mirror of
https://github.com/ZDoom/qzdoom-gpl.git
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cd7986b1b1
- moved FLevelLocals to its own header to resolve some circular include conflicts.
809 lines
18 KiB
C++
809 lines
18 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Door animation code (opening/closing)
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// [RH] Removed sliding door code and simplified for Hexen-ish specials
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//
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//-----------------------------------------------------------------------------
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "c_console.h"
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#include "gi.h"
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#include "a_keys.h"
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#include "i_system.h"
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#include "sc_man.h"
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#include "cmdlib.h"
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#include "serializer.h"
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#include "d_player.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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//============================================================================
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//
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// VERTICAL DOORS
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//
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//============================================================================
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IMPLEMENT_CLASS(DDoor, false, false)
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DDoor::DDoor ()
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{
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}
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void DDoor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("topdist", m_TopDist)
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("botspot", m_BotSpot)
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("botdist", m_BotDist)
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("oldfloordist", m_OldFloorDist)
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("speed", m_Speed)
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("direction", m_Direction)
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("topwait", m_TopWait)
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("topcountdown", m_TopCountdown)
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("lighttag", m_LightTag);
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}
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//============================================================================
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//
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// T_VerticalDoor
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//
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//============================================================================
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void DDoor::Tick ()
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{
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EMoveResult res;
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// Adjust bottom height - but only if there isn't an active lift attached to the floor.
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if (m_Sector->floorplane.fD() != m_OldFloorDist)
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{
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if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
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!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
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{
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m_OldFloorDist = m_Sector->floorplane.fD();
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m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot, m_Sector->floorplane.ZatPoint (m_BotSpot));
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}
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}
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switch (m_Direction)
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{
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case 0:
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// WAITING
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if (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = -1; // time to go back down
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DoorSound (false);
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break;
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case doorCloseWaitOpen:
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m_Direction = 1;
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DoorSound (true);
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break;
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default:
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break;
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}
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}
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break;
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case 2:
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// INITIAL WAIT
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if (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorWaitRaise:
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m_Direction = 1;
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m_Type = doorRaise;
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DoorSound (true);
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break;
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default:
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = m_Sector->MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.fD())
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{
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EV_LightTurnOnPartway (m_LightTag,
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(m_Sector->ceilingplane.fD() + m_Sector->floorplane.fD()) / (m_TopDist + m_Sector->floorplane.fD()));
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}
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if (res == EMoveResult::pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_CEILING);
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switch (m_Type)
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{
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case doorRaise:
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case doorClose:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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case doorCloseWaitOpen:
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m_Direction = 0;
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m_TopCountdown = m_TopWait;
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break;
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default:
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break;
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}
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}
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else if (res == EMoveResult::crushed)
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{
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switch (m_Type)
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{
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case doorClose: // DO NOT GO BACK UP!
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break;
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default:
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m_Direction = 1;
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DoorSound (true);
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break;
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}
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}
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break;
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case 1:
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// UP
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res = m_Sector->MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.fD())
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{
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EV_LightTurnOnPartway (m_LightTag,
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(m_Sector->ceilingplane.fD() + m_Sector->floorplane.fD()) / (m_TopDist + m_Sector->floorplane.fD()));
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}
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if (res == EMoveResult::pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_CEILING);
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = 0; // wait at top
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m_TopCountdown = m_TopWait;
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break;
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case doorCloseWaitOpen:
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case doorOpen:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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Destroy (); // unlink and free
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break;
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default:
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break;
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}
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}
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else if (res == EMoveResult::crushed)
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{
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switch (m_Type)
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{
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case doorRaise:
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case doorWaitRaise:
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m_Direction = -1;
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DoorSound(false);
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break;
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default:
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break;
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}
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}
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break;
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}
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}
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//============================================================================
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//
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// [RH] DoorSound: Plays door sound depending on direction and speed
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//
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// If curseq is non-NULL, then it will check if the desired sound sequence
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// will result in a different command stream than the current one. If not,
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// then it does nothing.
