Example #1
0
bool DAnimatedDoor::StartClosing ()
{
	// CAN DOOR CLOSE?
	if (m_Sector->touching_thinglist != NULL)
	{
		return false;
	}

	fixed_t topdist = m_Sector->ceilingplane.d;
	if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1, false) == crushed)
	{
		return false;
	}

	MoveCeiling (2048*FRACUNIT, topdist, 1);

	m_Line1->flags |= ML_BLOCKING;
	m_Line2->flags |= ML_BLOCKING;
	if (m_DoorAnim->CloseSound != NAME_None)
	{
		SN_StartSequence (m_Sector, CHAN_CEILING, m_DoorAnim->CloseSound, 1);
	}

	m_Status = Closing;
	m_Timer = m_Speed;
	return true;
}
Example #2
0
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
	: DMovingCeiling (sec)
{
	fixed_t topdist;
	FTextureID picnum;

	// The DMovingCeiling constructor automatically sets up an interpolation for us.
	// Stop it, since the ceiling is moving instantly here.
	StopInterpolation();
	m_WhichDoorIndex = P_FindSlidingDoorType (line->sidedef[0]->GetTexture(side_t::top));
	if (m_WhichDoorIndex < 0)
	{
		Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
		m_Status = Dead;
		return;
	}

	m_Line1 = line;
	m_Line2 = line;

	for (int i = 0; i < sec->linecount; ++i)
	{
		if (sec->lines[i] == line)
			continue;

		if (sec->lines[i]->sidedef[0]->GetTexture(side_t::top) == line->sidedef[0]->GetTexture(side_t::top))
		{
			m_Line2 = sec->lines[i];
			break;
		}
	}


	picnum = m_Line1->sidedef[0]->GetTexture(side_t::top);
	m_Line1->sidedef[0]->SetTexture(side_t::mid, picnum);
	m_Line2->sidedef[0]->SetTexture(side_t::mid, picnum);

	// don't forget texture scaling here!
	FTexture *tex = TexMan[picnum];
	topdist = tex ? tex->GetScaledHeight() : 64;

	topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;

	m_Status = Opening;
	m_Speed = speed;
	m_Delay = delay;
	m_Timer = m_Speed;
	m_Frame = 0;
	m_Line1->flags |= ML_BLOCKING;
	m_Line2->flags |= ML_BLOCKING;
	m_BotDist = m_Sector->ceilingplane.d;
	MoveCeiling (2048*FRACUNIT, topdist, 1);
	if (DoorAnimations[m_WhichDoorIndex].OpenSound != NAME_None)
	{
		SN_StartSequence (m_Sector, CHAN_INTERIOR, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
	}
}
Example #3
0
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim)
	: DMovingCeiling (sec)
{
	fixed_t topdist;
	FTextureID picnum;

	// The DMovingCeiling constructor automatically sets up an interpolation for us.
	// Stop it, since the ceiling is moving instantly here.
	StopInterpolation();
	m_DoorAnim = anim;

	m_Line1 = line;
	m_Line2 = line;

	for (int i = 0; i < sec->linecount; ++i)
	{
		if (sec->lines[i] == line)
			continue;

		if (sec->lines[i]->sidedef[0]->GetTexture(side_t::top) == line->sidedef[0]->GetTexture(side_t::top))
		{
			m_Line2 = sec->lines[i];
			break;
		}
	}


	picnum = m_Line1->sidedef[0]->GetTexture(side_t::top);
	m_Line1->sidedef[0]->SetTexture(side_t::mid, picnum);
	m_Line2->sidedef[0]->SetTexture(side_t::mid, picnum);

	// don't forget texture scaling here!
	FTexture *tex = TexMan[picnum];
	topdist = tex ? tex->GetScaledHeight() : 64;

	topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;

	m_Status = Opening;
	m_Speed = speed;
	m_Delay = delay;
	m_Timer = m_Speed;
	m_Frame = 0;
	m_SetBlocking1 = !!(m_Line1->flags & ML_BLOCKING);
	m_SetBlocking2 = !!(m_Line2->flags & ML_BLOCKING);
	m_Line1->flags |= ML_BLOCKING;
	m_Line2->flags |= ML_BLOCKING;
	m_BotDist = m_Sector->ceilingplane.d;
	MoveCeiling (2048*FRACUNIT, topdist, 1);
	if (m_DoorAnim->OpenSound != NAME_None)
	{
		SN_StartSequence (m_Sector, CHAN_INTERIOR, m_DoorAnim->OpenSound, 1);
	}
}
Example #4
0
void DPillar::RunThink ()
{
	int r, s;

