qzdoom-gpl/src/p_floor.cpp
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00

1264 lines
33 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:
// Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "tables.h"
#include "r_interpolate.h"
//
// FLOORS
//
IMPLEMENT_CLASS (DFloor)
DFloor::DFloor ()
{
}
void DFloor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Crush
<< m_Direction
<< m_NewSpecial
<< m_Texture
<< m_FloorDestDist
<< m_Speed
<< m_ResetCount
<< m_OrgDist
<< m_Delay
<< m_PauseTime
<< m_StepTime
<< m_PerStepTime
<< m_Hexencrush;
}
IMPLEMENT_POINTY_CLASS (DElevator)
DECLARE_POINTER(m_Interp_Floor)
DECLARE_POINTER(m_Interp_Ceiling)
END_POINTERS
DElevator::DElevator ()
{
}
void DElevator::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_Direction
<< m_FloorDestDist
<< m_CeilingDestDist
<< m_Speed
<< m_Interp_Floor
<< m_Interp_Ceiling;
}
void DElevator::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();
}
IMPLEMENT_POINTY_CLASS (DWaggleBase)
DECLARE_POINTER(m_Interpolation)
END_POINTERS
IMPLEMENT_CLASS (DFloorWaggle)
IMPLEMENT_CLASS (DCeilingWaggle)
DWaggleBase::DWaggleBase ()
{
}
void DWaggleBase::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_OriginalDist
<< m_Accumulator
<< m_AccDelta
<< m_TargetScale
<< m_Scale
<< m_ScaleDelta
<< m_Ticker
<< m_State
<< m_Interpolation;
}
//
// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
//
void DFloor::Tick ()
{
EResult res;
// [RH] Handle resetting stairs
if (m_Type == buildStair || m_Type == waitStair)
{
if (m_ResetCount)
{
if (--m_ResetCount == 0)
{
m_Type = resetStair;
m_Direction = (m_Direction > 0) ? -1 : 1;
m_FloorDestDist = m_OrgDist;
}
}
if (m_PauseTime)
{
m_PauseTime--;
return;
}
else if (m_StepTime)
{
if (--m_StepTime == 0)
{
m_PauseTime = m_Delay;
m_StepTime = m_PerStepTime;
}
}
}
if (m_Type == waitStair)
return;
res = MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction, m_Hexencrush);
if (res == pastdest)
{
SN_StopSequence (m_Sector);
if (m_Type == buildStair)
m_Type = waitStair;
if (m_Type != waitStair || m_ResetCount == 0)
{
if (m_Direction == 1)
{
switch (m_Type)
{
case donutRaise:
case genFloorChgT:
case genFloorChg0:
m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->floorpic = m_Texture;
m_Sector->AdjustFloorClip ();
break;
default:
break;
}
}
else if (m_Direction == -1)
{
switch (m_Type)
{
case floorLowerAndChange:
case genFloorChgT:
case genFloorChg0:
m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
//fall thru
case genFloorChg:
m_Sector->floorpic = m_Texture;
m_Sector->AdjustFloorClip ();
break;
default:
break;
}
}
m_Sector->floordata = NULL; //jff 2/22/98
StopInterpolation();
//jff 2/26/98 implement stair retrigger lockout while still building
// note this only applies to the retriggerable generalized stairs
if (m_Sector->stairlock == -2) // if this sector is stairlocked
{
sector_t *sec = m_Sector;
sec->stairlock = -1; // thinker done, promote lock to -1
while (sec->prevsec != -1 && sectors[sec->prevsec].stairlock != -2)
sec = &sectors[sec->prevsec]; // search for a non-done thinker
if (sec->prevsec == -1) // if all thinkers previous are done
{
sec = m_Sector; // search forward
while (sec->nextsec != -1 && sectors[sec->nextsec].stairlock != -2)
sec = &sectors[sec->nextsec];
if (sec->nextsec == -1) // if all thinkers ahead are done too
{
while (sec->prevsec != -1) // clear all locks
{
sec->stairlock = 0;
sec = &sectors[sec->prevsec];
}
sec->stairlock = 0;
}
}
}
Destroy ();
}
}
}
//
// T_MoveElevator()
//
// Move an elevator to it's destination (up or down)
// Called once per tick for each moving floor.
