gzdoom-gles/src/po_man.cpp

1564 lines
37 KiB
C++
Raw Normal View History

//**************************************************************************
//**
//** PO_MAN.C : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: po_man.c,v $
//** $Revision: 1.22 $
//** $Date: 95/09/28 18:20:56 $
//** $Author: cjr $
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "r_local.h"
#include "i_system.h"
#include "w_wad.h"
#include "m_swap.h"
#include "m_bbox.h"
#include "tables.h"
#include "s_sndseq.h"
#include "a_sharedglobal.h"
#include "r_main.h"
// MACROS ------------------------------------------------------------------
#define PO_MAXPOLYSEGS 64
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
BOOL PO_MovePolyobj (int num, int x, int y);
BOOL PO_RotatePolyobj (int num, angle_t angle);
void PO_Init (void);
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static polyobj_t *GetPolyobj (int polyNum);
static int GetPolyobjMirror (int poly);
static void UpdateSegBBox (seg_t *seg);
static void RotatePt (int an, fixed_t *x, fixed_t *y, fixed_t startSpotX,
fixed_t startSpotY);
static void UnLinkPolyobj (polyobj_t *po);
static void LinkPolyobj (polyobj_t *po);
static BOOL CheckMobjBlocking (seg_t *seg, polyobj_t *po);
static void InitBlockMap (void);
static void IterFindPolySegs (vertex_t *v1, vertex_t *v2, seg_t **segList);
static void SpawnPolyobj (int index, int tag, int type);
static void TranslateToStartSpot (int tag, int originX, int originY);
static void DoMovePolyobj (polyobj_t *po, int x, int y);
static void InitSegLists ();
static void KillSegLists ();
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern seg_t *segs;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
polyblock_t **PolyBlockMap;
polyobj_t *polyobjs; // list of all poly-objects on the level
int po_NumPolyobjs;
polyspawns_t *polyspawns; // [RH] Let P_SpawnMapThings() find our thingies for us
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static int PolySegCount;
static SDWORD *SegListHead; // contains numvertexes elements
static TArray<SDWORD> KnownPolySegs;
// CODE --------------------------------------------------------------------
IMPLEMENT_CLASS (DPolyAction)
IMPLEMENT_CLASS (DRotatePoly)
IMPLEMENT_CLASS (DMovePoly)
IMPLEMENT_CLASS (DPolyDoor)
DPolyAction::DPolyAction ()
{
}
void DPolyAction::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_PolyObj << m_Speed << m_Dist;
}
DPolyAction::DPolyAction (int polyNum)
{
m_PolyObj = polyNum;
m_Speed = 0;
m_Dist = 0;
SetInterpolation ();
}
DPolyAction::~DPolyAction ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == NULL || poly->specialdata == this)
{
poly->specialdata = NULL;
StopInterpolation ();
}
}
void DPolyAction::SetInterpolation ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
for (int i = 0; i < poly->numsegs; ++i)
{
setinterpolation (INTERP_Vertex, poly->segs[i]->v1);
setinterpolation (INTERP_Vertex, poly->segs[i]->v2);
}
}
void DPolyAction::StopInterpolation ()
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
for (int i = 0; i < poly->numsegs; ++i)
{
stopinterpolation (INTERP_Vertex, poly->segs[i]->v1);
stopinterpolation (INTERP_Vertex, poly->segs[i]->v2);
}
}
DRotatePoly::DRotatePoly ()
{
}
DRotatePoly::DRotatePoly (int polyNum)
: Super (polyNum)
{
}
DMovePoly::DMovePoly ()
{
}
void DMovePoly::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Angle << m_xSpeed << m_ySpeed;
}
DMovePoly::DMovePoly (int polyNum)
: Super (polyNum)
{
m_Angle = 0;
m_xSpeed = 0;
m_ySpeed = 0;
}
DPolyDoor::DPolyDoor ()
{
}
void DPolyDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Direction << m_TotalDist << m_Tics << m_WaitTics << m_Type << m_Close;
}
DPolyDoor::DPolyDoor (int polyNum, podoortype_t type)
: Super (polyNum), m_Type (type)
{
m_Direction = 0;
