qzdoom/src/p_ceiling.cpp
Christoph Oelckers bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00

600 lines
16 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: Ceiling animation (lowering, crushing, raising)
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "gi.h"
#include "serializer.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "textures.h"
//============================================================================
//
// CEILINGS
//
//============================================================================
IMPLEMENT_CLASS(DCeiling, false, false)
DCeiling::DCeiling ()
{
}
//============================================================================
//
//
//
//============================================================================
void DCeiling::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc.Enum("type", m_Type)
("bottomheight", m_BottomHeight)
("topheight", m_TopHeight)
("speed", m_Speed)
("speed1", m_Speed1)
("speed2", m_Speed2)
("crush", m_Crush)
("silent", m_Silent)
("direction", m_Direction)
("texture", m_Texture)
("newspecial", m_NewSpecial)
("tag", m_Tag)
("olddirecton", m_OldDirection)
.Enum("crushmode", m_CrushMode);
}
//============================================================================
//
//
//
//============================================================================
void DCeiling::PlayCeilingSound ()
{
if (m_Sector->Flags & SECF_SILENTMOVE) return;
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_PLATFORM, 0, false);
}
else if (m_Sector->SeqName != NAME_None)
{
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->SeqName, 0);
}
else
{
if (m_Silent == 2)
SN_StartSequence (m_Sector, CHAN_CEILING, "Silence", 0);
else if (m_Silent == 1)
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingSemiSilent", 0);
else
SN_StartSequence (m_Sector, CHAN_CEILING, "CeilingNormal", 0);
}
}
//============================================================================
//
// DCeiling :: Tick
//
//============================================================================
void DCeiling::Tick ()
{
EMoveResult res;
switch (m_Direction)
{
case 0:
// IN STASIS
break;
case 1:
// UP
res = m_Sector->MoveCeiling (m_Speed, m_TopHeight, m_Direction);
if (res == EMoveResult::pastdest)
{
switch (m_Type)
{
case DCeiling::ceilCrushAndRaise:
m_Direction = -1;
m_Speed = m_Speed1;
if (!SN_IsMakingLoopingSound (m_Sector))
PlayCeilingSound ();
break;
// movers with texture change, change the texture then get removed
case genCeilingChgT:
case genCeilingChg0:
m_Sector->SetSpecial(&m_NewSpecial);
// fall through
case genCeilingChg:
m_Sector->SetTexture(sector_t::ceiling, m_Texture);
// fall through
default:
SN_StopSequence (m_Sector, CHAN_CEILING);
Destroy ();
break;
}
}
break;
case -1:
// DOWN
res = m_Sector->MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_CrushMode == ECrushMode::crushHexen);
if (res == EMoveResult::pastdest)
{
switch (m_Type)
{
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
m_Speed = m_Speed2;
m_Direction = 1;
if (!SN_IsMakingLoopingSound (m_Sector))
PlayCeilingSound ();
break;
// in the case of ceiling mover/changer, change the texture
// then remove the active ceiling
case genCeilingChgT:
case genCeilingChg0:
m_Sector->SetSpecial(&m_NewSpecial);
// fall through
case genCeilingChg:
m_Sector->SetTexture(sector_t::ceiling, m_Texture);
// fall through
default:
SN_StopSequence (m_Sector, CHAN_CEILING);
Destroy ();
break;
}
}
else // ( res != pastdest )
{
if (res == EMoveResult::crushed)
{
switch (m_Type)
{
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilLowerAndCrush:
if (m_CrushMode == ECrushMode::crushSlowdown)
m_Speed = 1. / 8;
break;
default:
break;
}
}
}
break;
}
}
//============================================================================
//
//
//
//============================================================================
DCeiling::DCeiling (sector_t *sec)
: DMovingCeiling (sec)
{
}
DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
: DMovingCeiling (sec)
{
m_Crush = -1;
m_CrushMode = ECrushMode::crushDoom;
m_Speed = m_Speed1 = speed1;
m_Speed2 = speed2;
m_Silent = silent;
m_BottomHeight = 0;
m_TopHeight = 0;
m_Direction = 0;
m_Texture = FNullTextureID();
m_Tag = 0;
m_OldDirection = 0;
}
//============================================================================
//
//
//
//============================================================================
bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
double speed, double speed2, double height,
int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
{
double targheight = 0; // Silence, GCC
// if ceiling already moving, don't start a second function on it
if (sec->PlaneMoving(sector_t::ceiling))
{
return false;
}
// new door thinker
DCeiling *ceiling = new DCeiling (sec, speed, speed2, silent & ~4);
vertex_t *spot = sec->Lines[0]->v1;
switch (type)
{
case DCeiling::ceilCrushAndRaise:
case DCeiling::ceilCrushRaiseAndStay:
ceiling->m_TopHeight = sec->ceilingplane.fD();
case DCeiling::ceilLowerAndCrush:
targheight = sec->FindHighestFloorPoint (&spot);
targheight += height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseToHighest:
targheight = sec->FindHighestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case DCeiling::ceilLowerByValue:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseByValue:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case DCeiling::ceilMoveToValue:
{
double diff = height - sec->ceilingplane.ZatPoint (spot);
targheight = height;
if (diff < 0)
{
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
ceiling->m_Direction = -1;
}
else
{
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
ceiling->m_Direction = 1;
}
}
break;
case DCeiling::ceilLowerToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot) + height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case DCeiling::ceilLowerInstant:
targheight = sec->ceilingplane.ZatPoint (spot) - height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
ceiling->m_Speed = height;
break;
case DCeiling::ceilRaiseInstant:
targheight = sec->ceilingplane.ZatPoint (spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
ceiling->m_Speed = height;
break;
case DCeiling::ceilLowerToNearest:
targheight = sec->FindNextLowestCeiling (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseToNearest:
targheight = sec->FindNextHighestCeiling (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case DCeiling::ceilLowerToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseToLowest:
targheight = sec->FindLowestCeilingSurrounding (&spot);
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;
case DCeiling::ceilLowerToFloor:
targheight = sec->FindHighestFloorPoint (&spot) + height;
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) + height;
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_CrushMode = 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.