//
// Passed an elevator_t structure that contains all pertinent info about the
// move. See P_SPEC.H for fields.
// No return.
//
// jff 02/22/98 added to support parallel floor/ceiling motion
//
void DElevator::Tick ()
{
EResult res;
fixed_t oldfloor, oldceiling;
oldfloor = m_Sector->floorplane.d;
oldceiling = m_Sector->ceilingplane.d;
if (m_Direction < 0) // moving down
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == crushed)
{
MoveCeiling (m_Speed, oldceiling, -m_Direction);
}
}
}
else // up
{
res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
if (res == ok || res == pastdest)
{
res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
if (res == crushed)
{
MoveFloor (m_Speed, oldfloor, -m_Direction);
}
}
}
if (res == pastdest) // if destination height acheived
{
// make floor stop sound
SN_StopSequence (m_Sector);
m_Sector->floordata = NULL; //jff 2/22/98
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // remove elevator from actives
}
}
void DFloor::SetFloorChangeType (sector_t *sec, int change)
{
m_Texture = sec->floorpic;
switch (change & 3)
{
case 1:
m_NewSpecial = 0;
m_Type = DFloor::genFloorChg0;
break;
case 2:
m_Type = DFloor::genFloorChg;
break;
case 3:
m_NewSpecial = sec->special & ~SECRET_MASK;
m_Type = DFloor::genFloorChgT;
break;
}
}
static void StartFloorSound (sector_t *sec)
{
if (sec->seqType >= 0)
{
SN_StartSequence (sec, CHAN_FLOOR, sec->seqType, SEQ_PLATFORM, 0);
}
else
{
SN_StartSequence (sec, CHAN_FLOOR, "Floor", 0);
}
}
void DFloor::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
void DElevator::StartFloorSound ()
{
::StartFloorSound (m_Sector);
}
DFloor::DFloor (sector_t *sec)
: DMovingFloor (sec)
{
}
//
// HANDLE FLOOR TYPES
// [RH] Added tag, speed, height, crush, change params.
//
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush)
{
int secnum;
bool rtn;
sector_t* sec;
DFloor* floor;
bool manual = false;
fixed_t ceilingheight;
fixed_t newheight;
vertex_t *spot, *spot2;
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;
goto manual_floor;
}
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_floor:
// ALREADY MOVING? IF SO, KEEP GOING...
if (sec->floordata)
{
if (manual)
continue;
else
return false;
}
// new floor thinker
rtn = true;
floor = new DFloor (sec);
floor->m_Type = floortype;
floor->m_Crush = -1;
floor->m_Hexencrush = hexencrush;
floor->m_Speed = speed;
floor->m_ResetCount = 0; // [RH]
floor->m_OrgDist = sec->floorplane.d; // [RH]
switch (floortype)
{
case DFloor::floorLowerToHighest:
floor->m_Direction = -1;
newheight = sec->FindHighestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
// [RH] DOOM's turboLower type did this. I've just extended it
// to be applicable to all LowerToHighest types.