	if (m_Type == pillarBuild)
	{
		r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, 1);
		s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, -1);
	}
	else
	{
		r = MoveFloor (m_FloorSpeed, m_FloorTarget, m_Crush, -1);
		s = MoveCeiling (m_CeilingSpeed, m_CeilingTarget, m_Crush, 1);
	}

	if (r == pastdest && s == pastdest)
	{
		m_Status = finished;
		PlayPillarSound();
		P_SetPillarDestroy(this);
	}
}
Example #5
0
//
// T_MoveCeiling
//
void DCeiling::RunThink ()
{
	EResult res;

	switch (m_Direction)
	{
	case 0:
		// IN STASIS
		break;
	case 1:
		// UP
		res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);

		if (res == pastdest)
		{
			S_StopSound (m_Sector->soundorg);
			S_Sound (m_Sector->soundorg, CHAN_BODY, "plats/pt1_stop", 1, ATTN_NORM);

			switch (m_Type)
			{
			case ceilCrushAndRaise:
				m_Direction = -1;
				m_Speed = m_Speed1;
				PlayCeilingSound ();
				break;

			// movers with texture change, change the texture then get removed
			case genCeilingChgT:
			case genCeilingChg0:
				m_Sector->special = m_NewSpecial;
			case genCeilingChg:
				m_Sector->ceilingpic = m_Texture;
				// fall through
			default:
				Destroy ();
				break;
			}

		}
		break;

	case -1:
		// DOWN
		res = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction);

		if (res == pastdest)
		{
			S_StopSound (m_Sector->soundorg);
			S_Sound (m_Sector->soundorg, CHAN_BODY, "plats/pt1_stop", 1, ATTN_NORM);

			switch (m_Type)
			{
			case ceilCrushAndRaise:
			case ceilCrushRaiseAndStay:
				m_Speed = m_Speed2;
				m_Direction = 1;
				PlayCeilingSound ();
				break;

			// in the case of ceiling mover/changer, change the texture
			// then remove the active ceiling
			case genCeilingChgT:
			case genCeilingChg0:
				m_Sector->special = m_NewSpecial;
			case genCeilingChg:
				m_Sector->ceilingpic = m_Texture;
				// fall through
			default:
				Destroy ();
				break;
			}
		}
		else // ( res != pastdest )
		{
			if (res == crushed)
			{
				switch (m_Type)
				{
				case ceilCrushAndRaise:
				case ceilLowerAndCrush:
					if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
						m_Speed = FRACUNIT / 8;
						break;

				default:
					break;
				}
			}
		}
		break;
	}
}
bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling)
{
	extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
	bool ok = true;

	for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
	{
		switch(scrollplane.Sectors[i].Type)
		{
		case LINK_FLOOR:
			ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
			break;

		case LINK_CEILING:
			ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
			break;

		case LINK_BOTH:
			if (move < 0)
			{
				ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
				ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
			}
			else
			{
				ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
				ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
			}
			break;

		case LINK_FLOORMIRROR:
			ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
			break;

		case LINK_CEILINGMIRROR:
			ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
			break;

		case LINK_BOTHMIRROR:
			if (move > 0)
			{
				ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
				ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
			}
			else
			{
				ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
				ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
			}
			break;

		case LINK_FLOOR+LINK_CEILINGMIRROR:
			ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
			ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
			break;

		case LINK_CEILING+LINK_FLOORMIRROR:
			ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
			ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
			break;

		default:
			// all other types are invalid and have to be elimintated in the attachment stage
			break;
		}
	}
	return ok;
}
Example #7
0
void DDoor::Tick ()
{
	EResult res;

	if (m_Sector->floorplane.d != m_OldFloorDist)
	{
		if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
			!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
		{
			m_OldFloorDist = m_Sector->floorplane.d;
			m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
				m_Sector->floorplane.ZatPoint (m_BotSpot));
		}
	}

	switch (m_Direction)
	{
	case 0:
		// WAITING
		if (!--m_TopCountdown)
		{
			switch (m_Type)
			{
			case doorRaise:
				m_Direction = -1; // time to go back down
				DoorSound (false);
				break;
				
			case doorCloseWaitOpen:
				m_Direction = 1;
				DoorSound (true);
				break;
				
			default:
				break;
			}
		}
		break;
		
	case 2:
		//	INITIAL WAIT
		if (!--m_TopCountdown)
		{
			switch (m_Type)
			{
			case doorRaiseIn5Mins:
				m_Direction = 1;
				m_Type = doorRaise;
				DoorSound (true);
				break;
				
			default:
				break;
			}
		}
		break;
		
	case -1:
		// DOWN
		res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);

