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https://github.com/ZDoom/qzdoom-gpl.git
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442 lines
11 KiB
C++
442 lines
11 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:
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// Plats (i.e. elevator platforms) code, raising/lowering.
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//
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//-----------------------------------------------------------------------------
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#include "i_system.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.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 "gi.h"
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#include "farchive.h"
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static FRandom pr_doplat ("DoPlat");
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IMPLEMENT_CLASS (DPlat)
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inline FArchive &operator<< (FArchive &arc, DPlat::EPlatType &type)
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{
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BYTE val = (BYTE)type;
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arc << val;
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type = (DPlat::EPlatType)val;
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return arc;
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}
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inline FArchive &operator<< (FArchive &arc, DPlat::EPlatState &state)
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{
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BYTE val = (BYTE)state;
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arc << val;
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state = (DPlat::EPlatState)val;
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return arc;
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}
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DPlat::DPlat ()
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{
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}
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void DPlat::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Speed
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<< m_Low
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<< m_High
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<< m_Wait
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<< m_Count
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<< m_Status
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<< m_OldStatus
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<< m_Crush
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<< m_Tag
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<< m_Type;
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}
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void DPlat::PlayPlatSound (const char *sound)
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{
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->seqType, SEQ_PLATFORM, 0);
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}
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else if (m_Sector->SeqName != NAME_None)
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, m_Sector->SeqName, 0);
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}
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else
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{
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SN_StartSequence (m_Sector, CHAN_FLOOR, sound, 0);
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}
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}
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//
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// Move a plat up and down
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//
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void DPlat::Tick ()
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{
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EResult res;
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switch (m_Status)
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{
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case up:
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res = MoveFloor (m_Speed, m_High, m_Crush, 1, false);
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if (res == crushed && (m_Crush == -1))
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{
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m_Count = m_Wait;
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m_Status = down;
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PlayPlatSound ("Platform");
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}
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else if (res == pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_FLOOR);
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if (m_Type != platToggle)
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{
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m_Count = m_Wait;
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m_Status = waiting;
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switch (m_Type)
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{
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case platRaiseAndStayLockout:
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// Instead of keeping the dead thinker like Heretic did let's
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// better use a flag to avoid problems elsewhere. For example,
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// keeping the thinker would make tagwait wait indefinitely.
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m_Sector->planes[sector_t::floor].Flags |= PLANEF_BLOCKED;
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case platRaiseAndStay:
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case platDownByValue:
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case platDownWaitUpStay:
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case platDownWaitUpStayStone:
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case platUpByValueStay:
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case platDownToNearestFloor:
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case platDownToLowestCeiling:
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Destroy ();
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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
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{
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m_OldStatus = m_Status; //jff 3/14/98 after action wait
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m_Status = in_stasis; //for reactivation of toggle
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}
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}
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break;
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case down:
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res = MoveFloor (m_Speed, m_Low, -1, -1, false);
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if (res == pastdest)
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{
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SN_StopSequence (m_Sector, CHAN_FLOOR);
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// if not an instant toggle, start waiting
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if (m_Type != platToggle) //jff 3/14/98 toggle up down
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{ // is silent, instant, no waiting
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m_Count = m_Wait;
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m_Status = waiting;
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switch (m_Type)
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{
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case platUpWaitDownStay:
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case platUpNearestWaitDownStay:
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case platUpByValue:
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Destroy ();
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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
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{ // instant toggles go into stasis awaiting next activation
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m_OldStatus = m_Status; //jff 3/14/98 after action wait
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m_Status = in_stasis; //for reactivation of toggle
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}
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}
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else if (res == crushed && m_Crush < 0 && m_Type != platToggle)
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{
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m_Status = up;
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m_Count = m_Wait;
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PlayPlatSound ("Platform");
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}
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//jff 1/26/98 remove the plat if it bounced so it can be tried again
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//only affects plats that raise and bounce
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// remove the plat if it's a pure raise type
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switch (m_Type)
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{
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case platUpByValueStay:
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case platRaiseAndStay:
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case platRaiseAndStayLockout:
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Destroy ();
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default:
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break;
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}
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break;
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case waiting:
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if (m_Count > 0 && !--m_Count)
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{
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if (m_Sector->floorplane.d == m_Low)
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m_Status = up;
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else
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m_Status = down;
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if (m_Type == platToggle)
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SN_StartSequence (m_Sector, CHAN_FLOOR, "Silence", 0);
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else
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PlayPlatSound ("Platform");
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}
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break;
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case in_stasis:
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break;
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}
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}
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DPlat::DPlat (sector_t *sector)
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: DMovingFloor (sector)
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{
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}
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//
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// Do Platforms
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// [RH] Changed amount to height and added delay,
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// lip, change, tag, and speed parameters.