if (floor->m_FloorDestDist != sec->floorplane.d)
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight+height);
break;
case DFloor::floorLowerToLowest:
floor->m_Direction = -1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerToNearest:
//jff 02/03/30 support lowering floor to next lowest floor
floor->m_Direction = -1;
newheight = sec->FindNextLowestFloor (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerInstant:
floor->m_Speed = height;
case DFloor::floorLowerByValue:
floor->m_Direction = -1;
newheight = sec->floorplane.ZatPoint (0, 0) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseInstant:
floor->m_Speed = height;
case DFloor::floorRaiseByValue:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorMoveToValue:
sec->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.d) ? -1 : 1;
break;
case DFloor::floorRaiseAndCrush:
floor->m_Crush = crush;
case DFloor::floorRaiseToLowestCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
if (floortype == DFloor::floorRaiseAndCrush)
floor->m_FloorDestDist -= 8 * FRACUNIT;
ceilingheight = sec->FindLowestCeilingPoint (&spot2);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
floortype == DFloor::floorRaiseAndCrush ? ceilingheight - 8*FRACUNIT : ceilingheight);
break;
case DFloor::floorRaiseToHighest:
floor->m_Direction = 1;
newheight = sec->FindHighestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToNearest:
floor->m_Direction = 1;
newheight = sec->FindNextHighestFloor (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToLowest:
floor->m_Direction = 1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseToCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerToLowestCeiling:
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorLowerByTexture:
floor->m_Direction = -1;
newheight = sec->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorLowerToCeiling:
// [RH] Essentially instantly raises the floor to the ceiling
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingPoint (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
break;
case DFloor::floorRaiseByTexture:
floor->m_Direction = 1;
// [RH] Use P_FindShortestTextureAround from BOOM to do this
// since the code is identical to what was here. (Oddly
// enough, BOOM preserved the code here even though it
// also had this function.)
newheight = sec->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
break;
case DFloor::floorRaiseAndChange:
floor->m_Direction = 1;
newheight = sec->floorplane.ZatPoint (0, 0) + height;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
if (line != NULL)
{
FTextureID oldpic = sec->floorpic;
sec->floorpic = line->frontsector->floorpic;
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
if (oldpic != sec->floorpic)
{
sec->AdjustFloorClip ();
}
}
else
{
sec->special &= SECRET_MASK;
}
break;
case DFloor::floorLowerAndChange:
floor->m_Direction = -1;
newheight = sec->FindLowestFloorSurrounding (&spot);
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
floor->m_Texture = sec->floorpic;
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
// in case no surrounding sector is at floordestheight
// --> should not affect compatibility <--
floor->m_NewSpecial = sec->special & ~SECRET_MASK;
//jff 5/23/98 use model subroutine to unify fixes and handling
sector_t *modelsec;
modelsec = sec->FindModelFloorSector (newheight);
if (modelsec != NULL)
{
floor->m_Texture = modelsec->floorpic;
floor->m_NewSpecial = modelsec->special & ~SECRET_MASK;
}
break;
default:
break;
}
// Do not interpolate instant movement floors.
bool silent = false;
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.d) || // moving up but going down
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.d) || // moving down but going up
(floor->m_Speed >= abs(sec->floorplane.d - floor->m_FloorDestDist))) // moving in one step
{
floor->StopInterpolation();
// [Graf Zahl]
// Don't make sounds for instant movement hacks but make an exception for
// switches that activate their own back side.
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
{
if (!line || !(line->activation & (SPAC_Use|SPAC_Push)) || line->backsector!=sec)
silent = true;
}
}
if (!silent) floor->StartFloorSound ();
if (change & 3)
{
// [RH] Need to do some transferring
if (change & 4)
{
// Numeric model change
sector_t *modelsec;
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
floortype == DFloor::floorLowerToLowestCeiling ||
floortype == DFloor::floorRaiseToCeiling ||
floortype == DFloor::floorLowerToCeiling) ?
sec->FindModelCeilingSector (-floor->m_FloorDestDist) :
sec->FindModelFloorSector (-floor->m_FloorDestDist);
if (modelsec != NULL)
{
floor->SetFloorChangeType (modelsec, change);
}
}
else if (line)
{
// Trigger model change
floor->SetFloorChangeType (line->frontsector, change);
}
}
if (manual)
return rtn;
}
return rtn;
}
// [RH]
// EV_FloorCrushStop
// Stop a floor from crushing!
