mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +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++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// $Log:$
|
|
//
|
|
// DESCRIPTION: Ceiling animation (lowering, crushing, raising)
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
#include "m_alloc.h"
|
|
#include "doomdef.h"
|
|
#include "p_local.h"
|
|
#include "s_sound.h"
|
|
#include "s_sndseq.h"
|
|
#include "doomstat.h"
|
|
#include "r_state.h"
|
|
#include "gi.h"
|
|
|
|
//
|
|
// CEILINGS
|
|
//
|
|
|
|
IMPLEMENT_CLASS (DCeiling)
|
|
|
|
DCeiling::DCeiling ()
|
|
{
|
|
}
|
|
|
|
void DCeiling::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_Type
|
|
<< m_BottomHeight
|
|
<< m_TopHeight
|
|
<< m_Speed
|
|
<< m_Speed1
|
|
<< m_Speed2
|
|
<< m_Crush
|
|
<< m_Silent
|
|
<< m_Direction
|
|
<< m_Texture
|
|
<< m_NewSpecial
|
|
<< m_Tag
|
|
<< m_OldDirection
|
|
<< m_Hexencrush;
|
|
}
|
|
|
|
void DCeiling::PlayCeilingSound ()
|
|
{
|
|
if (m_Sector->seqType >= 0)
|
|
{
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
|
|
}
|
|
else
|
|
{
|
|
if (m_Silent == 2)
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
|
|
else if (m_Silent == 1)
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
|
|
else
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
|
|
}
|
|
}
|
|
|
|
//
|
|
// T_MoveCeiling
|
|
//
|
|
void DCeiling::Tick ()
|
|
{
|
|
EResult res;
|
|
|
|
switch (m_Direction)
|
|
{
|
|
case 0:
|
|
// IN STASIS
|
|
break;
|
|
case 1:
|
|
// UP
|
|
res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);
|
|
|
|
if (res == pastdest)
|
|
{
|
|
switch (m_Type)
|
|
{
|
|
case ceilCrushAndRaise:
|
|
m_Direction = -1;
|
|
m_Speed = m_Speed1;
|
|
if (!SN_IsMakingLoopingSound (m_Sector))
|
|
PlayCeilingSound ();
|
|
break;
|
|
|
|
// movers with texture change, change the texture then get removed
|
|
case genCeilingChgT:
|
|
case genCeilingChg0:
|
|
m_Sector->special = m_NewSpecial;
|
|
// fall through
|
|
case genCeilingChg:
|
|
m_Sector->ceilingpic = m_Texture;
|
|
// fall through
|
|
default:
|
|
SN_StopSequence (m_Sector);
|
|
Destroy ();
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case -1:
|
|
// DOWN
|
|
res = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_Hexencrush);
|
|
|
|
if (res == pastdest)
|
|
{
|
|
switch (m_Type)
|
|
{
|
|
case ceilCrushAndRaise:
|
|
case ceilCrushRaiseAndStay:
|
|
m_Speed = m_Speed2;
|
|
m_Direction = 1;
|
|
if (!SN_IsMakingLoopingSound (m_Sector))
|
|
PlayCeilingSound ();
|
|
break;
|
|
|
|
// in the case of ceiling mover/changer, change the texture
|
|
// then remove the active ceiling
|
|
case genCeilingChgT:
|
|
case genCeilingChg0:
|
|
m_Sector->special = m_NewSpecial;
|
|
// fall through
|
|
case genCeilingChg:
|
|
m_Sector->ceilingpic = m_Texture;
|
|
// fall through
|
|
default:
|
|
SN_StopSequence (m_Sector);
|
|
Destroy ();
|
|
break;
|
|
}
|
|
}
|
|
else // ( res != pastdest )
|
|
{
|
|
if (res == crushed)
|
|
{
|
|
switch (m_Type)
|
|
{
|
|
case ceilCrushAndRaise:
|
|
case ceilLowerAndCrush:
|
|
if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
|
|
m_Speed = FRACUNIT / 8;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
DCeiling::DCeiling (sector_t *sec)
|
|
: DMovingCeiling (sec)
|
|
{
|
|
}
|
|
|
|
DCeiling::DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent)
|
|
: DMovingCeiling (sec)
|
|
{
|
|
m_Crush = -1;
|
|
m_Hexencrush = false;
|
|
m_Speed = m_Speed1 = speed1;
|
|
m_Speed2 = speed2;
|
|
m_Silent = silent;
|
|
}
|
|
|
|
//
|
|
// EV_DoCeiling
|
|
// Move a ceiling up/down and all around!
