qzdoom-gpl/src/p_pillar.cpp
Randy Heit e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00

203 lines
5.9 KiB
C++

/*
** p_pillar.cpp
** Handles pillars
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "doomdef.h"
#include "p_local.h"
#include "p_spec.h"
#include "g_level.h"
#include "s_sndseq.h"
IMPLEMENT_CLASS (DPillar)
DPillar::DPillar ()
{
}
void DPillar::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_FloorSpeed
<< m_CeilingSpeed
<< m_FloorTarget
<< m_CeilingTarget
<< m_Crush;
}
void DPillar::Tick ()
{
int r, s;
fixed_t oldfloor, oldceiling;
oldfloor = m_Sector->floorplane.d;
oldceiling = m_Sector->ceilingplane.d;
if (m_Type == pillarBuild)
{
r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, 1);
s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, -1);
}
else
{
r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, -1);
s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, 1);
}
if (r == pastdest && s == pastdest)
{
SN_StopSequence (m_Sector);
Destroy ();
}
else
{
if (r == crushed)
{
MoveFloor (m_FloorSpeed, oldfloor, -1, -1);
}
if (s == crushed)
{
MoveCeiling (m_CeilingSpeed, oldceiling, -1, 1);
}
}
}
DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
fixed_t floordist, fixed_t ceilingdist, int crush)
: DMover (sector)
{
fixed_t newheight;
vertex_t *spot;
sector->floordata = sector->ceilingdata = this;
setinterpolation (INTERP_SectorFloor, sector);
setinterpolation (INTERP_SectorCeiling, sector);
m_Type = type;
m_Crush = crush;
if (type == pillarBuild)
{
// If the pillar height is 0, have the floor and ceiling meet halfway
if (floordist == 0)
{
newheight = (sector->CenterFloor () + sector->CenterCeiling ()) / 2;
m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
floordist = newheight - sector->CenterFloor ();
}
else
{
newheight = sector->CenterFloor () + floordist;
m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
}
ceilingdist = sector->CenterCeiling () - newheight;
}
else
{
// If one of the heights is 0, figure it out based on the
// surrounding sectors
if (floordist == 0)
{
newheight = sector->FindLowestFloorSurrounding (&spot);
m_FloorTarget = sector->floorplane.PointToDist (spot, newheight);
floordist = sector->floorplane.ZatPoint (spot) - newheight;
}
else
{
newheight = sector->floorplane.ZatPoint (0, 0) - floordist;
m_FloorTarget = sector->floorplane.PointToDist (0, 0, newheight);
}
if (ceilingdist == 0)
{
newheight = sector->FindHighestCeilingSurrounding (&spot);
m_CeilingTarget = sector->ceilingplane.PointToDist (spot, newheight);
ceilingdist = newheight - sector->ceilingplane.ZatPoint (spot);
}
else
{
newheight = sector->ceilingplane.ZatPoint (0, 0) + ceilingdist;
m_CeilingTarget = sector->ceilingplane.PointToDist (0, 0, newheight);
}
}
// The speed parameter applies to whichever part of the pillar
// travels the farthest. The other part's speed is then set so
// that it arrives at its destination at the same time.
if (floordist > ceilingdist)
{
m_FloorSpeed = speed;
m_CeilingSpeed = Scale (speed, ceilingdist, floordist);
}
else
{
m_CeilingSpeed = speed;
m_FloorSpeed = Scale (speed, floordist, ceilingdist);
}
if (sector->seqType >= 0)
SN_StartSequence (sector, sector->seqType, SEQ_PLATFORM, 0);
else
SN_StartSequence (sector, "Floor", 0);
}
bool EV_DoPillar (DPillar::EPillar type, int tag, fixed_t speed, fixed_t height,
fixed_t height2, int crush)
{
bool rtn = false;
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sector_t *sec = &sectors[secnum];
if (sec->floordata || sec->ceilingdata)
continue;
fixed_t flor, ceil;
flor = sec->CenterFloor ();
ceil = sec->CenterCeiling ();
if (type == DPillar::pillarBuild && flor == ceil)
continue;
if (type == DPillar::pillarOpen && flor != ceil)
continue;
rtn = true;
new DPillar (sec, type, speed, height, height2, crush);
}
return rtn;
}