qzdoom/src/p_plats.cpp

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