		// killough 10/98: implement gradual lighting effects
		if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
		{
			EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
				m_TopDist + m_Sector->floorplane.d));
		}

		if (res == pastdest)
		{
			SN_StopSequence (m_Sector, CHAN_CEILING);
			switch (m_Type)
			{
			case doorRaise:
			case doorClose:
				m_Sector->ceilingdata = NULL;	//jff 2/22/98
				Destroy ();						// unlink and free
				break;
				
			case doorCloseWaitOpen:
				m_Direction = 0;
				m_TopCountdown = m_TopWait;
				break;
				
			default:
				break;
			}
		}
		else if (res == crushed)
		{
			switch (m_Type)
			{
			case doorClose:				// DO NOT GO BACK UP!
				break;
				
			default:
				m_Direction = 1;
				DoorSound (true);
				break;
			}
		}
		break;
		
	case 1:
		// UP
		res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
		
		// killough 10/98: implement gradual lighting effects
		if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
		{
			EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
				m_TopDist + m_Sector->floorplane.d));
		}

		if (res == pastdest)
		{
			SN_StopSequence (m_Sector, CHAN_CEILING);
			switch (m_Type)
			{
			case doorRaise:
				m_Direction = 0; // wait at top
				m_TopCountdown = m_TopWait;
				break;
				
			case doorCloseWaitOpen:
			case doorOpen:
				m_Sector->ceilingdata = NULL;	//jff 2/22/98
				Destroy ();						// unlink and free
				break;
				
			default:
				break;
			}
		}
		else if (res == crushed)
		{
			switch (m_Type)
			{
			case doorRaise:
			case doorRaiseIn5Mins:
				m_Direction = -1;
				DoorSound(false);
				break;

			default:
				break;
			}
		}
		break;
	}
}
Example #8
0
void DAnimatedDoor::Tick ()
{
	if (m_DoorAnim == NULL)
	{
		// can only happen when a bad savegame is loaded.
		Destroy();
		return;
	}

	switch (m_Status)
	{
	case Dead:
		m_Sector->ceilingdata = NULL;
		Destroy ();
		break;

	case Opening:
		if (!m_Timer--)
		{
			if (++m_Frame >= m_DoorAnim->NumTextureFrames)
			{
				// IF DOOR IS DONE OPENING...
				m_Line1->flags &= ~ML_BLOCKING;
				m_Line2->flags &= ~ML_BLOCKING;

				if (m_Delay == 0)
				{
					m_Sector->ceilingdata = NULL;
					Destroy ();
					break;
				}

				m_Timer = m_Delay;
				m_Status = Waiting;
			}
			else
			{
				// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
				m_Timer = m_Speed;

				m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
			}
		}
		break;

	case Waiting:
		// IF DOOR IS DONE WAITING...
		if (!m_Timer--)
		{
			if (!StartClosing())
			{
				m_Timer = m_Delay;
			}
		}
		break;

	case Closing:
		if (!m_Timer--)
		{
			if (--m_Frame < 0)
			{
				// IF DOOR IS DONE CLOSING...
				MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
				m_Sector->ceilingdata = NULL;
				Destroy ();
				// Unset blocking flags on lines that didn't start with them. Since the
				// ceiling is down now, we shouldn't need this flag anymore to keep things
				// from getting through.
				if (!m_SetBlocking1)
				{
					m_Line1->flags &= ~ML_BLOCKING;
				}
				if (!m_SetBlocking2)
				{
					m_Line2->flags &= ~ML_BLOCKING;
				}
				break;
			}
			else
			{
				// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
				m_Timer = m_Speed;

				m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
				m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
			}
		}
		break;
	}
}
Example #9
0
void DCeiling::Tick ()
{
	EResult res;
		
	switch (m_Direction)
	{
	case 0:
		// IN STASIS
		break;
	case 1:
		// UP
		res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);
		
		if (res == pastdest)
		{
			switch (m_Type)
			{
			case 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->special = 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 = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_Hexencrush);
		
