gzdoom/src/p_ceiling.cpp

510 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;
}
void DCeiling::PlayCeilingSound ()
{
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0);
}
else
{
if (m_Silent == 2)
SN_StartSequence (m_Sector, "Silence", 0);
else if (m_Silent == 1)
SN_StartSequence (m_Sector, "CeilingSemiSilent", 0);
else
SN_StartSequence (m_Sector, "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);
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_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)
{
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 = &sectors[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;
// 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)
{
stopinterpolation (INTERP_SectorCeiling, sec);
}
// 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;
}