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- cleaned up p_ceiling.cpp
SVN r3077 (trunk)
This commit is contained in:
parent
231e7a1c6d
commit
cc287d35a6
2 changed files with 283 additions and 247 deletions
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@ -30,9 +30,11 @@
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#include "r_state.h"
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#include "gi.h"
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//============================================================================
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//
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// CEILINGS
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//
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//============================================================================
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IMPLEMENT_CLASS (DCeiling)
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@ -40,6 +42,12 @@ DCeiling::DCeiling ()
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{
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void DCeiling::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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@ -59,6 +67,12 @@ void DCeiling::Serialize (FArchive &arc)
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<< m_Hexencrush;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->seqType >= 0)
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@ -80,9 +94,12 @@ void DCeiling::PlayCeilingSound ()
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}
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}
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//============================================================================
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//
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// T_MoveCeiling
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// DCeiling :: Tick
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//
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//============================================================================
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void DCeiling::Tick ()
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{
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EResult res;
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@ -176,6 +193,12 @@ void DCeiling::Tick ()
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}
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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DCeiling::DCeiling (sector_t *sec)
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: DMovingCeiling (sec)
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{
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@ -191,11 +214,258 @@ DCeiling::DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent)
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m_Silent = silent;
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}
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//============================================================================
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//
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//
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//
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//============================================================================
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DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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fixed_t speed, fixed_t speed2, fixed_t height,
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int crush, int silent, int change, bool hexencrush)
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{
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fixed_t targheight = 0; // Silence, GCC
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// if ceiling already moving, don't start a second function on it
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if (sec->PlaneMoving(sector_t::ceiling))
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{
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return NULL;
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}
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// new door thinker
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DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent);
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vertex_t *spot = sec->lines[0]->v1;
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switch (type)
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{
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case ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.d;
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case ceilLowerAndCrush:
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case ceilLowerAndCrushDist:
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targheight = sec->FindHighestFloorPoint (&spot);
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if (type == ceilLowerAndCrush)
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{
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targheight += 8*FRACUNIT;
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}
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else if (type == ceilLowerAndCrushDist)
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{
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targheight += height;
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}
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilMoveToValue:
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{
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int diff = height - sec->ceilingplane.ZatPoint (spot);
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targheight = height;
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if (diff < 0)
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{
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = -1;
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}
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else
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{
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = 1;
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}
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}
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break;
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case ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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break;
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case ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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break;
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case ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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default:
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break; // Silence GCC
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}
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ceiling->m_Tag = tag;
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ceiling->m_Type = type;
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ceiling->m_Crush = crush;
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ceiling->m_Hexencrush = hexencrush;
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// Do not interpolate instant movement ceilings.
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// Note for ZDoomGL: Check to make sure that you update the sector
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// after the ceiling moves, because it hasn't actually moved yet.
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fixed_t movedist;
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if (ceiling->m_Direction < 0)
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{
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movedist = sec->ceilingplane.d - ceiling->m_BottomHeight;
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}
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else
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{
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movedist = ceiling->m_TopHeight - sec->ceilingplane.d;
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}
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if (ceiling->m_Speed >= movedist)
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{
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ceiling->StopInterpolation();
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}
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// set texture/type change properties
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if (change & 3) // if a texture change is indicated
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{
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if (change & 4) // if a numeric model change
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{
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sector_t *modelsec;
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//jff 5/23/98 find model with floor at target height if target
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//is a floor type
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modelsec = (/*type == ceilRaiseToHighest ||*/
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type == ceilRaiseToFloor ||
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/*type == ceilLowerToHighest ||*/
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type == ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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if (modelsec != NULL)
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{
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ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = sec->special;
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ceiling->m_Type = genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = genCeilingChg;
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break;
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}
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}
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}
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else if (line) // else if a trigger model change
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{
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ceiling->m_Texture = line->frontsector->GetTexture(sector_t::ceiling);
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = line->frontsector->special;
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ceiling->m_Type = genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = genCeilingChg;
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break;
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}
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}
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}
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ceiling->PlayCeilingSound ();
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return ceiling;
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}
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//============================================================================
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//
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// EV_DoCeiling
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// Move a ceiling up/down and all around!
