示例#1
0
//
// Do Platforms
//	[RH] Changed amount to height and added delay,
//		 lip, change, tag, and speed parameters.
//
BOOL EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, int height,
				int speed, int delay, int lip, int change)
{
	DPlat *plat;
	int secnum;
	sector_t *sec;
	int rtn = false;
	BOOL manual = false;

	// [RH] If tag is zero, use the sector on the back side
	//		of the activating line (if any).
	if (!tag)
	{
		if (!line || !(sec = line->backsector))
			return false;
		secnum = sec - sectors;
		manual = true;
		goto manual_plat;
	}

	//	Activate all <type> plats that are in_stasis
	switch (type)
	{
	case DPlat::platToggle:
		rtn = true;
	case DPlat::platPerpetualRaise:
		P_ActivateInStasis (tag);
		break;
	
	default:
		break;
	}
		
	secnum = -1;
	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sec = &sectors[secnum];

manual_plat:
		if (sec->floordata)
			continue;
		
		// Find lowest & highest floors around sector
		rtn = true;
		plat = new DPlat (sec);

		plat->m_Type = type;
		plat->m_Crush = false;
		plat->m_Tag = tag;
		plat->m_Speed = speed;
		plat->m_Wait = delay;

		//jff 1/26/98 Avoid raise plat bouncing a head off a ceiling and then
		//going down forever -- default lower to plat height when triggered
		plat->m_Low = sec->floorheight;

		if (change)
		{
			if (line)
				sec->floorpic = sides[line->sidenum[0]].sector->floorpic;
			if (change == 1)
				sec->special = 0;	// Stop damage and other stuff, if any
		}

		switch (type)
		{
		case DPlat::platRaiseAndStay:
			plat->m_High = P_FindNextHighestFloor (sec, sec->floorheight);
			plat->m_Status = DPlat::midup;
			plat->PlayPlatSound();
			break;

		case DPlat::platUpByValue:
		case DPlat::platUpByValueStay:
			plat->m_High = sec->floorheight + height;
			plat->m_Status = DPlat::midup;
			plat->PlayPlatSound();
			break;
		
		case DPlat::platDownByValue:
			plat->m_Low = sec->floorheight - height;
			plat->m_Status = DPlat::middown;
			plat->PlayPlatSound();
			break;

		case DPlat::platDownWaitUpStay:
			plat->m_Low = P_FindLowestFloorSurrounding (sec) + lip*FRACUNIT;

			if (plat->m_Low > sec->floorheight)
				plat->m_Low = sec->floorheight;

			plat->m_High = sec->floorheight;
			plat->m_Status = DPlat::down;
			plat->PlayPlatSound();
			break;
		
		case DPlat::platUpWaitDownStay:
			plat->m_High = P_FindHighestFloorSurrounding (sec);

			if (plat->m_High < sec->floorheight)
				plat->m_High = sec->floorheight;

			plat->m_Status = DPlat::up;
			plat->PlayPlatSound();
			break;

		case DPlat::platPerpetualRaise:
			plat->m_Low = P_FindLowestFloorSurrounding (sec) + lip*FRACUNIT;

			if (plat->m_Low > sec->floorheight)
				plat->m_Low = sec->floorheight;

			plat->m_High = P_FindHighestFloorSurrounding (sec);

			if (plat->m_High < sec->floorheight)
				plat->m_High = sec->floorheight;

			plat->m_Status = P_Random () & 1 ? DPlat::down : DPlat::up;

			plat->PlayPlatSound();
			break;

		case DPlat::platToggle:	//jff 3/14/98 add new type to support instant toggle
			plat->m_Crush = false;	//jff 3/14/98 crush anything in the way

			// set up toggling between ceiling, floor inclusive
			plat->m_Low = sec->ceilingheight;
			plat->m_High = sec->floorheight;
			plat->m_Status = DPlat::down;
// 			SN_StartSequence (sec, "Silence");
			break;

		case DPlat::platDownToNearestFloor:
			plat->m_Low = P_FindNextLowestFloor (sec, sec->floorheight) + lip*FRACUNIT;
			plat->m_Status = DPlat::down;
			plat->m_High = sec->floorheight;
			plat->PlayPlatSound();
			break;

		case DPlat::platDownToLowestCeiling:
		    plat->m_Low = P_FindLowestCeilingSurrounding (sec);
			plat->m_High = sec->floorheight;

			if (plat->m_Low > sec->floorheight)
				plat->m_Low = sec->floorheight;

			plat->m_Status = DPlat::down;
			plat->PlayPlatSound();
			break;

		default:
			break;
		}
		if (manual)
			return rtn;
	}
	return rtn;
}
示例#2
0
bool FLevelLocals::EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change)
{
	DPlat *plat;
	int secnum;
	sector_t *sec;
	bool rtn = false;
	bool manual = false;
	double newheight = 0;
	vertex_t *spot;

	if (tag != 0)
	{
		//	Activate all <type> plats that are in_stasis
		switch (type)
		{
		case DPlat::platToggle:
			rtn = true;
		case DPlat::platPerpetualRaise:
			ActivateInStasisPlat (tag);
			break;

		default:
			break;
		}
	}


	// [RH] If tag is zero, use the sector on the back side
	//		of the activating line (if any).
	auto itr = GetSectorTagIterator(tag, line);
	while ((secnum = itr.Next()) >= 0)
	{
		sec = &sectors[secnum];

		if (sec->PlaneMoving(sector_t::floor))
		{
			continue;
		}

		// Find lowest & highest floors around sector
		rtn = true;
		plat = CreateThinker<DPlat> (sec);

		plat->m_Type = type;
		plat->m_Crush = -1;
		plat->m_Tag = tag;
		plat->m_Speed = speed;
		plat->m_Wait = delay;

