예제 #1
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;
	}
}
예제 #2
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;
	}
}
예제 #3
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;
	}
}