m_TotalDist = 0;
m_Tics = 0;
m_WaitTics = 0;
m_Close = false;
}
// ===== Polyobj Event Code =====
//==========================================================================
//
// T_RotatePoly
//
//==========================================================================
void DRotatePoly::Tick ()
{
if (PO_RotatePolyobj (m_PolyObj, m_Speed))
{
unsigned int absSpeed = abs (m_Speed);
2006-04-11 16:27:41 +00:00
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= absSpeed;
2006-04-11 16:27:41 +00:00
if (m_Dist <= 0 && m_Dist+absSpeed>0)
{
polyobj_t *poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
SN_StopSequence (poly);
Destroy ();
}
else if ((unsigned int)m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
}
}
}
//==========================================================================
//
// EV_RotatePoly
//
//==========================================================================
bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle,
int direction, BOOL overRide)
{
int mirror;
DRotatePoly *pe;
polyobj_t *poly;
if ( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata && !overRide)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
}
pe = new DRotatePoly (polyNum);
if (byteAngle)
{
if (byteAngle == 255)
{
pe->m_Dist = ~0;
}
else
{
pe->m_Dist = byteAngle*(ANGLE_90/64); // Angle
}
}
else
{
pe->m_Dist = ANGLE_MAX-1;
}
pe->m_Speed = (speed*direction*(ANGLE_90/64))>>3;
poly->specialdata = pe;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
while ( (mirror = GetPolyobjMirror( polyNum)) )
{
poly = GetPolyobj(mirror);
if (poly == NULL)
{
I_Error ("EV_RotatePoly: Invalid polyobj num: %d\n", polyNum);
}
if (poly && poly->specialdata && !overRide)
{ // mirroring poly is already in motion
break;
}
pe = new DRotatePoly (mirror);
poly->specialdata = pe;
if (byteAngle)
{
if (byteAngle == 255)
{
pe->m_Dist = ~0;
}
else
{
pe->m_Dist = byteAngle*(ANGLE_90/64); // Angle
}
}
else
{
pe->m_Dist = ANGLE_MAX-1;
}
direction = -direction;
pe->m_Speed = (speed*direction*(ANGLE_90/64))>>3;
polyNum = mirror;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
return true;
}
//==========================================================================
//
// T_MovePoly
//
//==========================================================================
void DMovePoly::Tick ()
{
polyobj_t *poly;
if (PO_MovePolyobj (m_PolyObj, m_xSpeed, m_ySpeed))
{
int absSpeed = abs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
SN_StopSequence (poly);
Destroy ();
}
else if (m_Dist < absSpeed)
{
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
m_xSpeed = FixedMul (m_Speed, finecosine[m_Angle]);
m_ySpeed = FixedMul (m_Speed, finesine[m_Angle]);
}
}
}
//==========================================================================
//
// EV_MovePoly
//
//==========================================================================
bool EV_MovePoly (line_t *line, int polyNum, int speed, angle_t angle,
fixed_t dist, BOOL overRide)
{
int mirror;
DMovePoly *pe;
polyobj_t *poly;
angle_t an;
if ( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata && !overRide)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_MovePoly: Invalid polyobj num: %d\n", polyNum);
}
pe = new DMovePoly (polyNum);
pe->m_Dist = dist; // Distance
pe->m_Speed = speed;
poly->specialdata = pe;
an = angle;
pe->m_Angle = an>>ANGLETOFINESHIFT;
pe->m_xSpeed = FixedMul (pe->m_Speed, finecosine[pe->m_Angle]);
pe->m_ySpeed = FixedMul (pe->m_Speed, finesine[pe->m_Angle]);
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
// Do not interpolate very fast moving polyobjects. The minimum tic count is
// 3 instead of 2, because the moving crate effect in Massmouth 2, Hostitality
// that this fixes isn't quite fast enough to move the crate back to its start
// in just 1 tic.