		if (res == pastdest)
		{
			switch (m_Type)
			{
			case ceilCrushAndRaise:
			case 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->special = 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 == crushed)
			{
				switch (m_Type)
				{
				case ceilCrushAndRaise:
				case ceilLowerAndCrush:
				case ceilLowerAndCrushDist:
					if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
						m_Speed = FRACUNIT / 8;
						break;

				default:
					break;
				}
			}
		}
		break;
	}
}
Example #10
0
//
// T_VerticalDoor
//
void DDoor::RunThink ()
{
	fixed_t ceilingheight = P_CeilingHeight(m_Sector);
	fixed_t floorheight = P_FloorHeight(m_Sector);
	
	EResult res;
		
	switch (m_Status)
	{
	case finished:
		PlayDoorSound();
		// fall through
	case destroy:
		P_SetDoorDestroy(this);
		return;
		
	case waiting:
		// WAITING
		if (!--m_TopCountdown)
		{
			switch (m_Type)
			{
			case doorRaise:
				// time to go back down
				m_Status = closing;
				PlayDoorSound();
				break;
				
			case doorCloseWaitOpen:
				m_Status = opening;
				PlayDoorSound();
				break;
				
			default:
				break;
			}
		}
		break;
		
	case init:
		//	INITIAL WAIT
		if (!--m_TopCountdown)
		{
			switch (m_Type)
			{
			case doorRaiseIn5Mins:
				m_Type = doorRaise;
				m_Status = opening;
				PlayDoorSound();
				break;

			default:
				break;
			}
		}
		break;
		
	case closing:
		res = MoveCeiling(m_Speed, floorheight, false, -1);
		
        if (m_Line && m_Line->id)
        {
            EV_LightTurnOnPartway(m_Line->id,
                FixedDiv(ceilingheight - floorheight, m_TopHeight - floorheight));
        }
		if (res == pastdest)
		{
			//S_StopSound (m_Sector->soundorg);
			SN_StopSequence (m_Sector);
			switch (m_Type)
			{
			case doorRaise:
			case doorClose:
				m_Status = finished;
				return;
				
			case doorCloseWaitOpen:
				m_TopCountdown = m_TopWait;
				m_Status = waiting;
				break;
				
			default:
				break;
			}
            if (m_Line && m_Line->id)
            {
                EV_LightTurnOnPartway(m_Line->id, 0);
            }
		}
		else if (res == crushed)
		{
			switch (m_Type)
			{
			case doorClose:				// DO NOT GO BACK UP!
				break;
				
			default:
				m_Status = reopening;
				PlayDoorSound();
				break;
			}
		}
		break;
		
	case reopening:
	case opening:
		res = MoveCeiling(m_Speed, m_TopHeight, false, 1);
		
        if (m_Line && m_Line->id)
        {
            EV_LightTurnOnPartway(m_Line->id,
                FixedDiv(ceilingheight - floorheight, m_TopHeight - floorheight));
        }
		if (res == pastdest)
		{
			//S_StopSound (m_Sector->soundorg);
			SN_StopSequence (m_Sector);
			switch (m_Type)
			{
			case doorRaise:
				// wait at top
				m_TopCountdown = m_TopWait;
				m_Status = waiting;
				break;
				
			case doorCloseWaitOpen:
			case doorOpen:
				m_Status = finished;
				return;
				
			default:
				break;
			}
            if (m_Line && m_Line->id)
            {
                EV_LightTurnOnPartway(m_Line->id, FRACUNIT);
            }
		}
		break;
	default:
		break;
	}
}
Example #11
0
//
// T_MoveCeiling
//
void DCeiling::Tick ()
{
	EResult res;
		
	switch (m_Direction)
	{
	case 0:
		// IN STASIS
		break;
	case 1:
		// UP
		res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);
		
		// [BC] Don't need to do anything more here if we're a client.
		if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( )))
			break;

		if (res == pastdest)
		{
			// [BC] If the sector has reached its destination, this is probably a good time to verify all the clients
			// have the correct floor/ceiling height for this sector.
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			{
				if ( m_Sector->floorOrCeiling == 0 )
					SERVERCOMMANDS_SetSectorFloorPlane( ULONG( m_Sector - sectors ));
				else
					SERVERCOMMANDS_SetSectorCeilingPlane( ULONG( m_Sector - sectors ));
			}

			switch (m_Type)
			{
			case ceilCrushAndRaise:
				m_Direction = -1;
				m_Speed = m_Speed1;
				if (!SN_IsMakingLoopingSound (m_Sector))
					PlayCeilingSound ();