//
bool EV_FloorCrushStop (int tag)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sector_t *sec = sectors + secnum;
if (sec->floordata && sec->floordata->IsKindOf (RUNTIME_CLASS(DFloor)) &&
barrier_cast<DFloor *>(sec->floordata)->m_Type == DFloor::floorRaiseAndCrush)
{
SN_StopSequence (sec);
sec->floordata->Destroy ();
sec->floordata = NULL;
}
}
return true;
}
//
// EV_DoChange()
//
// Handle pure change types. These change floor texture and sector type
// by trigger or numeric model without moving the floor.
//
// The linedef causing the change and the type of change is passed
// Returns true if any sector changes
//
// jff 3/15/98 added to better support generalized sector types
// [RH] Added tag parameter.
//
bool EV_DoChange (line_t *line, EChange changetype, int tag)
{
int secnum;
bool rtn;
sector_t *sec;
sector_t *secm;
secnum = -1;
rtn = false;
// change all sectors with the same tag as the linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
rtn = true;
// handle trigger or numeric change type
FTextureID oldpic = sec->floorpic;
switch(changetype)
{
case trigChangeOnly:
if (line)
{ // [RH] if no line, no change
sec->floorpic = line->frontsector->floorpic;
sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
}
break;
case numChangeOnly:
secm = sec->FindModelFloorSector (sec->CenterFloor());
if (secm)
{ // if no model, no change
sec->floorpic = secm->floorpic;
sec->special = secm->special;
}
break;
default:
break;
}
if (oldpic != sec->floorpic)
{
sec->AdjustFloorClip ();
}
}
return rtn;
}
static int P_FindSectorFromTagLinear (int tag, int start)
{
for (int i=start+1;i<numsectors;i++)
{
if (sectors[i].tag == tag) return i;
}
return -1;
}
//
// BUILD A STAIRCASE!
// [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters
// If usespecials is non-zero, then each sector in a stair is determined
// by its special. If usespecials is 2, each sector stays in "sync" with
// the others.
//
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
int usespecials)
{
int secnum;
int osecnum; //jff 3/4/98 save old loop index
int height;
fixed_t stairstep;
int i;
int newsecnum = -1;
FTextureID texture;
int ok;
int persteptime;
bool rtn = false;
sector_t* sec;
sector_t* tsec = NULL;
sector_t* prev = NULL;
DFloor* floor;
bool manual = false;
if (speed == 0)
return false;
persteptime = FixedDiv (stairsize, speed) >> FRACBITS;
int (* FindSector) (int tag, int start) =
(i_compatflags & COMPATF_STAIRINDEX)? P_FindSectorFromTagLinear : P_FindSectorFromTag;
// 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;
goto manual_stair;
}
// The compatibility mode doesn't work with a hashing algorithm.
// It needs the original linear search method. This was broken in Boom.
secnum = -1;
while ((secnum = FindSector (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_stair:
// ALREADY MOVING? IF SO, KEEP GOING...
//jff 2/26/98 add special lockout condition to wait for entire
//staircase to build before retriggering
if (sec->floordata || sec->stairlock)
{
if (!manual)
continue;
else
return rtn;
}
// new floor thinker
rtn = true;
floor = new DFloor (sec);
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
stairstep = stairsize * floor->m_Direction;
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
floor->m_OrgDist = sec->floorplane.d; // [RH] Height to reset to
// [RH] Set up delay values
floor->m_Delay = delay;
floor->m_PauseTime = 0;
floor->m_StepTime = floor->m_PerStepTime = persteptime;
floor->m_Crush = (!usespecials && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
floor->m_Hexencrush = false;
floor->m_Speed = speed;
height = sec->floorplane.ZatPoint (0, 0) + stairstep;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);
texture = sec->floorpic;
osecnum = secnum; //jff 3/4/98 preserve loop index
// Find next sector to raise
// 1. Find 2-sided line with same sector side[0] (lowest numbered)
// 2. Other side is the next sector to raise
// 3. Unless already moving, or different texture, then stop building
do
{
ok = 0;
if (usespecials)
{
// [RH] Find the next sector by scanning for Stairs_Special?
tsec = sec->NextSpecialSector (
(sec->special & 0xff) == Stairs_Special1 ?