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//
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//============================================================================
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void DDoor::DoorSound(bool raise, DSeqNode *curseq) const
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{
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int choice;
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// For multiple-selection sound sequences, the following choices are used:
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// 0 Opening
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// 1 Closing
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// 2 Opening fast
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// 3 Closing fast
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choice = !raise;
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Speed >= 8)
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{
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choice += 2;
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}
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if (m_Sector->seqType >= 0)
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{
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if (curseq == NULL || !SN_AreModesSame(m_Sector->seqType, SEQ_DOOR, choice, curseq->GetModeNum()))
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{
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SN_StartSequence(m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_DOOR, choice);
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}
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}
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else if (m_Sector->SeqName != NAME_None)
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{
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if (curseq == NULL || !SN_AreModesSame(m_Sector->SeqName, choice, curseq->GetModeNum()))
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{
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SN_StartSequence(m_Sector, CHAN_CEILING, m_Sector->SeqName, choice);
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}
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}
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else
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{
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const char *snd;
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switch (gameinfo.gametype)
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{
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default: /* Doom and Hexen */
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snd = "DoorNormal";
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break;
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case GAME_Heretic:
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snd = "HereticDoor";
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break;
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case GAME_Strife:
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snd = "DoorSmallMetal";
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// Search the front top textures of 2-sided lines on the door sector
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// for a door sound to use.
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for (auto line : m_Sector->Lines)
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{
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const char *texname;
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if (line->backsector == NULL)
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continue;
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FTexture *tex = TexMan[line->sidedef[0]->GetTexture(side_t::top)];
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texname = tex ? tex->Name.GetChars() : NULL;
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if (texname != NULL && texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
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{
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switch (texname[3])
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{
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case 'S':
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snd = "DoorStone";
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break;
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case 'M':
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if (texname[4] == 'L')
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{
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snd = "DoorLargeMetal";
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}
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break;
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case 'W':
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if (texname[4] == 'L')
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{
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snd = "DoorLargeWood";
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}
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else
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{
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snd = "DoorSmallWood";
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}
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break;
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}
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}
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}
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break;
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}
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if (curseq == NULL || !SN_AreModesSame(snd, choice, curseq->GetModeNum()))
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{
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SN_StartSequence(m_Sector, CHAN_CEILING, snd, choice);
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}
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}
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}
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DDoor::DDoor (sector_t *sector)
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: DMovingCeiling (sector)
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{
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}
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//============================================================================
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//
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// [RH] SpawnDoor: Helper function for EV_DoDoor
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//
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//============================================================================
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DDoor::DDoor (sector_t *sec, EVlDoor type, double speed, int delay, int lightTag, int topcountdown)
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: DMovingCeiling (sec),
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m_Type (type), m_Speed (speed), m_TopWait (delay), m_TopCountdown(topcountdown), m_LightTag (lightTag)
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{
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vertex_t *spot;
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double height;
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if (i_compatflags & COMPATF_NODOORLIGHT)
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{
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m_LightTag = 0;
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}
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switch (type)
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{
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case doorClose:
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m_Direction = -1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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DoorSound (false);
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break;
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case doorOpen:
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case doorRaise:
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m_Direction = 1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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if (m_TopDist != sec->ceilingplane.fD())
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DoorSound (true);
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break;
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case doorCloseWaitOpen:
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m_TopDist = sec->ceilingplane.fD();
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m_Direction = -1;
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DoorSound (false);
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break;
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case doorWaitRaise:
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m_Direction = 2;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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break;
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case doorWaitClose:
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m_Direction = 0;
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m_Type = DDoor::doorRaise;
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height = sec->FindHighestFloorPoint (&m_BotSpot);
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m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
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m_OldFloorDist = sec->floorplane.fD();
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m_TopDist = sec->ceilingplane.fD();
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break;
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}
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if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
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!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
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{
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height = sec->FindHighestFloorPoint (&m_BotSpot);
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m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
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}
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else
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{
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height = sec->FindLowestCeilingPoint(&m_BotSpot);
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m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
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}
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m_OldFloorDist = sec->floorplane.fD();
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}
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//============================================================================
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//
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// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
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// and made them more general to support the new specials.
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//
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//============================================================================
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bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
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int tag, double speed, int delay, int lock, int lightTag, bool boomgen, int topcountdown)
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{
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bool rtn = false;
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int secnum;
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sector_t* sec;
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if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
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return false;
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if (tag == 0)
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{ // [RH] manual door
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if (!line)
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return false;
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// if the wrong side of door is pushed, give oof sound
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if (line->sidedef[1] == NULL) // killough
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{
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S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
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return false;
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}
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// get the sector on the second side of activating linedef
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sec = line->sidedef[1]->sector;
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secnum = sec->sectornum;
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// if door already has a thinker, use it
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if (sec->PlaneMoving(sector_t::ceiling))
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{
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// Boom used remote door logic for generalized doors, even if they are manual
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if (boomgen)
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return false;
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if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
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{
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DDoor *door = barrier_cast<DDoor *>(sec->ceilingdata);
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// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
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if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
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{
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if (door->m_Direction == -1)
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{
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door->m_Direction = 1; // go back up
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door->DoorSound (true); // [RH] Make noise
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}
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else if (!(line->activation & (SPAC_Push|SPAC_MPush)))
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// [RH] activate push doors don't go back down when you
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// run into them (otherwise opening them would be
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// a real pain).