				// [BC] If we're the server, send out a bunch of updates to clients.
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				{
					// Tell clients to change the direction of the ceiling.
					SERVERCOMMANDS_ChangeCeilingDirection( m_lCeilingID, m_Direction );

					// Tell clients to change the speed of the ceiling.
					SERVERCOMMANDS_ChangeCeilingSpeed( m_lCeilingID, m_Speed );

					// Potentially tell clients to stop playing a ceiling sound.
					if ( SN_IsMakingLoopingSound( m_Sector ) == false )
						SERVERCOMMANDS_PlayCeilingSound( m_lCeilingID );
				}
				break;
				
			// movers with texture change, change the texture then get removed
			case genCeilingChgT:
			case genCeilingChg0:
				m_Sector->special = m_NewSpecial;
				// fall through
			case genCeilingChg:
				m_Sector->SetTexture(sector_t::ceiling, m_Texture);
				// fall through
			default:

				// [BC] If we're the server, tell the client to destroy this ceiling.
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				{
					SERVERCOMMANDS_StopSectorSequence( m_Sector );
					SERVERCOMMANDS_DestroyCeiling( m_lCeilingID );
				}

				SN_StopSequence (m_Sector);
				Destroy ();
				break;
			}
		}
		break;
		
	case -1:
		// DOWN
		res = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction, m_Hexencrush);
		
		// [BC] Don't need to do anything more here if we're a client.
		if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( )))
			break;

		if (res == pastdest)
		{
			// [BC] If the sector has reached its destination, this is probably a good time to verify all the clients
			// have the correct floor/ceiling height for this sector.
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			{
				if ( m_Sector->floorOrCeiling == 0 )
					SERVERCOMMANDS_SetSectorFloorPlane( ULONG( m_Sector - sectors ));
				else
					SERVERCOMMANDS_SetSectorCeilingPlane( ULONG( m_Sector - sectors ));
			}

			switch (m_Type)
			{
			case ceilCrushAndRaise:
			case ceilCrushRaiseAndStay:
				m_Speed = m_Speed2;
				m_Direction = 1;
				if (!SN_IsMakingLoopingSound (m_Sector))
					PlayCeilingSound ();

				// [BC] If we're the server, send out a bunch of updates to clients.
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				{
					// Tell clients to change the direction of the ceiling.
					SERVERCOMMANDS_ChangeCeilingDirection( m_lCeilingID, m_Direction );

					// Tell clients to change the speed of the ceiling.
					SERVERCOMMANDS_ChangeCeilingSpeed( m_lCeilingID, m_Speed );

					// Potentially tell clients to stop playing a ceiling sound.
					if ( SN_IsMakingLoopingSound( m_Sector ) == false )
						SERVERCOMMANDS_PlayCeilingSound( m_lCeilingID );
				}
				break;

			// in the case of ceiling mover/changer, change the texture
			// then remove the active ceiling
			case genCeilingChgT:
			case genCeilingChg0:
				m_Sector->special = m_NewSpecial;
				// fall through
			case genCeilingChg:
				m_Sector->SetTexture(sector_t::ceiling, m_Texture);
				// fall through
			default:

				// [BC] If we're the server, tell the client to destroy this ceiling.
				if ( NETWORK_GetState( ) == NETSTATE_SERVER )
				{
					SERVERCOMMANDS_StopSectorSequence( m_Sector );
					SERVERCOMMANDS_DestroyCeiling( m_lCeilingID );
				}

				SN_StopSequence (m_Sector);
				Destroy ();
				break;
			}
		}
		else // ( res != pastdest )
		{
			if (res == crushed)
			{
				switch (m_Type)
				{
				case ceilCrushAndRaise:
				case ceilLowerAndCrush:
					if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
					{
						m_Speed = FRACUNIT / 8;

