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f4462a7b93
The slot had been there forever to address this same problem but only one of the two constructors actually set it, too bad that it was the wrong one... This is something that normally won't be noticed. But if some actor is spawned on a moving platform, with both thinkers on the same statnum it means that the order of execution is not correct with the platform being done first, resulting in the actor to 'jump' while the platform is moving. To prevent this it is necessary that all sector movers only tick after all actors have completed their thinking turn.
393 lines
9 KiB
C++
393 lines
9 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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#include "p_3dmidtex.h"
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#include "r_data/r_interpolate.h"
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#include "statnums.h"
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#include "serializer.h"
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#include "doomstat.h"
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IMPLEMENT_CLASS (DSectorEffect)
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DSectorEffect::DSectorEffect ()
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: DThinker(STAT_SECTOREFFECT)
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{
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m_Sector = NULL;
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}
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void DSectorEffect::Destroy()
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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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}
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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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}
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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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Super::Destroy();
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}
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DSectorEffect::DSectorEffect (sector_t *sector)
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: DThinker(STAT_SECTOREFFECT)
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{
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m_Sector = sector;
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}
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void DSectorEffect::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("sector", m_Sector);
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}
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IMPLEMENT_POINTY_CLASS (DMover)
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DECLARE_POINTER(interpolation)
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END_POINTERS
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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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interpolation = NULL;
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}
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void DMover::Destroy()
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{
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StopInterpolation();
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Super::Destroy();
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}
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void DMover::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("interpolation", interpolation);
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}
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void DMover::StopInterpolation(bool force)
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{
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if (interpolation != NULL)
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{
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interpolation->DelRef(force);
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interpolation = NULL;
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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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interpolation = sector->SetInterpolation(sector_t::FloorMove, true);
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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, bool interpolate)
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: DMover (sector)
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{
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sector->ceilingdata = this;
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if (interpolate) interpolation = sector->SetInterpolation(sector_t::CeilingMove, true);
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}
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bool sector_t::MoveAttached(int crush, double move, int floorOrCeiling, bool resetfailed)
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{
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if (!P_Scroll3dMidtex(this, crush, move, !!floorOrCeiling) && resetfailed)
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{
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P_Scroll3dMidtex(this, crush, -move, !!floorOrCeiling);
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return false;
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}
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if (!P_MoveLinkedSectors(this, crush, move, !!floorOrCeiling) && resetfailed)
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{
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P_MoveLinkedSectors(this, crush, -move, !!floorOrCeiling);
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P_Scroll3dMidtex(this, crush, -move, !!floorOrCeiling);
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return false;
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}
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return true;
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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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EMoveResult sector_t::MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush)
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{
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bool flag;
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double lastpos;
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double movedest;
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double move;
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//double destheight; //jff 02/04/98 used to keep floors/ceilings
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// from moving thru each other
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lastpos = floorplane.fD();
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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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movedest = floorplane.GetChangedHeight(-speed);
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if (movedest >= dest)
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{
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move = floorplane.HeightDiff(lastpos, dest);
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if (!MoveAttached(crush, move, 0, true)) return EMoveResult::crushed;
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floorplane.setD(dest);
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flag = P_ChangeSector(this, crush, move, 0, false);
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if (flag)
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{
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floorplane.setD(lastpos);
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P_ChangeSector(this, crush, -move, 0, true);
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MoveAttached(crush, -move, 0, false);
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}
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else
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{
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ChangePlaneTexZ(sector_t::floor, move);
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AdjustFloorClip();
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}
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return EMoveResult::pastdest;
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}
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else
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{
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if (!MoveAttached(crush, -speed, 0, true)) return EMoveResult::crushed;
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floorplane.setD(movedest);
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flag = P_ChangeSector(this, crush, -speed, 0, false);
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if (flag)
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{
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floorplane.setD(lastpos);
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P_ChangeSector(this, crush, speed, 0, true);
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MoveAttached(crush, speed, 0, false);
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return EMoveResult::crushed;
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}
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else
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{
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ChangePlaneTexZ(sector_t::floor, floorplane.HeightDiff(lastpos));
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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 < ceilingheight) ? dest : ceilingheight;
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if (!ceilingplane.isSlope() && !floorplane.isSlope() &&
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!PortalIsLinked(sector_t::ceiling) &&
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(!(i_compatflags2 & COMPATF2_FLOORMOVE) && -dest > ceilingplane.fD()))
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{
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dest = -ceilingplane.fD();
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}
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movedest = floorplane.GetChangedHeight(speed);
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if (movedest <= dest)