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//
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// [RH] Added tag, speed, speed2, height, crush, silent, change params
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//
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//============================================================================
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bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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int tag, fixed_t speed, fixed_t speed2, fixed_t height,
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int crush, int silent, int change, bool hexencrush)
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@ -203,10 +473,6 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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int secnum;
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bool rtn;
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sector_t* sec;
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DCeiling* ceiling;
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bool manual = false;
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fixed_t targheight = 0; // Silence, GCC
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vertex_t* spot;
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rtn = false;
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@ -216,11 +482,10 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = (int)(sec-sectors);
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manual = true;
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// [RH] Hack to let manual crushers be retriggerable, too
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tag ^= secnum | 0x1000000;
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P_ActivateInStasisCeiling (tag);
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goto manual_ceiling;
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return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
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}
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// Reactivate in-stasis ceilings...for certain types.
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@ -234,252 +499,19 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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// affects all sectors with the same tag as the linedef
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sec = §ors[secnum];
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manual_ceiling:
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// if ceiling already moving, don't start a second function on it
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if (sec->PlaneMoving(sector_t::ceiling))
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{
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if (!manual)
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continue;
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else
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return false;
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}
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// new door thinker
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rtn = 1;
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ceiling = new DCeiling (sec, speed, speed2, silent);
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spot = sec->lines[0]->v1;
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switch (type)
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{
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.d;
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case DCeiling::ceilLowerAndCrush:
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case DCeiling::ceilLowerAndCrushDist:
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targheight = sec->FindHighestFloorPoint (&spot);
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if (type == DCeiling::ceilLowerAndCrush)
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{
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targheight += 8*FRACUNIT;
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}
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else if (type == DCeiling::ceilLowerAndCrushDist)
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{
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targheight += height;
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}
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilMoveToValue:
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{
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int diff = height - sec->ceilingplane.ZatPoint (spot);
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targheight = height;
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if (diff < 0)
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{
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = -1;
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}
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else
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{
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = 1;
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}
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}
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
||||
ceiling->m_Direction = -1;
|
||||
break;
|
||||
|
||||
case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
|
||||
targheight = sec->FindHighestFloorPoint (&spot);
|
||||
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
||||
ceiling->m_Direction = 1;
|
||||
break;
|
||||
|
||||
case DCeiling::ceilLowerToHighest:
|
||||
targheight = sec->FindHighestCeilingSurrounding (&spot);
|
||||
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
||||
ceiling->m_Direction = -1;
|
||||
break;
|
||||
|
||||
case DCeiling::ceilLowerByTexture:
|
||||
targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
|
||||
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
||||
ceiling->m_Direction = -1;
|
||||
break;
|
||||
|
||||
case DCeiling::ceilRaiseByTexture:
|
||||
targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
|
||||
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
|
||||
ceiling->m_Direction = 1;
|
||||
break;
|
||||
|
||||
default:
|
||||
break; // Silence GCC
|
||||
}
|
||||
|
||||
ceiling->m_Tag = tag;
|
||||
ceiling->m_Type = type;
|
||||
ceiling->m_Crush = crush;
|
||||
ceiling->m_Hexencrush = hexencrush;
|
||||
|
||||
// Do not interpolate instant movement ceilings.
|
||||
// Note for ZDoomGL: Check to make sure that you update the sector
|
||||
// after the ceiling moves, because it hasn't actually moved yet.