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//
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bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, int height,
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int speed, int delay, int lip, int change)
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{
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DPlat *plat;
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int secnum;
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sector_t *sec;
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bool rtn = false;
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bool manual = false;
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fixed_t newheight = 0;
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vertex_t *spot;
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if (tag != 0)
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{
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// Activate all <type> plats that are in_stasis
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switch (type)
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{
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case DPlat::platToggle:
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rtn = true;
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case DPlat::platPerpetualRaise:
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P_ActivateInStasis (tag);
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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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// [RH] If tag is zero, use the sector on the back side
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// of the activating line (if any).
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FSectorTagIterator itr(tag, line);
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while ((secnum = itr.Next()) >= 0)
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{
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sec = §ors[secnum];
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if (sec->PlaneMoving(sector_t::floor))
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{
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continue;
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}
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// Find lowest & highest floors around sector
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rtn = true;
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plat = new DPlat (sec);
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plat->m_Type = type;
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plat->m_Crush = -1;
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plat->m_Tag = tag;
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plat->m_Speed = speed;
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plat->m_Wait = delay;
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//jff 1/26/98 Avoid raise plat bouncing a head off a ceiling and then
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//going down forever -- default lower to plat height when triggered
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plat->m_Low = sec->floorplane.d;
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if (change)
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{
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if (line)
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sec->SetTexture(sector_t::floor, line->sidedef[0]->sector->GetTexture(sector_t::floor));
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if (change == 1) sec->ClearSpecial();
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}
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switch (type)
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{
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case DPlat::platRaiseAndStay:
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case DPlat::platRaiseAndStayLockout:
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newheight = sec->FindNextHighestFloor (&spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Floor");
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sec->ClearSpecial();
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break;
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case DPlat::platUpByValue:
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case DPlat::platUpByValueStay:
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newheight = sec->floorplane.ZatPoint (0, 0) + height;
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plat->m_High = sec->floorplane.PointToDist (0, 0, newheight);
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Floor");
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break;
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case DPlat::platDownByValue:
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newheight = sec->floorplane.ZatPoint (0, 0) - height;
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plat->m_Low = sec->floorplane.PointToDist (0, 0, newheight);
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound ("Floor");
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break;
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case DPlat::platDownWaitUpStay:
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case DPlat::platDownWaitUpStayStone:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound (type == DPlat::platDownWaitUpStay ? "Platform" : "Floor");
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break;
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case DPlat::platUpNearestWaitDownStay:
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newheight = sec->FindNextHighestFloor (&spot);
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// Intentional fall-through
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case DPlat::platUpWaitDownStay:
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if (type == DPlat::platUpWaitDownStay)
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{
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newheight = sec->FindHighestFloorSurrounding (&spot);
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}
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.d;
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if (plat->m_High > sec->floorplane.d)
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platPerpetualRaise:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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newheight = sec->FindHighestFloorSurrounding (&spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_High > sec->floorplane.d)
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plat->m_High = sec->floorplane.d;
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plat->m_Status = pr_doplat() & 1 ? DPlat::up : DPlat::down;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platToggle: //jff 3/14/98 add new type to support instant toggle
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plat->m_Crush = 10; //jff 3/14/98 crush anything in the way
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// set up toggling between ceiling, floor inclusive
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newheight = sec->FindLowestCeilingPoint (&spot);
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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SN_StartSequence (sec, CHAN_FLOOR, "Silence", 0);
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break;
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case DPlat::platDownToNearestFloor:
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newheight = sec->FindNextLowestFloor (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Status = DPlat::down;
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plat->m_High = sec->floorplane.d;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platDownToLowestCeiling:
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_High = sec->floorplane.d;
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound ("Platform");
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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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return rtn;
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}
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void DPlat::Reactivate ()
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{
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if (m_Type == platToggle) //jff 3/14/98 reactivate toggle type
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m_Status = m_OldStatus == up ? down : up;
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else
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m_Status = m_OldStatus;
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}
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void P_ActivateInStasis (int tag)
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{
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DPlat *scan;
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TThinkerIterator<DPlat> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Status == DPlat::in_stasis)
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scan->Reactivate ();
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}
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}
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void DPlat::Stop ()
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{
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m_OldStatus = m_Status;
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m_Status = in_stasis;
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}
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void EV_StopPlat (int tag)
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{
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DPlat *scan;
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TThinkerIterator<DPlat> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag)
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scan->Stop ();
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}
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}
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