Stairs_Special2 : Stairs_Special1, prev);
if ( (ok = (tsec != NULL)) )
{
height += stairstep;
// if sector's floor already moving, look for another
//jff 2/26/98 special lockout condition for retriggering
if (tsec->floordata || tsec->stairlock)
{
prev = sec;
sec = tsec;
continue;
}
}
newsecnum = (int)(tsec - sectors);
}
else
{
for (i = 0; i < sec->linecount; i++)
{
if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
continue;
tsec = (sec->lines[i])->frontsector;
newsecnum = (int)(tsec-sectors);
if (secnum != newsecnum)
continue;
tsec = (sec->lines[i])->backsector;
if (!tsec) continue; //jff 5/7/98 if no backside, continue
newsecnum = (int)(tsec - sectors);
if (!igntxt && tsec->floorpic != texture)
continue;
height += stairstep;
// if sector's floor already moving, look for another
//jff 2/26/98 special lockout condition for retriggering
if (tsec->floordata || tsec->stairlock)
continue;
ok = true;
break;
}
}
if (ok)
{
// jff 2/26/98
// link the stair chain in both directions
// lock the stair sector until building complete
sec->nextsec = newsecnum; // link step to next
tsec->prevsec = secnum; // link next back
tsec->nextsec = -1; // set next forward link as end
tsec->stairlock = -2; // lock the step
prev = sec;
sec = tsec;
secnum = newsecnum;
// create and initialize a thinker for the next step
floor = new DFloor (sec);
floor->StartFloorSound ();
floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);
// [RH] Set up delay values
floor->m_Delay = delay;
floor->m_PauseTime = 0;
floor->m_StepTime = floor->m_PerStepTime = persteptime;
if (usespecials == 2)
{
// [RH]
fixed_t rise = height - sec->CenterFloor();
floor->m_Speed = Scale (speed, rise, stairstep);
}
else
{
floor->m_Speed = speed;
}
floor->m_Type = DFloor::buildStair; //jff 3/31/98 do not leave uninited
//jff 2/27/98 fix uninitialized crush field
floor->m_Crush = (!usespecials && speed == 4*FRACUNIT) ? 10 : -1;
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
floor->m_OrgDist = sec->floorplane.d; // [RH] Height to reset to
}
} while (ok);
// [RH] make sure the first sector doesn't point to a previous one, otherwise
// it can infinite loop when the first sector stops moving.
sectors[osecnum].prevsec = -1;
if (manual)
{
return rtn;
}
if (!(i_compatflags & COMPATF_STAIRINDEX))
{
secnum = osecnum; //jff 3/4/98 restore loop index
}
}
return rtn;
}
// [RH] Added pillarspeed and slimespeed parameters
bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
{
sector_t* s1;
sector_t* s2;
sector_t* s3;
int secnum;
bool rtn;
int i;
DFloor* floor;
vertex_t* spot;
fixed_t height;
secnum = -1;
rtn = false;
while ((secnum = P_FindSectorFromTag(tag,secnum)) >= 0)
{
s1 = &sectors[secnum]; // s1 is pillar's sector
// ALREADY MOVING? IF SO, KEEP GOING...