double movedist;
if (ceiling->m_Direction < 0)
{
movedist = sec->ceilingplane.fD() - ceiling->m_BottomHeight;
}
else
{
movedist = ceiling->m_TopHeight - sec->ceilingplane.fD();
}
if (ceiling->m_Speed >= movedist)
{
ceiling->StopInterpolation(true);
if (silent & 4) ceiling->m_Silent = 2;
}
// 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 == ceilRaiseToHighest ||*/
type == DCeiling::ceilRaiseToFloor ||
/*type == 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.Clear();
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
sec->GetSpecial(&ceiling->m_NewSpecial);
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.Clear();
ceiling->m_Type = DCeiling::genCeilingChg0;
break;
case 2: // type is copied
line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
ceiling->m_Type = DCeiling::genCeilingChgT;
break;
case 3: // type is left alone
ceiling->m_Type = DCeiling::genCeilingChg;
break;
}
}
}
ceiling->PlayCeilingSound ();
return ceiling != NULL;
}
DEFINE_ACTION_FUNCTION(DCeiling, CreateCeiling)
{
PARAM_PROLOGUE;
PARAM_POINTER_NOT_NULL(sec, sector_t);
PARAM_INT(type);
PARAM_POINTER(ln, line_t);
PARAM_FLOAT(speed);
PARAM_FLOAT(speed2);
PARAM_FLOAT_DEF(height);
PARAM_INT_DEF(crush);
PARAM_INT_DEF(silent);
PARAM_INT_DEF(change);
PARAM_INT_DEF(crushmode);
ACTION_RETURN_BOOL(P_CreateCeiling(sec, (DCeiling::ECeiling)type, ln, 0, speed, speed2, height, crush, silent, change, (DCeiling::ECrushMode)crushmode));
}
//============================================================================
//
// EV_DoCeiling
// Move a ceiling up/down and all around!
//
// [RH] Added tag, speed, speed2, height, crush, silent, change params
//
//============================================================================
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
int tag, double speed, double speed2, double height,
int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
{
int secnum;
bool rtn;
sector_t* sec;
rtn = false;
// check if a manual trigger, if so do just the sector on the backside
if (tag == 0)
{
if (!line || !(sec = line->backsector))
return rtn;
secnum = sec->sectornum;
// [RH] Hack to let manual crushers be retriggerable, too
tag ^= secnum | 0x1000000;
P_ActivateInStasisCeiling (tag);
return P_CreateCeiling(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
}
// Reactivate in-stasis ceilings...for certain types.
// This restarts a crusher after it has been stopped
if (type == DCeiling::ceilCrushAndRaise)
{
P_ActivateInStasisCeiling (tag);
}
// affects all sectors with the same tag as the linedef
FSectorTagIterator it(tag);
while ((secnum = it.Next()) >= 0)
{
rtn |= P_CreateCeiling(&level.sectors[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;
TThinkerIterator<DCeiling> iterator;
while ( (scan = iterator.Next ()) )
{
if (scan->m_Tag == tag && scan->m_Direction == 0)
{
scan->m_Direction = scan->m_OldDirection;
scan->PlayCeilingSound ();
}
}
}
//============================================================================
//
// 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 remove)
{
bool rtn = false;
DCeiling *scan;
TThinkerIterator<DCeiling> iterator;
scan = iterator.Next();
while (scan != nullptr)
{
DCeiling *next = iterator.Next();
if (scan->m_Tag == tag && scan->m_Direction != 0)
{
if (!remove)
{
SN_StopSequence(scan->m_Sector, CHAN_CEILING);
scan->m_OldDirection = scan->m_Direction;
scan->m_Direction = 0; // in-stasis;
}
else
{
scan->Destroy();
}
rtn = true;
}
scan = next;
}
return rtn;
}
bool EV_StopCeiling(int tag)
{
FSectorTagIterator it(tag);
while (int sec = it.Next())
{
if (level.sectors[sec].ceilingdata)
{
SN_StopSequence(&level.sectors[sec], CHAN_CEILING);
level.sectors[sec].ceilingdata->Destroy();
level.sectors[sec].ceilingdata = nullptr;
}
}
return true;
}