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{
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move = floorplane.HeightDiff(lastpos, dest);
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if (!MoveAttached(crush, move, 0, true)) return EMoveResult::crushed;
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floorplane.setD(dest);
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flag = P_ChangeSector(this, crush, move, 0, false);
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if (flag)
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{
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floorplane.setD(lastpos);
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P_ChangeSector(this, crush, -move, 0, true);
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MoveAttached(crush, -move, 0, false);
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}
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else
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{
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ChangePlaneTexZ(sector_t::floor, move);
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AdjustFloorClip();
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}
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return EMoveResult::pastdest;
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}
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else
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{
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if (!MoveAttached(crush, speed, 0, true)) return EMoveResult::crushed;
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floorplane.setD(movedest);
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// COULD GET CRUSHED
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flag = P_ChangeSector(this, crush, speed, 0, false);
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if (flag)
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{
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if (crush >= 0 && !hexencrush)
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{
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ChangePlaneTexZ(sector_t::floor, floorplane.HeightDiff(lastpos));
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AdjustFloorClip();
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return EMoveResult::crushed;
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}
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floorplane.setD(lastpos);
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P_ChangeSector(this, crush, -speed, 0, true);
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MoveAttached(crush, -speed, 0, false);
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return EMoveResult::crushed;
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}
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ChangePlaneTexZ(sector_t::floor, floorplane.HeightDiff(lastpos));
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AdjustFloorClip();
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}
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break;
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}
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return EMoveResult::ok;
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}
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EMoveResult sector_t::MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush)
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{
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bool flag;
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double lastpos;
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double movedest;
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double move;
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//double destheight; //jff 02/04/98 used to keep floors/ceilings
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// from moving thru each other
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lastpos = ceilingplane.fD();
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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 > floorheight) ? dest : floorheight;
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if (!ceilingplane.isSlope() && !floorplane.isSlope() &&
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!PortalIsLinked(sector_t::floor) &&
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(!(i_compatflags2 & COMPATF2_FLOORMOVE) && dest < -floorplane.fD()))
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{
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dest = -floorplane.fD();
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}
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movedest = ceilingplane.GetChangedHeight (-speed);
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if (movedest <= dest)
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{
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move = ceilingplane.HeightDiff (lastpos, dest);
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if (!MoveAttached(crush, move, 1, true)) return EMoveResult::crushed;
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ceilingplane.setD(dest);
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flag = P_ChangeSector (this, crush, move, 1, false);
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if (flag)
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{
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ceilingplane.setD(lastpos);
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P_ChangeSector (this, crush, -move, 1, true);
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MoveAttached(crush, -move, 1, false);
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}
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else
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{
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ChangePlaneTexZ(sector_t::ceiling, move);
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}
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return EMoveResult::pastdest;
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}
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else
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{
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if (!MoveAttached(crush, -speed, 1, true)) return EMoveResult::crushed;
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ceilingplane.setD(movedest);
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// COULD GET CRUSHED
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flag = P_ChangeSector (this, crush, -speed, 1, false);
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if (flag)
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{
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if (crush >= 0 && !hexencrush)
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{
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ChangePlaneTexZ(sector_t::ceiling, ceilingplane.HeightDiff (lastpos));
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return EMoveResult::crushed;
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}
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ceilingplane.setD(lastpos);
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P_ChangeSector (this, crush, speed, 1, true);
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MoveAttached(crush, speed, 1, false);
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return EMoveResult::crushed;
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}
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ChangePlaneTexZ(sector_t::ceiling, 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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movedest = ceilingplane.GetChangedHeight (speed);
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if (movedest >= dest)
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{
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move = ceilingplane.HeightDiff (lastpos, dest);
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if (!MoveAttached(crush, move, 1, true)) return EMoveResult::crushed;
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ceilingplane.setD(dest);
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flag = P_ChangeSector (this, crush, move, 1, false);
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if (flag)
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{
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ceilingplane.setD(lastpos);
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P_ChangeSector (this, crush, move, 1, true);
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MoveAttached(crush, move, 1, false);
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}
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else
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{
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ChangePlaneTexZ(sector_t::ceiling, move);
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}
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return EMoveResult::pastdest;
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}
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else
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{
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if (!MoveAttached(crush, speed, 1, true)) return EMoveResult::crushed;
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ceilingplane.setD(movedest);
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flag = P_ChangeSector (this, crush, speed, 1, false);
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if (flag)
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{
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ceilingplane.setD(lastpos);
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P_ChangeSector (this, crush, -speed, 1, true);
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MoveAttached(crush, -speed, 1, false);
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return EMoveResult::crushed;
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}
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ChangePlaneTexZ(sector_t::ceiling, ceilingplane.HeightDiff (lastpos));
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}
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break;
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}
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return EMoveResult::ok;
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}
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