if (s1->floordata)
continue;
rtn = true;
s2 = getNextSector (s1->lines[0], s1); // s2 is pool's sector
if (!s2) // note lowest numbered line around
continue; // pillar must be two-sided
if (s2->floordata)
continue;
for (i = 0; i < s2->linecount; i++)
{
if (!(s2->lines[i]->flags & ML_TWOSIDED) ||
(s2->lines[i]->backsector == s1))
continue;
s3 = s2->lines[i]->backsector;
// Spawn rising slime
floor = new DFloor (s2);
floor->m_Type = DFloor::donutRaise;
floor->m_Crush = -1;
floor->m_Hexencrush = false;
floor->m_Direction = 1;
floor->m_Sector = s2;
floor->m_Speed = slimespeed;
floor->m_Texture = s3->floorpic;
floor->m_NewSpecial = 0;
height = s3->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = s2->floorplane.PointToDist (spot, height);
floor->StartFloorSound ();
// Spawn lowering donut-hole
floor = new DFloor (s1);
floor->m_Type = DFloor::floorLowerToNearest;
floor->m_Crush = -1;
floor->m_Hexencrush = false;
floor->m_Direction = -1;
floor->m_Sector = s1;
floor->m_Speed = pillarspeed;
height = s3->FindHighestFloorPoint (&spot);
floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
floor->StartFloorSound ();
break;
}
}
return rtn;
}
DElevator::DElevator (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
sec->ceilingdata = this;
m_Interp_Floor = sec->SetInterpolation(sector_t::FloorMove, true);
m_Interp_Ceiling = sec->SetInterpolation(sector_t::CeilingMove, true);
}
//
// EV_DoElevator
//
// Handle elevator linedef types
//
// Passed the linedef that triggered the elevator and the elevator action
//
// jff 2/22/98 new type to move floor and ceiling in parallel
// [RH] Added speed, tag, and height parameters and new types.
//
bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
fixed_t speed, fixed_t height, int tag)
{
int secnum;
bool rtn;
sector_t* sec;
DElevator* elevator;
fixed_t floorheight, ceilingheight;
fixed_t newheight;
vertex_t* spot;
if (!line && (elevtype == DElevator::elevateCurrent))
return false;
secnum = -1;
rtn = false;
// act on all sectors with the same tag as the triggering linedef
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
// If either floor or ceiling is already activated, skip it
if (sec->floordata || sec->ceilingdata) //jff 2/22/98
continue;
// create and initialize new elevator thinker
rtn = true;
elevator = new DElevator (sec);
elevator->m_Type = elevtype;
elevator->m_Speed = speed;
elevator->StartFloorSound ();
floorheight = sec->CenterFloor ();
ceilingheight = sec->CenterCeiling ();
// set up the fields according to the type of elevator action
switch (elevtype)
{
// elevator down to next floor
case DElevator::elevateDown:
elevator->m_Direction = -1;
newheight = sec->FindNextLowestFloor (&spot);
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
newheight += sec->ceilingplane.ZatPoint (spot) - sec->floorplane.ZatPoint (spot);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
break;
// elevator up to next floor
case DElevator::elevateUp:
elevator->m_Direction = 1;
newheight = sec->FindNextHighestFloor (&spot);
elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
newheight += sec->ceilingplane.ZatPoint (spot) - sec->floorplane.ZatPoint (spot);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
break;
// elevator to floor height of activating switch's front sector
case DElevator::elevateCurrent:
newheight = line->frontsector->floorplane.ZatPoint (line->v1);
elevator->m_FloorDestDist = sec->floorplane.PointToDist (line->v1, newheight);
newheight += sec->ceilingplane.ZatPoint (line->v1) - sec->floorplane.ZatPoint (line->v1);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (line->v1, newheight);
elevator->m_Direction =
elevator->m_FloorDestDist > sec->floorplane.d ? -1 : 1;
break;
// [RH] elevate up by a specific amount
case DElevator::elevateRaise:
elevator->m_Direction = 1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight + height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight + height);
