|
|
waggle->m_Scale = 0;
|
|
waggle->m_TargetScale = height / 64.;
|
|
waggle->m_ScaleDelta = waggle->m_TargetScale / (TICRATE + ((3 * TICRATE)*height) / 255);
|
|
waggle->m_Ticker = timer ? timer*TICRATE : -1;
|
|
waggle->m_State = WGLSTATE_EXPAND;
|
|
}
|
|
return retCode;
|
|
}
|