mirror of
https://github.com/ZDoom/qzdoom.git
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7e7ab6b4ec
- Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
418 lines
9.8 KiB
C++
418 lines
9.8 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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// Plats (i.e. elevator platforms) code, raising/lowering.
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//
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//-----------------------------------------------------------------------------
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#include "m_alloc.h"
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#include "i_system.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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static FRandom pr_doplat ("DoPlat");
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IMPLEMENT_CLASS (DPlat)
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DPlat::DPlat ()
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{
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}
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void DPlat::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Speed
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<< m_Low
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<< m_High
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<< m_Wait
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<< m_Count
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<< m_Status
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<< m_OldStatus
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<< m_Crush
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<< m_Tag
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<< m_Type;
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}
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void DPlat::PlayPlatSound (const char *sound)
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{
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if (m_Sector->seqType >= 0)
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SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0);
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else
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SN_StartSequence (m_Sector, sound, 0);
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}
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//
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// Move a plat up and down
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//
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void DPlat::Tick ()
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{
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EResult res;
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switch (m_Status)
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{
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case up:
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res = MoveFloor (m_Speed, m_High, m_Crush, 1);
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if (res == crushed && (m_Crush == -1))
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{
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m_Count = m_Wait;
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m_Status = down;
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PlayPlatSound ("Platform");
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}
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else if (res == pastdest)
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{
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SN_StopSequence (m_Sector);
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if (m_Type != platToggle)
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{
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m_Count = m_Wait;
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m_Status = waiting;
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switch (m_Type)
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{
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case platRaiseAndStay:
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if (gameinfo.gametype == GAME_Heretic)
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break;
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case platDownByValue:
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case platDownWaitUpStay:
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case platDownWaitUpStayStone:
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case platUpByValueStay:
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case platDownToNearestFloor:
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case platDownToLowestCeiling:
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Destroy ();
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break;
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default:
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break;
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}
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}
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else
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{
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m_OldStatus = m_Status; //jff 3/14/98 after action wait
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m_Status = in_stasis; //for reactivation of toggle
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}
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}
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break;
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case down:
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res = MoveFloor (m_Speed, m_Low, -1, -1);
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if (res == pastdest)
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{
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SN_StopSequence (m_Sector);
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// if not an instant toggle, start waiting
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if (m_Type != platToggle) //jff 3/14/98 toggle up down
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{ // is silent, instant, no waiting
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m_Count = m_Wait;
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m_Status = waiting;
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switch (m_Type)
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{
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case platUpWaitDownStay:
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case platUpNearestWaitDownStay:
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case platUpByValue:
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Destroy ();
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break;
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default:
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break;
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}
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}
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else
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{ // instant toggles go into stasis awaiting next activation
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m_OldStatus = m_Status; //jff 3/14/98 after action wait
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m_Status = in_stasis; //for reactivation of toggle
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}
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}
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//jff 1/26/98 remove the plat if it bounced so it can be tried again
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//only affects plats that raise and bounce
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// remove the plat if it's a pure raise type
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switch (m_Type)
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{
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case platUpByValueStay:
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case platRaiseAndStay:
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Destroy ();
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default:
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break;
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}
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break;
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case waiting:
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if (m_Count > 0 && !--m_Count)
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{
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if (m_Sector->floorplane.d == m_Low)
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m_Status = up;
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else
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m_Status = down;
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if (m_Type == platToggle)
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SN_StartSequence (m_Sector, "Silence", 0);
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else
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PlayPlatSound ("Platform");
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}
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break;
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case in_stasis:
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break;
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}
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}
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DPlat::DPlat (sector_t *sector)
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: DMovingFloor (sector)
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{
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}
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//
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// Do Platforms
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// [RH] Changed amount to height and added delay,
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// lip, change, tag, and speed parameters.
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//
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bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, int height,
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int speed, int delay, int lip, int change)
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{
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DPlat *plat;
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int secnum;
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sector_t *sec;
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bool rtn = false;
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BOOL manual = false;
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fixed_t newheight = 0;
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vertex_t *spot;
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// [RH] If tag is zero, use the sector on the back side
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// of the activating line (if any).