break;
// [RH] elevate down by a specific amount
case DElevator::elevateLower:
elevator->m_Direction = -1;
elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight - height);
elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight - height);
break;
}
}
return rtn;
}
//==========================================================================
//
// WaggleBase
//
//==========================================================================
#define WGLSTATE_EXPAND 1
#define WGLSTATE_STABLE 2
#define WGLSTATE_REDUCE 3
DWaggleBase::DWaggleBase (sector_t *sec)
: Super (sec)
{
}
void DWaggleBase::Destroy()
{
if (m_Interpolation != NULL)
{
m_Interpolation->DelRef();
m_Interpolation = NULL;
}
Super::Destroy();
}
void DWaggleBase::DoWaggle (bool ceiling)
{
secplane_t *plane;
fixed_t *texz;
fixed_t dist;
if (ceiling)
{
plane = &m_Sector->ceilingplane;
texz = &m_Sector->ceilingtexz;
}
else
{
plane = &m_Sector->floorplane;
texz = &m_Sector->floortexz;
}
switch (m_State)
{
case WGLSTATE_EXPAND:
if ((m_Scale += m_ScaleDelta) >= m_TargetScale)
{
m_Scale = m_TargetScale;
m_State = WGLSTATE_STABLE;
}
break;
case WGLSTATE_REDUCE:
if ((m_Scale -= m_ScaleDelta) <= 0)
{ // Remove
dist = FixedMul (m_OriginalDist - plane->d, plane->ic);
*texz -= plane->HeightDiff (m_OriginalDist);
plane->d = m_OriginalDist;
P_ChangeSector (m_Sector, true, dist, ceiling, false);
if (ceiling)
{
m_Sector->ceilingdata = NULL;
}
else
{
m_Sector->floordata = NULL;
}
Destroy ();
return;
}
break;
case WGLSTATE_STABLE:
if (m_Ticker != -1)
{
if (!--m_Ticker)
{
m_State = WGLSTATE_REDUCE;
}
}
break;
}
m_Accumulator += m_AccDelta;
dist = plane->d;
plane->d = m_OriginalDist + plane->PointToDist (0, 0,
FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale));
*texz += plane->HeightDiff (dist);
dist = plane->HeightDiff (dist);
P_ChangeSector (m_Sector, true, dist, ceiling, false);
}
//==========================================================================
//
// FloorWaggle
//
//==========================================================================
DFloorWaggle::DFloorWaggle ()
{
}
DFloorWaggle::DFloorWaggle (sector_t *sec)
: Super (sec)
{
sec->floordata = this;
m_Interpolation = sec->SetInterpolation(sector_t::FloorMove, false);
}
void DFloorWaggle::Tick ()
{
DoWaggle (false);
}
//==========================================================================
//
// CeilingWaggle
//
//==========================================================================
DCeilingWaggle::DCeilingWaggle ()
{
}
DCeilingWaggle::DCeilingWaggle (sector_t *sec)
: Super (sec)
{
sec->ceilingdata = this;
m_Interpolation = sec->SetInterpolation(sector_t::CeilingMove, false);
}
void DCeilingWaggle::Tick ()
{
DoWaggle (true);
}
//==========================================================================
//
// EV_StartWaggle
//
//==========================================================================
bool EV_StartWaggle (int tag, int height, int speed, int offset,
int timer, bool ceiling)
{
int sectorIndex;
sector_t *sector;
DWaggleBase *waggle;
bool retCode;
retCode = false;
sectorIndex = -1;
while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
{
sector = &sectors[sectorIndex];
if ((!ceiling && sector->floordata) || (ceiling && sector->ceilingdata))
{ // Already busy with another thinker
continue;
}
retCode = true;
if (ceiling)
{
waggle = new DCeilingWaggle (sector);
waggle->m_OriginalDist = sector->ceilingplane.d;
}
else
{
waggle = new DFloorWaggle (sector);
waggle->m_OriginalDist = sector->floorplane.d;
}
waggle->m_Accumulator = offset*FRACUNIT;
waggle->m_AccDelta = speed << (FRACBITS-6);
waggle->m_Scale = 0;
waggle->m_TargetScale = height << (FRACBITS-6);
waggle->m_ScaleDelta = waggle->m_TargetScale
/(TICRATE+((3*TICRATE)*height)/255);
waggle->m_Ticker = timer ? timer*TICRATE : -1;
waggle->m_State = WGLSTATE_EXPAND;
}
return retCode;
}