if (dist/speed <= 2)
{
pe->StopInterpolation ();
}
while ( (mirror = GetPolyobjMirror(polyNum)) )
{
poly = GetPolyobj(mirror);
if (poly && poly->specialdata && !overRide)
{ // mirroring poly is already in motion
break;
}
pe = new DMovePoly (mirror);
poly->specialdata = pe;
pe->m_Dist = dist; // Distance
pe->m_Speed = speed;
an = an+ANGLE_180; // reverse the angle
pe->m_Angle = an>>ANGLETOFINESHIFT;
pe->m_xSpeed = FixedMul (pe->m_Speed, finecosine[pe->m_Angle]);
pe->m_ySpeed = FixedMul (pe->m_Speed, finesine[pe->m_Angle]);
polyNum = mirror;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
if (dist/speed <= 2)
{
pe->StopInterpolation ();
}
}
return true;
}
//==========================================================================
//
// T_PolyDoor
//
//==========================================================================
void DPolyDoor::Tick ()
{
int absSpeed;
polyobj_t *poly;
if (m_Tics)
{
if (!--m_Tics)
{
poly = GetPolyobj (m_PolyObj);
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, m_Close);
}
return;
}
switch (m_Type)
{
case PODOOR_SLIDE:
if (m_Dist <= 0 || PO_MovePolyobj (m_PolyObj, m_xSpeed, m_ySpeed))
{
absSpeed = abs (m_Speed);
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
SN_StopSequence (poly);
if (!m_Close)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Direction = (ANGLE_MAX>>ANGLETOFINESHIFT)-
m_Direction;
m_xSpeed = -m_xSpeed;
m_ySpeed = -m_ySpeed;
}
else
{
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
Destroy ();
}
}
}
else
{
poly = GetPolyobj (m_PolyObj);
if (poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up
m_Dist = m_TotalDist - m_Dist;
m_Direction = (ANGLE_MAX>>ANGLETOFINESHIFT)-
m_Direction;
m_xSpeed = -m_xSpeed;
m_ySpeed = -m_ySpeed;
m_Close = false;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
case PODOOR_SWING:
if (PO_RotatePolyobj (m_PolyObj, m_Speed))
{
absSpeed = abs (m_Speed);
2006-04-11 16:27:41 +00:00
if (m_Dist == -1)
{ // perpetual polyobj
return;
}
m_Dist -= absSpeed;
if (m_Dist <= 0)
{
poly = GetPolyobj (m_PolyObj);
SN_StopSequence (poly);
if (!m_Close)
{
m_Dist = m_TotalDist;
m_Close = true;
m_Tics = m_WaitTics;
m_Speed = -m_Speed;
}
else
{
if (poly->specialdata == this)
{
poly->specialdata = NULL;
}
Destroy ();
}
}
}
else
{
poly = GetPolyobj (m_PolyObj);
if(poly->crush || !m_Close)
{ // continue moving if the poly is a crusher, or is opening
return;
}
else
{ // open back up and rewait
m_Dist = m_TotalDist - m_Dist;
m_Speed = -m_Speed;
m_Close = false;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
}
break;
default:
break;
}
}
//==========================================================================
//
// EV_OpenPolyDoor
//
//==========================================================================
bool EV_OpenPolyDoor (line_t *line, int polyNum, int speed, angle_t angle,
int delay, int distance, podoortype_t type)
{
int mirror;
DPolyDoor *pd;
polyobj_t *poly;
if( (poly = GetPolyobj(polyNum)) )
{
if (poly->specialdata)
{ // poly is already moving
return false;
}
}
else
{
I_Error("EV_OpenPolyDoor: Invalid polyobj num: %d\n", polyNum);
}
pd = new DPolyDoor (polyNum, type);
if (type == PODOOR_SLIDE)
{
pd->m_WaitTics = delay;
pd->m_Speed = speed;
pd->m_Dist = pd->m_TotalDist = distance; // Distance
pd->m_Direction = angle >> ANGLETOFINESHIFT;
pd->m_xSpeed = FixedMul (pd->m_Speed, finecosine[pd->m_Direction]);
pd->m_ySpeed = FixedMul (pd->m_Speed, finesine[pd->m_Direction]);
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
else if (type == PODOOR_SWING)
{
pd->m_WaitTics = delay;
pd->m_Direction = 1; // ADD: PODOOR_SWINGL, PODOOR_SWINGR
pd->m_Speed = (speed*pd->m_Direction*(ANGLE_90/64))>>3;
pd->m_Dist = pd->m_TotalDist = angle;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
poly->specialdata = pd;
while ( (mirror = GetPolyobjMirror (polyNum)) )
{
poly = GetPolyobj (mirror);
if (poly && poly->specialdata)
{ // mirroring poly is already in motion
break;
}
pd = new DPolyDoor (mirror, type);
poly->specialdata = pd;
if (type == PODOOR_SLIDE)
{
pd->m_WaitTics = delay;
pd->m_Speed = speed;
pd->m_Dist = pd->m_TotalDist = distance; // Distance
pd->m_Direction = (angle + ANGLE_180) >> ANGLETOFINESHIFT; // reverse the angle
pd->m_xSpeed = FixedMul (pd->m_Speed, finecosine[pd->m_Direction]);
pd->m_ySpeed = FixedMul (pd->m_Speed, finesine[pd->m_Direction]);
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
else if (type == PODOOR_SWING)
{
pd->m_WaitTics = delay;