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{
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if (!thing->player || thing->player->Bot != NULL)
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return false; // JDC: bad guys never close doors
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//Added by MC: Neither do bots.
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door->m_Direction = -1; // start going down immediately
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// Start the door close sequence.
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door->DoorSound(false, SN_CheckSequence(sec, CHAN_CEILING));
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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return false;
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}
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if (new DDoor (sec, type, speed, delay, lightTag, topcountdown))
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rtn = true;
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}
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else
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{ // [RH] Remote door
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FSectorTagIterator it(tag);
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while ((secnum = it.Next()) >= 0)
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{
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sec = &level.sectors[secnum];
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// if the ceiling is already moving, don't start the door action
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if (sec->PlaneMoving(sector_t::ceiling))
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continue;
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if (new DDoor (sec, type, speed, delay, lightTag, topcountdown))
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rtn = true;
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}
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}
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return rtn;
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}
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//============================================================================
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//
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// animated doors
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//
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//============================================================================
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IMPLEMENT_CLASS(DAnimatedDoor, false, false)
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DAnimatedDoor::DAnimatedDoor ()
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{
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}
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DAnimatedDoor::DAnimatedDoor (sector_t *sec)
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: DMovingCeiling (sec, false)
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{
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}
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void DAnimatedDoor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("line1", m_Line1)
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("line2", m_Line2)
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("frame", m_Frame)
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("timer", m_Timer)
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("botdist", m_BotDist)
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("status", m_Status)
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("speed", m_Speed)
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("delay", m_Delay)
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("dooranim", m_DoorAnim)
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("setblock1", m_SetBlocking1)
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("setblock2", m_SetBlocking2);
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}
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//============================================================================
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//
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// Starts a closing action on an animated door
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//
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//============================================================================
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bool DAnimatedDoor::StartClosing ()
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{
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// CAN DOOR CLOSE?
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if (m_Sector->touching_thinglist != NULL)
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{
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return false;
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}
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double topdist = m_Sector->ceilingplane.fD();
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if (m_Sector->MoveCeiling (2048., m_BotDist, 0, -1, false) == EMoveResult::crushed)
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{
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return false;
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}
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m_Sector->MoveCeiling (2048., topdist, 1);
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m_Line1->flags |= ML_BLOCKING;
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m_Line2->flags |= ML_BLOCKING;
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if (m_DoorAnim->CloseSound != NAME_None)
|
|
{
|
|
SN_StartSequence (m_Sector, CHAN_CEILING, m_DoorAnim->CloseSound, 1);
|
|
}
|
|
|
|
m_Status = Closing;
|
|
m_Timer = m_Speed;
|
|
return true;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
void DAnimatedDoor::Tick ()
|
|
{
|
|
if (m_DoorAnim == NULL)
|
|
{
|
|
// can only happen when a bad savegame is loaded.
|
|
Destroy();
|
|
return;
|
|
}
|
|
|
|
switch (m_Status)
|
|
{
|
|
case Dead:
|
|
m_Sector->ceilingdata = NULL;
|
|
Destroy ();
|
|
break;
|
|
|
|
case Opening:
|
|
if (!m_Timer--)
|
|
{
|
|
if (++m_Frame >= m_DoorAnim->NumTextureFrames)
|
|
{
|
|
// IF DOOR IS DONE OPENING...
|
|
m_Line1->flags &= ~ML_BLOCKING;
|
|
m_Line2->flags &= ~ML_BLOCKING;
|
|
|
|
if (m_Delay == 0)
|
|
{
|
|
m_Sector->ceilingdata = NULL;
|
|
Destroy ();
|
|
break;
|
|
}
|
|
|
|
m_Timer = m_Delay;
|
|
m_Status = Waiting;
|
|
}
|
|
else
|
|
{
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
m_Timer = m_Speed;
|
|
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Waiting:
|
|
// IF DOOR IS DONE WAITING...
|
|
if (!m_Timer--)
|
|
{
|
|
if (!StartClosing())
|
|
{
|
|
m_Timer = m_Delay;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Closing:
|
|
if (!m_Timer--)
|
|
{
|
|
if (--m_Frame < 0)
|
|
{
|
|
// IF DOOR IS DONE CLOSING...