|
||||
fixed_t movedist;
|
||||
|
||||
if (ceiling->m_Direction < 0)
|
||||
{
|
||||
movedist = sec->ceilingplane.d - ceiling->m_BottomHeight;
|
||||
}
|
||||
else
|
||||
{
|
||||
movedist = ceiling->m_TopHeight - sec->ceilingplane.d;
|
||||
}
|
||||
if (ceiling->m_Speed >= movedist)
|
||||
{
|
||||
ceiling->StopInterpolation();
|
||||
}
|
||||
|
||||
// set texture/type change properties
|
||||
if (change & 3) // if a texture change is indicated
|
||||
{
|
||||
if (change & 4) // if a numeric model change
|
||||
{
|
||||
sector_t *modelsec;
|
||||
|
||||
//jff 5/23/98 find model with floor at target height if target
|
||||
//is a floor type
|
||||
modelsec = (/*type == DCeiling::ceilRaiseToHighest ||*/
|
||||
type == DCeiling::ceilRaiseToFloor ||
|
||||
/*type == DCeiling::ceilLowerToHighest ||*/
|
||||
type == DCeiling::ceilLowerToFloor) ?
|
||||
sec->FindModelFloorSector (targheight) :
|
||||
sec->FindModelCeilingSector (targheight);
|
||||
if (modelsec != NULL)
|
||||
{
|
||||
ceiling->m_Texture = modelsec->GetTexture(sector_t::ceiling);
|
||||
switch (change & 3)
|
||||
{
|
||||
case 1: // type is zeroed
|
||||
ceiling->m_NewSpecial = 0;
|
||||
ceiling->m_Type = DCeiling::genCeilingChg0;
|
||||
break;
|
||||
case 2: // type is copied
|
||||
ceiling->m_NewSpecial = sec->special;
|
||||
ceiling->m_Type = DCeiling::genCeilingChgT;
|
||||
break;
|
||||
case 3: // type is left alone
|
||||
ceiling->m_Type = DCeiling::genCeilingChg;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (line) // else if a trigger model change
|
||||
{
|
||||
ceiling->m_Texture = line->frontsector->GetTexture(sector_t::ceiling);
|
||||
switch (change & 3)
|
||||
{
|
||||
case 1: // type is zeroed
|
||||
ceiling->m_NewSpecial = 0;
|
||||
ceiling->m_Type = DCeiling::genCeilingChg0;
|
||||
break;
|
||||
case 2: // type is copied
|
||||
ceiling->m_NewSpecial = line->frontsector->special;
|
||||
ceiling->m_Type = DCeiling::genCeilingChgT;
|
||||
break;
|
||||
case 3: // type is left alone
|
||||
ceiling->m_Type = DCeiling::genCeilingChg;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ceiling->PlayCeilingSound ();
|
||||
|
||||
if (manual)
|
||||
return rtn;
|
||||
rtn |= !!DCeiling::Create(§ors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
||||
}
|
||||
return rtn;
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// Restart a ceiling that's in-stasis
|
||||
// [RH] Passed a tag instead of a line and rewritten to use a list
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void P_ActivateInStasisCeiling (int tag)
|
||||
{
|
||||
DCeiling *scan;
|
||||
|
@ -495,11 +527,14 @@ void P_ActivateInStasisCeiling (int tag)
|
|||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// EV_CeilingCrushStop
|
||||
// Stop a ceiling from crushing!
|
||||
// [RH] Passed a tag instead of a line and rewritten to use a list
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
bool EV_CeilingCrushStop (int tag)
|
||||
{
|
||||
bool rtn = false;
|
||||
|
|
|
@ -677,6 +677,10 @@ public:
|
|||
void Serialize (FArchive &arc);
|
||||
void Tick ();
|
||||
|
||||
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
|
||||
fixed_t speed, fixed_t speed2, fixed_t height,
|
||||
int crush, int silent, int change, bool hexencrush);
|
||||
|
||||
protected:
|
||||
ECeiling m_Type;
|
||||
fixed_t m_BottomHeight;
|
||||
|
@ -702,9 +706,6 @@ protected:
|
|||
private:
|
||||
DCeiling ();
|
||||
|
||||
friend bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
||||
int tag, fixed_t speed, fixed_t speed2, fixed_t height,
|
||||
int crush, int silent, int change, bool hexencrush);
|
||||
friend bool EV_CeilingCrushStop (int tag);
|
||||
friend void P_ActivateInStasisCeiling (int tag);
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue