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 "m_alloc.h"
#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"
static FRandom pr_doplat ("DoPlat");
IMPLEMENT_CLASS (DPlat)
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->seqType >= 0)
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0);
else
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
SN_StartSequence (m_Sector, sound, 0);
}
//
// Move a plat up and down
//
void DPlat::Tick ()
{
EResult res;
switch (m_Status)
{
case up:
res = MoveFloor (m_Speed, m_High, m_Crush, 1, false);
if (res == crushed && (m_Crush == -1))
{
m_Count = m_Wait;
m_Status = down;
PlayPlatSound ("Platform");
}
else if (res == pastdest)
{
SN_StopSequence (m_Sector);
if (m_Type != platToggle)
{
m_Count = m_Wait;
m_Status = waiting;
switch (m_Type)
{
case platRaiseAndStay:
if (gameinfo.gametype == GAME_Heretic)
break;
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 = MoveFloor (m_Speed, m_Low, -1, -1, false);
if (res == pastdest)
{
SN_StopSequence (m_Sector);
// 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
}
}
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
else if (res == crushed && m_Crush < 0 && m_Type != platToggle)
{
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:
Destroy ();
default:
break;
}
break;
case waiting:
if (m_Count > 0 && !--m_Count)
{
if (m_Sector->floorplane.d == m_Low)
m_Status = up;
else
m_Status = down;
if (m_Type == platToggle)
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
SN_StartSequence (m_Sector, "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, int height,
int speed, int delay, int lip, int change)
{
DPlat *plat;
int secnum;
sector_t *sec;
bool rtn = false;
bool manual = false;
fixed_t newheight = 0;
vertex_t *spot;
// [RH] If tag is zero, use the sector on the back side
// of the activating line (if any).
if (!tag)
{
if (!line || !(sec = line->backsector))
return false;
secnum = (int)(sec - sectors);
manual = true;
goto manual_plat;
}
// Activate all <type> plats that are in_stasis
switch (type)
{
case DPlat::platToggle:
rtn = true;
case DPlat::platPerpetualRaise:
P_ActivateInStasis (tag);
break;
default:
break;
}
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
manual_plat:
if (sec->floordata)
{
if (!manual)
continue;
else
return false;
}
// 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.d;
if (change)
{
if (line)
sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
if (change == 1)
sec->special &= SECRET_MASK; // Stop damage and other stuff, if any
}
switch (type)
{
case DPlat::platRaiseAndStay:
newheight = sec->FindNextHighestFloor (&spot);
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Floor");
sec->special &= SECRET_MASK; // NO MORE DAMAGE, IF APPLICABLE
break;
case DPlat::platUpByValue:
case DPlat::platUpByValueStay:
newheight = sec->floorplane.ZatPoint (0, 0) + height;
plat->m_High = sec->floorplane.PointToDist (0, 0, newheight);
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Floor");
break;
case DPlat::platDownByValue:
newheight = sec->floorplane.ZatPoint (0, 0) - height;
plat->m_Low = sec->floorplane.PointToDist (0, 0, newheight);
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::down;
plat->PlayPlatSound ("Floor");
break;
case DPlat::platDownWaitUpStay:
case DPlat::platDownWaitUpStayStone:
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
plat->m_High = sec->floorplane.d;
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.d;
if (plat->m_High > sec->floorplane.d)
plat->m_High = sec->floorplane.d;
plat->m_Status = DPlat::up;
plat->PlayPlatSound ("Platform");
break;
case DPlat::platPerpetualRaise:
newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
newheight = sec->FindHighestFloorSurrounding (&spot);
plat->m_High = sec->floorplane.PointToDist (spot, newheight);
if (plat->m_High > sec->floorplane.d)
plat->m_High = sec->floorplane.d;
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.d;
plat->m_Status = DPlat::down;
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
SN_StartSequence (sec, "Silence", 0);
break;
case DPlat::platDownToNearestFloor:
newheight = sec->FindNextLowestFloor (&spot) + lip*FRACUNIT;
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
plat->m_Status = DPlat::down;
plat->m_High = sec->floorplane.d;
plat->PlayPlatSound ("Platform");
break;
case DPlat::platDownToLowestCeiling:
newheight = sec->FindLowestCeilingSurrounding (&spot);
plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
plat->m_High = sec->floorplane.d;
if (plat->m_Low < sec->floorplane.d)
plat->m_Low = sec->floorplane.d;
plat->m_Status = DPlat::down;
plat->PlayPlatSound ("Platform");
break;
default:
break;
}
if (manual)
return rtn;
}
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)
{
DPlat *scan;
TThinkerIterator<DPlat> iterator;
while ( (scan = iterator.Next ()) )
{
if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag)
scan->Stop ();
}
}