qzdoom/src/dsectoreffect.cpp
Randy Heit b00360a08c - Fixed: Using printinv before starting a game crashed.
- 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)
2006-04-13 03:13:07 +00:00

310 lines
7.6 KiB
C++

// 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:
// Base class for effects on sectors.
// [RH] Created this class hierarchy.
//
//-----------------------------------------------------------------------------
#include "dsectoreffect.h"
#include "gi.h"
#include "p_local.h"
IMPLEMENT_CLASS (DSectorEffect)
DSectorEffect::DSectorEffect ()
{
m_Sector = NULL;
}
DSectorEffect::~DSectorEffect ()
{
if (m_Sector)
{
if (m_Sector->floordata == this)
{
m_Sector->floordata = NULL;
stopinterpolation (INTERP_SectorFloor, m_Sector);
}
if (m_Sector->ceilingdata == this)
{
m_Sector->ceilingdata = NULL;
stopinterpolation (INTERP_SectorCeiling, m_Sector);
}
if (m_Sector->lightingdata == this)
{
m_Sector->lightingdata = NULL;
}
}
}
DSectorEffect::DSectorEffect (sector_t *sector)
{
m_Sector = sector;
}
void DSectorEffect::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Sector;
}
IMPLEMENT_CLASS (DMover)
DMover::DMover ()
{
}
DMover::DMover (sector_t *sector)
: DSectorEffect (sector)
{
}
IMPLEMENT_CLASS (DMovingFloor)
DMovingFloor::DMovingFloor ()
{
}
DMovingFloor::DMovingFloor (sector_t *sector)
: DMover (sector)
{
sector->floordata = this;
setinterpolation (INTERP_SectorFloor, sector);
}
IMPLEMENT_CLASS (DMovingCeiling)
DMovingCeiling::DMovingCeiling ()
{
}
DMovingCeiling::DMovingCeiling (sector_t *sector)
: DMover (sector)
{
sector->ceilingdata = this;
setinterpolation (INTERP_SectorCeiling, sector);
}
//
// Move a plane (floor or ceiling) and check for crushing
// [RH] Crush specifies the actual amount of crushing damage inflictable.
// (Use -1 to prevent it from trying to crush)
// dest is the desired d value for the plane
//
DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
int floorOrCeiling, int direction)
{
bool flag;
fixed_t lastpos;
//fixed_t destheight; //jff 02/04/98 used to keep floors/ceilings
// from moving thru each other
switch (floorOrCeiling)
{
case 0:
// FLOOR
lastpos = m_Sector->floorplane.d;
switch (direction)
{
case -1:
// DOWN
m_Sector->floorplane.ChangeHeight (-speed);
if (m_Sector->floorplane.d >= dest)
{
m_Sector->floorplane.d = dest;
flag = P_ChangeSector (m_Sector, crush,
m_Sector->floorplane.HeightDiff (lastpos), 0);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush,
m_Sector->floorplane.HeightDiff (dest), 0);
}
else
{
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
m_Sector->AdjustFloorClip ();
}
return pastdest;
}
else
{
flag = P_ChangeSector (m_Sector, crush, -speed, 0);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, speed, 0);
return crushed;
}
else
{
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
m_Sector->AdjustFloorClip ();
}
}
break;
case 1:
// UP
// jff 02/04/98 keep floor from moving thru ceilings
// [RH] not so easy with arbitrary planes
//destheight = (dest < m_Sector->ceilingheight) ? dest : m_Sector->ceilingheight;
if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
-dest > m_Sector->ceilingplane.d)
{
dest = -m_Sector->ceilingplane.d;
}
m_Sector->floorplane.ChangeHeight (speed);
if (m_Sector->floorplane.d <= dest)
{
m_Sector->floorplane.d = dest;
flag = P_ChangeSector (m_Sector, crush,
m_Sector->floorplane.HeightDiff (lastpos), 0);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush,
m_Sector->floorplane.HeightDiff (dest), 0);
}
else
{
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
m_Sector->AdjustFloorClip ();
}
return pastdest;
}
else
{
// COULD GET CRUSHED
flag = P_ChangeSector (m_Sector, crush, speed, 0);
if (flag)
{
if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
{
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
m_Sector->AdjustFloorClip ();
return crushed;
}
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -speed, 0);
return crushed;
}
m_Sector->floortexz += m_Sector->floorplane.HeightDiff (lastpos);
m_Sector->AdjustFloorClip ();
}
break;
}
break;
case 1:
// CEILING
lastpos = m_Sector->ceilingplane.d;
switch (direction)
{
case -1:
// DOWN
// jff 02/04/98 keep ceiling from moving thru floors
// [RH] not so easy with arbitrary planes
//destheight = (dest > m_Sector->floorheight) ? dest : m_Sector->floorheight;
if ((m_Sector->ceilingplane.a | m_Sector->ceilingplane.b |
m_Sector->floorplane.a | m_Sector->floorplane.b) == 0 &&
dest < -m_Sector->floorplane.d)
{
dest = -m_Sector->floorplane.d;
}
m_Sector->ceilingplane.ChangeHeight (-speed);
if (m_Sector->ceilingplane.d <= dest)
{
m_Sector->ceilingplane.d = dest;
flag = P_ChangeSector (m_Sector, crush,
m_Sector->ceilingplane.HeightDiff (lastpos), 1);
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush,
m_Sector->ceilingplane.HeightDiff (dest), 1);
}
else
{
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
}
return pastdest;
}
else
{
// COULD GET CRUSHED
flag = P_ChangeSector (m_Sector, crush, -speed, 1);
if (flag)
{
if (crush >= 0 && gameinfo.gametype != GAME_Hexen)
{
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
return crushed;
}
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, speed, 1);
return crushed;
}
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
}
break;
case 1:
// UP
m_Sector->ceilingplane.ChangeHeight (speed);
if (m_Sector->ceilingplane.d >= dest)
{
m_Sector->ceilingplane.d = dest;
flag = P_ChangeSector (m_Sector, crush,
m_Sector->ceilingplane.HeightDiff (lastpos), 1);
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush,
m_Sector->ceilingplane.HeightDiff (dest), 1);
}
else
{
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
}
return pastdest;
}
else
{
flag = P_ChangeSector (m_Sector, crush, speed, 1);
// UNUSED
#if 0
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -speed, 1);
return crushed;
}
#endif
m_Sector->ceilingtexz += m_Sector->ceilingplane.HeightDiff (lastpos);
}
break;
}
break;
}
return ok;
}