|
|
m_Sector->MoveCeiling (2048., m_BotDist, -1);
|
|
m_Sector->ceilingdata = NULL;
|
|
Destroy ();
|
|
// Unset blocking flags on lines that didn't start with them. Since the
|
|
// ceiling is down now, we shouldn't need this flag anymore to keep things
|
|
// from getting through.
|
|
if (!m_SetBlocking1)
|
|
{
|
|
m_Line1->flags &= ~ML_BLOCKING;
|
|
}
|
|
if (!m_SetBlocking2)
|
|
{
|
|
m_Line2->flags &= ~ML_BLOCKING;
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
m_Timer = m_Speed;
|
|
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
//
|
|
//
|
|
//============================================================================
|
|
|
|
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim)
|
|
: DMovingCeiling (sec, false)
|
|
{
|
|
double topdist;
|
|
FTextureID picnum;
|
|
|
|
m_DoorAnim = anim;
|
|
|
|
m_Line1 = line;
|
|
m_Line2 = line;
|
|
|
|
for (auto l : sec->Lines)
|
|
{
|
|
if (l == line)
|
|
continue;
|
|
|
|
if (l->sidedef[0]->GetTexture(side_t::top) == line->sidedef[0]->GetTexture(side_t::top))
|
|
{
|
|
m_Line2 = l;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
picnum = m_Line1->sidedef[0]->GetTexture(side_t::top);
|
|
m_Line1->sidedef[0]->SetTexture(side_t::mid, picnum);
|
|
m_Line2->sidedef[0]->SetTexture(side_t::mid, picnum);
|
|
|
|
// don't forget texture scaling here!
|
|
FTexture *tex = TexMan[picnum];
|
|
topdist = tex ? tex->GetScaledHeight() : 64;
|
|
|
|
topdist = m_Sector->ceilingplane.fD() - topdist * m_Sector->ceilingplane.fC();
|
|
|
|
m_Status = Opening;
|
|
m_Speed = speed;
|
|
m_Delay = delay;
|
|
m_Timer = m_Speed;
|
|
m_Frame = 0;
|
|
m_SetBlocking1 = !!(m_Line1->flags & ML_BLOCKING);
|
|
m_SetBlocking2 = !!(m_Line2->flags & ML_BLOCKING);
|
|
m_Line1->flags |= ML_BLOCKING;
|
|
m_Line2->flags |= ML_BLOCKING;
|
|
m_BotDist = m_Sector->ceilingplane.fD();
|
|
m_Sector->MoveCeiling (2048., topdist, 1);
|
|
if (m_DoorAnim->OpenSound != NAME_None)
|
|
{
|
|
SN_StartSequence (m_Sector, CHAN_INTERIOR, m_DoorAnim->OpenSound, 1);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// EV_SlidingDoor : slide a door horizontally
|
|
// (animate midtexture, then set noblocking line)
|
|
//
|
|
//============================================================================
|
|
|
|
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
|
|
{
|
|
sector_t *sec;
|
|
int secnum;
|
|
bool rtn;
|
|
|
|
secnum = -1;
|
|
rtn = false;
|
|
|
|
if (tag == 0)
|
|
{
|
|
// Manual sliding door
|
|
sec = line->backsector;
|
|
|
|
// Make sure door isn't already being animated
|
|
if (sec->ceilingdata != NULL)
|
|
{
|
|
if (actor->player == NULL)
|
|
return false;
|
|
|
|
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
|
|
{
|
|
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
|
|
if (door->m_Status == DAnimatedDoor::Waiting)
|
|
{
|
|
return door->StartClosing();
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
FDoorAnimation *anim = TexMan.FindAnimatedDoor (line->sidedef[0]->GetTexture(side_t::top));
|
|
if (anim != NULL)
|
|
{
|
|
new DAnimatedDoor (sec, line, speed, delay, anim);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FSectorTagIterator it(tag);
|
|
while ((secnum = it.Next()) >= 0)
|
|
{
|
|
sec = &level.sectors[secnum];
|
|
if (sec->ceilingdata != NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (auto line : sec->Lines)
|
|
{
|
|
if (line->backsector == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
FDoorAnimation *anim = TexMan.FindAnimatedDoor (line->sidedef[0]->GetTexture(side_t::top));
|
|
if (anim != NULL)
|
|
{
|
|
rtn = true;
|
|
new DAnimatedDoor (sec, line, speed, delay, anim);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|