gzdoom/src/p_ceiling.cpp
Christoph Oelckers 425e5b9ffc - replaced P_FindSectorFromTag with an FSectorTagIterator class.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00

571 lines
15 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 "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "gi.h"
#include "farchive.h"
//============================================================================
//
//
//
//============================================================================
inline FArchive &operator<< (FArchive &arc, DCeiling::ECeiling &type)
{
BYTE val = (BYTE)type;
arc << val;
type = (DCeiling::ECeiling)val;
return arc;
}
//============================================================================
//
// 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_Sector->SeqName != NAME_None)
{
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->SeqName, 0);
}
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);
}
}
//============================================================================
//
// DCeiling :: Tick
//
//============================================================================
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->SetTexture(sector_t::ceiling, m_Texture);
// fall through
default:
SN_StopSequence (m_Sector, CHAN_CEILING);
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->SetTexture(sector_t::ceiling, m_Texture);
// fall through
default:
SN_StopSequence (m_Sector, CHAN_CEILING);
Destroy ();
break;
}
}
else // ( res != pastdest )
{
if (res == crushed)
{
switch (m_Type)
{
case ceilCrushAndRaise:
case ceilLowerAndCrush:
case ceilLowerAndCrushDist:
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;
}
//============================================================================
//
//
//
//============================================================================
DCeiling *DCeiling::Create(sector_t *sec, 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)
{
fixed_t targheight = 0; // Silence, GCC
// if ceiling already moving, don't start a second function on it
if (sec->PlaneMoving(sector_t::ceiling))
{
return NULL;
}
// new door thinker
DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent);
vertex_t *spot = sec->lines[0]->v1;
switch (type)
{
case ceilCrushAndRaise:
case ceilCrushRaiseAndStay:
ceiling->m_TopHeight = sec->ceilingplane.d;
case ceilLowerAndCrush:
case ceilLowerAndCrushDist:
targheight = sec->FindHighestFloorPoint (&spot);
if (type == ceilLowerAndCrush)
{
targheight += 8*FRACUNIT;
}
else if (type == ceilCrushAndRaise)
{
targheight += height;
}
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerByValue:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseByValue:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case 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 ceilLowerToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case 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 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 ceilLowerToNearest:
targheight = sec->FindNextLowestCeiling (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToNearest:
targheight = sec->FindNextHighestCeiling (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToFloor:
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilRaiseToFloor: // [RH] What's this for?
targheight = sec->FindHighestFloorPoint (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case ceilLowerToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case ceilLowerByTexture:
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case 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 == ceilRaiseToHighest ||*/
type == ceilRaiseToFloor ||
/*type == ceilLowerToHighest ||*/
type == ceilLowerToFloor) ?
sec->FindModelFloorSector (targheight) :
sec->FindModelCeilingSector (targheight);
if (modelsec != NULL)
{
ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);
switch (change & 3)
{
case 1: // type is zeroed
ceiling->m_NewSpecial = 0;
ceiling->m_Type = genCeilingChg0;
break;
case 2: // type is copied
ceiling->m_NewSpecial = sec->special;
ceiling->m_Type = genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
break;
}
}
}
else if (line) // else if a trigger model change
{
ceiling->m_Texture = line->frontsector->GetTexture(sector_t::ceiling);
switch (change & 3)
{
case 1: // type is zeroed
ceiling->m_NewSpecial = 0;
ceiling->m_Type = genCeilingChg0;
break;
case 2: // type is copied
ceiling->m_NewSpecial = line->frontsector->special;
ceiling->m_Type = genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = genCeilingChg;
break;
}
}
}
ceiling->PlayCeilingSound ();
return ceiling;
}
//============================================================================
//
// 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;
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);
// [RH] Hack to let manual crushers be retriggerable, too
tag ^= secnum | 0x1000000;
P_ActivateInStasisCeiling (tag);
return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
// Reactivate in-stasis ceilings...for certain types.
// This restarts a crusher after it has been stopped
if (type == DCeiling::ceilCrushAndRaise)
{
P_ActivateInStasisCeiling (tag);
}
// affects all sectors with the same tag as the linedef
FSectorTagIterator it(tag);
while ((secnum = it.Next()) >= 0)
{
rtn |= !!DCeiling::Create(&sectors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
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, CHAN_CEILING);
scan->m_OldDirection = scan->m_Direction;
scan->m_Direction = 0; // in-stasis;
rtn = true;
}
}
return rtn;
}