|
|
//
|
|
// [RH] Added tag, speed, speed2, height, crush, silent, change params
|
|
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
|
int tag, fixed_t speed, fixed_t speed2, fixed_t height,
|
|
int crush, int silent, int change, bool hexencrush)
|
|
{
|
|
int secnum;
|
|
bool rtn;
|
|
sector_t* sec;
|
|
DCeiling* ceiling;
|
|
bool manual = false;
|
|
fixed_t targheight = 0; // Silence, GCC
|
|
vertex_t* spot;
|
|
|
|
rtn = false;
|
|
|
|
// check if a manual trigger, if so do just the sector on the backside
|
|
if (tag == 0)
|
|
{
|
|
if (!line || !(sec = line->backsector))
|
|
return rtn;
|
|
secnum = (int)(sec-sectors);
|
|
manual = true;
|
|
// [RH] Hack to let manual crushers be retriggerable, too
|
|
tag ^= secnum | 0x1000000;
|
|
P_ActivateInStasisCeiling (tag);
|
|
goto manual_ceiling;
|
|
}
|
|
|
|
// Reactivate in-stasis ceilings...for certain types.
|
|
// This restarts a crusher after it has been stopped
|
|
if (type == DCeiling::ceilCrushAndRaise)
|
|
{
|
|
P_ActivateInStasisCeiling (tag);
|
|
}
|
|
|
|
secnum = -1;
|
|
// affects all sectors with the same tag as the linedef
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
manual_ceiling:
|
|
// if ceiling already moving, don't start a second function on it
|
|
if (sec->ceilingdata)
|
|
{
|
|
if (!manual)
|
|
continue;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
// new door thinker
|
|
rtn = 1;
|
|
ceiling = new DCeiling (sec, speed, speed2, silent);
|
|
spot = sec->lines[0]->v1;
|
|
|
|
switch (type)
|
|
{
|
|
case DCeiling::ceilCrushAndRaise:
|
|
case DCeiling::ceilCrushRaiseAndStay:
|
|
ceiling->m_TopHeight = sec->ceilingplane.d;
|
|
case DCeiling::ceilLowerAndCrush:
|
|
targheight = sec->FindHighestFloorPoint (&spot);
|
|
if (type != DCeiling::ceilLowerAndCrush || gameinfo.gametype != GAME_Strife)
|
|
{
|
|
targheight += 8*FRACUNIT;
|
|
}
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseToHighest:
|
|
targheight = sec->FindHighestCeilingSurrounding (&spot);
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerByValue:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) - height;
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseByValue:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) + height;
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilMoveToValue:
|
|
{
|
|
int diff = height - sec->ceilingplane.ZatPoint (spot);
|
|
|
|
targheight = height;
|
|
if (diff < 0)
|
|
{
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
|
|
ceiling->m_Direction = -1;
|
|
}
|
|
else
|
|
{
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
|
|
ceiling->m_Direction = 1;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DCeiling::ceilLowerToHighestFloor:
|
|
targheight = sec->FindHighestFloorSurrounding (&spot);
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseToHighestFloor:
|
|
targheight = sec->FindHighestFloorSurrounding (&spot);
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerInstant:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) - height;
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
ceiling->m_Speed = height;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseInstant:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) + height;
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
ceiling->m_Speed = height;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerToNearest:
|
|
targheight = sec->FindNextLowestCeiling (&spot);
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseToNearest:
|
|
targheight = sec->FindNextHighestCeiling (&spot);
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerToLowest:
|
|
targheight = sec->FindLowestCeilingSurrounding (&spot);
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseToLowest:
|
|
targheight = sec->FindLowestCeilingSurrounding (&spot);
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerToFloor:
|
|
targheight = sec->FindHighestFloorPoint (&spot);
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
|
|
targheight = sec->FindHighestFloorPoint (&spot);
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerToHighest:
|
|
targheight = sec->FindHighestCeilingSurrounding (&spot);
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilLowerByTexture:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
|
|
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = -1;
|
|
break;
|
|
|
|
case DCeiling::ceilRaiseByTexture:
|
|
targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
|
|
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
|
ceiling->m_Direction = 1;
|
|
break;
|
|
|
|
default:
|
|
break; // Silence GCC
|
|
}
|
|
|
|
ceiling->m_Tag = tag;
|
|
ceiling->m_Type = type;
|
|
ceiling->m_Crush = crush;
|
|
ceiling->m_Hexencrush = hexencrush;
|
|
|
|
// Do not interpolate instant movement ceilings.
|
|
// Note for ZDoomGL: Check to make sure that you update the sector
|
|
// after the ceiling moves, because it hasn't actually moved yet.
|
|
fixed_t movedist;
|
|
|
|
if (ceiling->m_Direction < 0)
|
|
{
|
|
movedist = sec->ceilingplane.d - ceiling->m_BottomHeight;
|
|
}
|
|
else
|
|
{
|
|
movedist = ceiling->m_TopHeight - sec->ceilingplane.d;
|
|
}
|
|
if (ceiling->m_Speed >= movedist)
|
|
{
|
|
ceiling->StopInterpolation();
|
|
}
|
|
|
|
// set texture/type change properties
|
|
if (change & 3) // if a texture change is indicated
|
|
{
|
|
if (change & 4) // if a numeric model change
|
|
{
|
|
sector_t *modelsec;
|
|
|
|
//jff 5/23/98 find model with floor at target height if target
|
|
//is a floor type
|
|
modelsec = (/*type == DCeiling::ceilRaiseToHighest ||*/
|
|
type == DCeiling::ceilRaiseToFloor ||
|
|
/*type == DCeiling::ceilLowerToHighest ||*/
|
|
type == DCeiling::ceilLowerToFloor) ?
|
|
sec->FindModelFloorSector (targheight) :
|
|
sec->FindModelCeilingSector (targheight);
|
|
if (modelsec != NULL)
|
|
{
|
|
ceiling->m_Texture = modelsec->ceilingpic;
|
|
switch (change & 3)
|
|
{
|
|
case 1: // type is zeroed
|
|
ceiling->m_NewSpecial = 0;
|
|
ceiling->m_Type = DCeiling::genCeilingChg0;
|
|
break;
|
|
case 2: // type is copied
|
|
ceiling->m_NewSpecial = sec->special;
|
|
ceiling->m_Type = DCeiling::genCeilingChgT;
|
|
break;
|
|
case 3: // type is left alone
|
|
ceiling->m_Type = DCeiling::genCeilingChg;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (line) // else if a trigger model change
|
|
{
|
|
ceiling->m_Texture = line->frontsector->ceilingpic;
|
|
switch (change & 3)
|
|
{
|
|
case 1: // type is zeroed
|
|
ceiling->m_NewSpecial = 0;
|
|
ceiling->m_Type = DCeiling::genCeilingChg0;
|
|
break;
|
|
case 2: // type is copied
|
|
ceiling->m_NewSpecial = line->frontsector->special;
|
|
ceiling->m_Type = DCeiling::genCeilingChgT;
|
|
break;
|
|
case 3: // type is left alone
|
|
ceiling->m_Type = DCeiling::genCeilingChg;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
ceiling->PlayCeilingSound ();
|
|
|
|
if (manual)
|
|
return rtn;
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
|
|
//
|
|
// Restart a ceiling that's in-stasis
|
|
// [RH] Passed a tag instead of a line and rewritten to use a list
|
|
//
|
|
void P_ActivateInStasisCeiling (int tag)
|
|
{
|
|
DCeiling *scan;
|
|
TThinkerIterator<DCeiling> iterator;
|
|
|
|
while ( (scan = iterator.Next ()) )
|
|
{
|
|
if (scan->m_Tag == tag && scan->m_Direction == 0)
|
|
{
|
|
scan->m_Direction = scan->m_OldDirection;
|
|
scan->PlayCeilingSound ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// EV_CeilingCrushStop
|
|
// Stop a ceiling from crushing!
|
|
// [RH] Passed a tag instead of a line and rewritten to use a list
|
|
//
|
|
bool EV_CeilingCrushStop (int tag)
|
|
{
|
|
bool rtn = false;
|
|
DCeiling *scan;
|
|
TThinkerIterator<DCeiling> iterator;
|
|
|
|
while ( (scan = iterator.Next ()) )
|
|
{
|
|
if (scan->m_Tag == tag && scan->m_Direction != 0)
|
|
{
|
|
SN_StopSequence (scan->m_Sector);
|
|
scan->m_OldDirection = scan->m_Direction;
|
|
scan->m_Direction = 0; // in-stasis;
|
|
rtn = true;
|
|
}
|
|
}
|
|
|
|
return rtn;
|
|
}
|