		//jff 1/26/98 Avoid raise plat bouncing a head off a ceiling and then
		//going down forever -- default lower to plat height when triggered
		plat->m_Low = sec->floorplane.fD();

		if (change)
		{
			if (line)
				sec->SetTexture(sector_t::floor, line->sidedef[0]->sector->GetTexture(sector_t::floor));
			if (change == 1) sec->ClearSpecial();
		}

		switch (type)
		{
		case DPlat::platRaiseAndStay:
		case DPlat::platRaiseAndStayLockout:
			newheight = FindNextHighestFloor (sec, &spot);
			plat->m_High = sec->floorplane.PointToDist (spot, newheight);
			plat->m_Low = sec->floorplane.fD();
			plat->m_Status = DPlat::up;
			plat->PlayPlatSound ("Floor");
			sec->ClearSpecial();
			break;

		case DPlat::platUpByValue:
		case DPlat::platUpByValueStay:
			newheight = sec->floorplane.ZatPoint (sec->centerspot) + height;
			plat->m_High = sec->floorplane.PointToDist (sec->centerspot, newheight);
			plat->m_Low = sec->floorplane.fD();
			plat->m_Status = DPlat::up;
			plat->PlayPlatSound ("Floor");
			break;
		
		case DPlat::platDownByValue:
			newheight = sec->floorplane.ZatPoint (sec->centerspot) - height;
			plat->m_Low = sec->floorplane.PointToDist (sec->centerspot, newheight);
			plat->m_High = sec->floorplane.fD();
			plat->m_Status = DPlat::down;
			plat->PlayPlatSound ("Floor");
			break;

		case DPlat::platDownWaitUpStay:
		case DPlat::platDownWaitUpStayStone:
			newheight = FindLowestFloorSurrounding (sec, &spot) + lip;
			plat->m_Low = sec->floorplane.PointToDist (spot, newheight);

			if (plat->m_Low < sec->floorplane.fD())
				plat->m_Low = sec->floorplane.fD();

			plat->m_High = sec->floorplane.fD();
			plat->m_Status = DPlat::down;
			plat->PlayPlatSound (type == DPlat::platDownWaitUpStay ? "Platform" : "Floor");
			break;
		
		case DPlat::platUpNearestWaitDownStay:
			newheight = FindNextHighestFloor (sec, &spot);
			// Intentional fall-through

		case DPlat::platUpWaitDownStay:
			if (type == DPlat::platUpWaitDownStay)
			{
				newheight = FindHighestFloorSurrounding (sec, &spot);
			}
			plat->m_High = sec->floorplane.PointToDist (spot, newheight);
			plat->m_Low = sec->floorplane.fD();

			if (plat->m_High > sec->floorplane.fD())
				plat->m_High = sec->floorplane.fD();

			plat->m_Status = DPlat::up;
			plat->PlayPlatSound ("Platform");
			break;

		case DPlat::platPerpetualRaise:
			newheight = FindLowestFloorSurrounding (sec, &spot) + lip;
			plat->m_Low =  sec->floorplane.PointToDist (spot, newheight);

			if (plat->m_Low < sec->floorplane.fD())
				plat->m_Low = sec->floorplane.fD();

			newheight = FindHighestFloorSurrounding (sec, &spot);
			plat->m_High =  sec->floorplane.PointToDist (spot, newheight);

			if (plat->m_High > sec->floorplane.fD())
				plat->m_High = sec->floorplane.fD();

			plat->m_Status = pr_doplat() & 1 ? DPlat::up : DPlat::down;

			plat->PlayPlatSound ("Platform");
			break;

		case DPlat::platToggle:	//jff 3/14/98 add new type to support instant toggle
			plat->m_Crush = 10;	//jff 3/14/98 crush anything in the way

			// set up toggling between ceiling, floor inclusive
			newheight = FindLowestCeilingPoint(sec, &spot);
			plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
			plat->m_High = sec->floorplane.fD();
			plat->m_Status = DPlat::down;
			SN_StartSequence (sec, CHAN_FLOOR, "Silence", 0);
			break;

		case DPlat::platDownToNearestFloor:
			newheight = FindNextLowestFloor (sec, &spot) + lip;
			plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
			plat->m_Status = DPlat::down;
			plat->m_High = sec->floorplane.fD();
			plat->PlayPlatSound ("Platform");
			break;

		case DPlat::platDownToLowestCeiling:
			newheight = FindLowestCeilingSurrounding (sec, &spot);
		    plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
			plat->m_High = sec->floorplane.fD();

			if (plat->m_Low < sec->floorplane.fD())
				plat->m_Low = sec->floorplane.fD();

			plat->m_Status = DPlat::down;
			plat->PlayPlatSound ("Platform");
			break;

		default:
			break;
		}
	}
	return rtn;
}