mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-15 17:02:09 +00:00
b00360a08c
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly reached its target height unless it was a floor moving down. - Fixed: Actors that can't attack should not be valid haters for Thing_Hate. - Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles. - Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char messages. SVN r36 (trunk)
310 lines
7.6 KiB
C++
310 lines
7.6 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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// Base class for effects on sectors.
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// [RH] Created this class hierarchy.
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//
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//-----------------------------------------------------------------------------
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#include "dsectoreffect.h"
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#include "gi.h"
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#include "p_local.h"
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IMPLEMENT_CLASS (DSectorEffect)
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DSectorEffect::DSectorEffect ()
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{
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m_Sector = NULL;
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}
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DSectorEffect::~DSectorEffect ()
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{
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if (m_Sector)
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{
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if (m_Sector->floordata == this)
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{
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m_Sector->floordata = NULL;
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stopinterpolation (INTERP_SectorFloor, m_Sector);
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}
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if (m_Sector->ceilingdata == this)
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{
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m_Sector->ceilingdata = NULL;
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stopinterpolation (INTERP_SectorCeiling, m_Sector);
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}
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if (m_Sector->lightingdata == this)
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{
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m_Sector->lightingdata = NULL;
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}
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}
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}
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DSectorEffect::DSectorEffect (sector_t *sector)
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{
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m_Sector = sector;
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}
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void DSectorEffect::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Sector;
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}
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IMPLEMENT_CLASS (DMover)
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DMover::DMover ()
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{
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}
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DMover::DMover (sector_t *sector)
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: DSectorEffect (sector)
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{
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}
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IMPLEMENT_CLASS (DMovingFloor)
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DMovingFloor::DMovingFloor ()
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{
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}
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DMovingFloor::DMovingFloor (sector_t *sector)
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: DMover (sector)
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{
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sector->floordata = this;
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setinterpolation (INTERP_SectorFloor, sector);
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}
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IMPLEMENT_CLASS (DMovingCeiling)
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DMovingCeiling::DMovingCeiling ()
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{
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}
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DMovingCeiling::DMovingCeiling (sector_t *sector)
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: DMover (sector)
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{
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sector->ceilingdata = this;
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setinterpolation (INTERP_SectorCeiling, sector);
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}
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//
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// Move a plane (floor or ceiling) and check for crushing
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// [RH] Crush specifies the actual amount of crushing damage inflictable.
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// (Use -1 to prevent it from trying to crush)
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// dest is the desired d value for the plane
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//
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DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
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int floorOrCeiling, int direction)
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{
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bool flag;
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fixed_t lastpos;
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//fixed_t destheight; //jff 02/04/98 used to keep floors/ceilings
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// from moving thru each other
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switch (floorOrCeiling)
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{
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case 0:
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// FLOOR
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lastpos = m_Sector->floorplane.d;
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switch (direction)
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{
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case -1:
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// DOWN
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m_Sector->floorplane.ChangeHeight (-speed);
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if (m_Sector->floorplane.d >= dest)
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{
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m_Sector->floorplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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m_Sector->floorplane.HeightDiff (lastpos), 0);
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if (flag)
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{
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m_Sector->floorplane.d = lastpos;
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P_ChangeSector (m_Sector, crush,
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m_Sector->floorplane.HeightDiff (dest), 0);
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}
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else
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{
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m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
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m_Sector->AdjustFloorClip ();
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}
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return pastdest;
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}
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else
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{
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flag = P_ChangeSector (m_Sector, crush, -speed, 0);
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if (flag)
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{
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m_Sector->floorplane.d = lastpos;
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P_ChangeSector (m_Sector, crush, speed, 0);
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return crushed;
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}
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else
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{
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m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
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m_Sector->AdjustFloorClip ();
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}
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}
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break;
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case 1:
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// UP
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// jff 02/04/98 keep floor from moving thru ceilings
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// [RH] not so easy with arbitrary planes
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//destheight = (dest < m_Sector->ceilingheight) ? dest : m_Sector->ceilingheight;
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if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
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m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
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-dest > m_Sector->ceilingplane.d)
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{
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dest = -m_Sector->ceilingplane.d;
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}
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m_Sector->floorplane.ChangeHeight (speed);
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if (m_Sector->floorplane.d <= dest)
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{
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m_Sector->floorplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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m_Sector->floorplane.HeightDiff (lastpos), 0);
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if (flag)
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{
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m_Sector->floorplane.d = lastpos;
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P_ChangeSector (m_Sector, crush,
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m_Sector->floorplane.HeightDiff (dest), 0);
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}
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else
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{
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m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
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m_Sector->AdjustFloorClip ();
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}
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return pastdest;
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}
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else
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{
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// COULD GET CRUSHED
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flag = P_ChangeSector (m_Sector, crush, speed, 0);
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if (flag)
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{
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if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
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{
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m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
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m_Sector->AdjustFloorClip ();
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return crushed;
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}
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m_Sector->floorplane.d = lastpos;
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P_ChangeSector (m_Sector, crush, -speed, 0);
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return crushed;
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}
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m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
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m_Sector->AdjustFloorClip ();
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}
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break;
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}
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break;
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case 1:
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// CEILING
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lastpos = m_Sector->ceilingplane.d;
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switch (direction)
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{
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case -1:
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// DOWN
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// jff 02/04/98 keep ceiling from moving thru floors
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// [RH] not so easy with arbitrary planes
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//destheight = (dest > m_Sector->floorheight) ? dest : m_Sector->floorheight;
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if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
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m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
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dest < -m_Sector->floorplane.d)
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{
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dest = -m_Sector->floorplane.d;
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}
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m_Sector->ceilingplane.ChangeHeight (-speed);
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if (m_Sector->ceilingplane.d <= dest)
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{
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m_Sector->ceilingplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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m_Sector->ceilingplane.HeightDiff (lastpos), 1);
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if (flag)
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{
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m_Sector->ceilingplane.d = lastpos;
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P_ChangeSector (m_Sector, crush,
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m_Sector->ceilingplane.HeightDiff (dest), 1);
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}
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else
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{
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m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
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}
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return pastdest;
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}
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else
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{
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// COULD GET CRUSHED
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flag = P_ChangeSector (m_Sector, crush, -speed, 1);
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if (flag)
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{
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if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
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{
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m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
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return crushed;
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}
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m_Sector->ceilingplane.d = lastpos;
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P_ChangeSector (m_Sector, crush, speed, 1);
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return crushed;
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}
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m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
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}
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break;
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case 1:
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// UP
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m_Sector->ceilingplane.ChangeHeight (speed);
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if (m_Sector->ceilingplane.d >= dest)
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{
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m_Sector->ceilingplane.d = dest;
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flag = P_ChangeSector (m_Sector, crush,
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m_Sector->ceilingplane.HeightDiff (lastpos), 1);
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if (flag)
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{
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m_Sector->ceilingplane.d = lastpos;
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P_ChangeSector (m_Sector, crush,
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m_Sector->ceilingplane.HeightDiff (dest), 1);
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}
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else
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{
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m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
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}
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return pastdest;
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}
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else
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{
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flag = P_ChangeSector (m_Sector, crush, speed, 1);
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// UNUSED
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#if 0
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if (flag)
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{
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m_Sector->ceilingplane.d = lastpos;
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P_ChangeSector (m_Sector, crush, -speed, 1);
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return crushed;
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}
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#endif
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m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
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}
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break;
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}
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break;
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}
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return ok;
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}
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