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if (!tag)
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{
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if (!line || !(sec = line->backsector))
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return false;
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secnum = (int)(sec - sectors);
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manual = true;
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goto manual_plat;
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}
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// Activate all <type> plats that are in_stasis
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switch (type)
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{
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case DPlat::platToggle:
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rtn = true;
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case DPlat::platPerpetualRaise:
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P_ActivateInStasis (tag);
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break;
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default:
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break;
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}
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secnum = -1;
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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_plat:
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if (sec->floordata)
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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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// Find lowest & highest floors around sector
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rtn = true;
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plat = new DPlat (sec);
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plat->m_Type = type;
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plat->m_Crush = -1;
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plat->m_Tag = tag;
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plat->m_Speed = speed;
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plat->m_Wait = delay;
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//jff 1/26/98 Avoid raise plat bouncing a head off a ceiling and then
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//going down forever -- default lower to plat height when triggered
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plat->m_Low = sec->floorplane.d;
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if (change)
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{
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if (line)
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sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
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if (change == 1)
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sec->special &= SECRET_MASK; // Stop damage and other stuff, if any
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}
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switch (type)
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{
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case DPlat::platRaiseAndStay:
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newheight = sec->FindNextHighestFloor (&spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Floor");
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sec->special &= SECRET_MASK; // NO MORE DAMAGE, IF APPLICABLE
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break;
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case DPlat::platUpByValue:
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case DPlat::platUpByValueStay:
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newheight = sec->floorplane.ZatPoint (0, 0) + height;
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plat->m_High = sec->floorplane.PointToDist (0, 0, newheight);
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Floor");
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break;
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case DPlat::platDownByValue:
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newheight = sec->floorplane.ZatPoint (0, 0) - height;
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plat->m_Low = sec->floorplane.PointToDist (0, 0, newheight);
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound ("Floor");
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break;
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case DPlat::platDownWaitUpStay:
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case DPlat::platDownWaitUpStayStone:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound (type == DPlat::platDownWaitUpStay ? "Platform" : "Floor");
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break;
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case DPlat::platUpNearestWaitDownStay:
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newheight = sec->FindNextHighestFloor (&spot);
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// Intentional fall-through
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case DPlat::platUpWaitDownStay:
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if (type == DPlat::platUpWaitDownStay)
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{
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newheight = sec->FindHighestFloorSurrounding (&spot);
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}
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.d;
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if (plat->m_High > sec->floorplane.d)
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::up;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platPerpetualRaise:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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newheight = sec->FindHighestFloorSurrounding (&spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_High > sec->floorplane.d)
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plat->m_High = sec->floorplane.d;
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plat->m_Status = pr_doplat() & 1 ? DPlat::up : DPlat::down;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platToggle: //jff 3/14/98 add new type to support instant toggle
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plat->m_Crush = 10; //jff 3/14/98 crush anything in the way
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// set up toggling between ceiling, floor inclusive
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newheight = sec->FindLowestCeilingPoint (&spot);
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_High = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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SN_StartSequence (sec, "Silence", 0);
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break;
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case DPlat::platDownToNearestFloor:
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newheight = sec->FindNextLowestFloor (&spot) + lip*FRACUNIT;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Status = DPlat::down;
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plat->m_High = sec->floorplane.d;
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plat->PlayPlatSound ("Platform");
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break;
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case DPlat::platDownToLowestCeiling:
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_High = sec->floorplane.d;
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if (plat->m_Low < sec->floorplane.d)
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plat->m_Low = sec->floorplane.d;
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plat->m_Status = DPlat::down;
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plat->PlayPlatSound ("Platform");
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break;
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default:
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break;
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}
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if (manual)
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return rtn;
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}
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return rtn;
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}
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void DPlat::Reactivate ()
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{
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if (m_Type == platToggle) //jff 3/14/98 reactivate toggle type
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m_Status = m_OldStatus == up ? down : up;
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else
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m_Status = m_OldStatus;
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}
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void P_ActivateInStasis (int tag)
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{
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DPlat *scan;
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TThinkerIterator<DPlat> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Status == DPlat::in_stasis)
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scan->Reactivate ();
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}
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}
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void DPlat::Stop ()
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{
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m_OldStatus = m_Status;
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m_Status = in_stasis;
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}
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void EV_StopPlat (int tag)
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{
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DPlat *scan;
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TThinkerIterator<DPlat> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Status != DPlat::in_stasis && scan->m_Tag == tag)
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scan->Stop ();
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}
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}
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