qzdoom-gpl/src/p_pillar.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

247 lines
7.1 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"
#include "farchive.h"
#include "r_data/r_interpolate.h"
IMPLEMENT_POINTY_CLASS (DPillar)
DECLARE_POINTER(m_Interp_Floor)
DECLARE_POINTER(m_Interp_Ceiling)
END_POINTERS
inline FArchive &operator<< (FArchive &arc, DPillar::EPillar &type)
{
BYTE val = (BYTE)type;
arc << val;
type = (DPillar::EPillar)val;
return arc;
}
DPillar::DPillar ()
{
}
void DPillar::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();
}
void DPillar::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_FloorSpeed
<< m_CeilingSpeed
<< m_FloorTarget
<< m_CeilingTarget
<< m_Crush
<< m_Hexencrush
<< m_Interp_Floor
<< m_Interp_Ceiling;
}
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, m_Hexencrush);
s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, -1, m_Hexencrush);
}
else
{
r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, -1, m_Hexencrush);
s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, 1, m_Hexencrush);
}
if (r == pastdest && s == pastdest)
{
SN_StopSequence (m_Sector, CHAN_FLOOR);
Destroy ();
}
else
{
if (r == crushed)
{
MoveFloor (m_FloorSpeed, oldfloor, -1, -1, m_Hexencrush);
}
if (s == crushed)
{
MoveCeiling (m_CeilingSpeed, oldceiling, -1, 1, m_Hexencrush);
}
}
}
DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
fixed_t floordist, fixed_t ceilingdist, int crush, bool hexencrush)
: DMover (sector)
{
fixed_t newheight;
vertex_t *spot;
sector->floordata = sector->ceilingdata = this;
m_Interp_Floor = sector->SetInterpolation(sector_t::FloorMove, true);
m_Interp_Ceiling = sector->SetInterpolation(sector_t::CeilingMove, true);
m_Type = type;
m_Crush = crush;
m_Hexencrush = hexencrush;
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, CHAN_FLOOR, sector->seqType, SEQ_PLATFORM, 0);
}
else if (sector->SeqName != NAME_None)
{
SN_StartSequence (sector, CHAN_FLOOR, sector->SeqName, 0);
}
else
{
SN_StartSequence (sector, CHAN_FLOOR, "Floor", 0);
}
}
bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag,
fixed_t speed, fixed_t height, fixed_t height2, int crush, bool hexencrush)
{
int secnum;
sector_t *sec;
bool rtn = false;
// check if a manual trigger; if so do just the sector on the backside
FSectorTagIterator itr(tag, line);
while ((secnum = itr.Next()) >= 0)
{
sec = &sectors[secnum];
manual_pillar:
if (sec->PlaneMoving(sector_t::floor) || sec->PlaneMoving(sector_t::ceiling))
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, hexencrush);
}
return rtn;
}