						// [BC] If we're the server, tell clients to change the ceiling's speed.
						if ( NETWORK_GetState( ) == NETSTATE_SERVER )
							SERVERCOMMANDS_ChangeCeilingSpeed( m_lCeilingID, m_Speed );
					}
					break;

				default:
					break;
				}
			}
		}
		break;
	}
}
Example #12
0
//
// T_VerticalDoor
//
void DDoor::RunThink ()
{
    EResult res;

    switch (m_Direction)
    {
    case 0:
        // WAITING
        if (!--m_TopCountdown)
        {
            switch (m_Type)
            {
            case doorRaise:
                m_Direction = -1; // time to go back down
                DoorSound (false);
                break;

            case doorCloseWaitOpen:
                m_Direction = 1;
                DoorSound (true);
                break;

            default:
                break;
            }
        }
        break;

    case 2:
        //	INITIAL WAIT
        if (!--m_TopCountdown)
        {
            switch (m_Type)
            {
            case doorRaiseIn5Mins:
                m_Direction = 1;
                m_Type = doorRaise;
                DoorSound (true);
                break;

            default:
                break;
            }
        }
        break;

    case -1:
        // DOWN
        res = MoveCeiling (m_Speed, m_Sector->floorheight, false, m_Direction);
        if (m_Line && m_Line->id)
        {
            EV_LightTurnOnPartway(m_Line->id,
                                  FixedDiv(
                                      m_Sector->ceilingheight - m_Sector->floorheight,
                                      m_TopHeight - m_Sector->floorheight
                                  )
                                 );
        }
        if (res == pastdest)
        {
            //S_StopSound (m_Sector->soundorg);
            switch (m_Type)
            {
            case doorRaise:
            case doorClose:
                m_Sector->ceilingdata = NULL;	//jff 2/22/98
                Destroy ();						// unlink and free
                break;

            case doorCloseWaitOpen:
                m_Direction = 0;
                m_TopCountdown = m_TopWait;
                break;

            default:
                break;
            }
            if (m_Line && m_Line->id)
            {
                EV_LightTurnOnPartway(m_Line->id, 0);
            }
        }
        else if (res == crushed)
        {
            switch (m_Type)
            {
            case doorClose:				// DO NOT GO BACK UP!
                break;

            default:
                m_Direction = 1;
                DoorSound (true);
                break;
            }
        }
        break;

    case 1:
        // UP
        res = MoveCeiling (m_Speed, m_TopHeight, false, m_Direction);

        if (m_Line && m_Line->id)
        {
            EV_LightTurnOnPartway(m_Line->id,
                                  FixedDiv(
                                      m_Sector->ceilingheight - m_Sector->floorheight,
                                      m_TopHeight - m_Sector->floorheight
                                  )
                                 );
        }
        if (res == pastdest)
        {
            //S_StopSound (m_Sector->soundorg);
            switch (m_Type)
            {
            case doorRaise:
                m_Direction = 0; // wait at top
                m_TopCountdown = m_TopWait;
                break;

            case doorCloseWaitOpen:
            case doorOpen:
                m_Sector->ceilingdata = NULL;	//jff 2/22/98
                Destroy ();						// unlink and free
                break;

            default:
                break;
            }
            if (m_Line && m_Line->id)
            {
                EV_LightTurnOnPartway(m_Line->id, FRACUNIT);
            }
        }
        break;
    }
}
Example #13
0
void DAnimatedDoor::Tick ()
{
	FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];

	switch (m_Status)
	{
	case Dead:
		m_Sector->ceilingdata = NULL;
		Destroy ();
		break;

	case Opening:
		if (!m_Timer--)
		{
			if (++m_Frame >= ani.NumTextureFrames)
			{
				// IF DOOR IS DONE OPENING...
				m_Line1->flags &= ~ML_BLOCKING;
				m_Line2->flags &= ~ML_BLOCKING;

				if (m_Delay == 0)
				{
					m_Sector->ceilingdata = NULL;
					Destroy ();
					break;
				}

				m_Timer = m_Delay;
				m_Status = Waiting;
			}
			else
			{
				// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
				m_Timer = m_Speed;

				m_Line1->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line1->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line2->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line2->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
			}
		}
		break;

	case Waiting:
		// IF DOOR IS DONE WAITING...
		if (!m_Timer--)
		{
			if (!StartClosing())
			{
				m_Timer = m_Delay;
			}
		}
		break;

	case Closing:
		if (!m_Timer--)
		{
			if (--m_Frame < 0)
			{
				// IF DOOR IS DONE CLOSING...
				MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
				m_Sector->ceilingdata = NULL;
				Destroy ();
				break;
			}
			else
			{
				// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
				m_Timer = m_Speed;

				m_Line1->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line1->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line2->sidedef[0]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
				m_Line2->sidedef[1]->SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
			}
		}
		break;
	}
}