pd->m_Direction = -1; // ADD: same as above
pd->m_Speed = (speed*pd->m_Direction*(ANGLE_90/64))>>3;
pd->m_Dist = pd->m_TotalDist = angle;
- Fixed compilation with mingw again. - 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)
2006-04-21 01:22:55 +00:00
SN_StartSequence (poly, poly->seqType, SEQ_DOOR, 0);
}
polyNum = mirror;
}
return true;
}
// ===== Higher Level Poly Interface code =====
//==========================================================================
//
// GetPolyobj
//
//==========================================================================
static polyobj_t *GetPolyobj (int polyNum)
{
int i;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == polyNum)
{
return &polyobjs[i];
}
}
return NULL;
}
//==========================================================================
//
// GetPolyobjMirror
//
//==========================================================================
static int GetPolyobjMirror(int poly)
{
int i;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == poly)
{
return (*polyobjs[i].segs)->linedef->args[1];
}
}
return 0;
}
//==========================================================================
//
// ThrustMobj
//
//==========================================================================
void ThrustMobj (AActor *actor, seg_t *seg, polyobj_t *po)
{
int thrustAngle;
int thrustX;
int thrustY;
DPolyAction *pe;
int force;
if (!(actor->flags&MF_SHOOTABLE) && !actor->player)
{
return;
}
thrustAngle =
(R_PointToAngle2 (seg->v1->x, seg->v1->y, seg->v2->x, seg->v2->y)
- ANGLE_90) >> ANGLETOFINESHIFT;
pe = static_cast<DPolyAction *>(po->specialdata);
if (pe)
{
if (pe->IsKindOf (RUNTIME_CLASS (DRotatePoly)))
{
force = pe->m_Speed >> 8;
}
else
{
force = pe->m_Speed >> 3;
}
if (force < FRACUNIT)
{
force = FRACUNIT;
}
else if (force > 4*FRACUNIT)
{
force = 4*FRACUNIT;
}
}
else
{
force = FRACUNIT;
}
thrustX = FixedMul (force, finecosine[thrustAngle]);
thrustY = FixedMul (force, finesine[thrustAngle]);
actor->momx += thrustX;
actor->momy += thrustY;
if (po->crush)
{
if (po->bHurtOnTouch || !P_CheckPosition (actor, actor->x + thrustX, actor->y + thrustY))
{
P_DamageMobj (actor, NULL, NULL, po->crush, MOD_CRUSH);
P_TraceBleed (po->crush, actor);
}
}
}
//==========================================================================
//
// UpdateSegBBox
//
//==========================================================================
static void UpdateSegBBox (seg_t *seg)
{
line_t *line;
line = seg->linedef;
if (seg->v1->x < seg->v2->x)
{
line->bbox[BOXLEFT] = seg->v1->x;
line->bbox[BOXRIGHT] = seg->v2->x;
}
else
{
line->bbox[BOXLEFT] = seg->v2->x;
line->bbox[BOXRIGHT] = seg->v1->x;
}
if (seg->v1->y < seg->v2->y)
{
line->bbox[BOXBOTTOM] = seg->v1->y;
line->bbox[BOXTOP] = seg->v2->y;
}
else
{
line->bbox[BOXBOTTOM] = seg->v2->y;
line->bbox[BOXTOP] = seg->v1->y;
}
// Update the line's slopetype
line->dx = line->v2->x - line->v1->x;
line->dy = line->v2->y - line->v1->y;
if (!line->dx)
{
line->slopetype = ST_VERTICAL;
}
else if (!line->dy)
{
line->slopetype = ST_HORIZONTAL;
}
else
{
line->slopetype = ((line->dy ^ line->dx) >= 0) ? ST_POSITIVE : ST_NEGATIVE;
}
}
//==========================================================================
//
// PO_MovePolyobj
//
//==========================================================================
BOOL PO_MovePolyobj (int num, int x, int y)
{
int count;
seg_t **segList;
polyobj_t *po;
bool blocked;
if (!(po = GetPolyobj (num)))
{
I_Error ("PO_MovePolyobj: Invalid polyobj number: %d\n", num);
}
UnLinkPolyobj (po);
DoMovePolyobj (po, x, y);
segList = po->segs;
blocked = false;
for (count = po->numsegs; count; count--, segList++)
{
if (CheckMobjBlocking(*segList, po))
{
blocked = true;
break;
}
}
if (blocked)
{
DoMovePolyobj (po, -x, -y);
LinkPolyobj(po);
return false;
}
po->startSpot[0] += x;
po->startSpot[1] += y;
LinkPolyobj (po);
return true;
}
//==========================================================================
//
// DoMovePolyobj
//
//==========================================================================
void DoMovePolyobj (polyobj_t *po, int x, int y)
{
int count;
seg_t **segList;
seg_t **veryTempSeg;
vertex_t *prevPts;
segList = po->segs;
prevPts = po->prevPts;
validcount++;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
line_t *linedef = (*segList)->linedef;
if (linedef->validcount != validcount)
{
linedef->bbox[BOXTOP] += y;
linedef->bbox[BOXBOTTOM] += y;
linedef->bbox[BOXLEFT] += x;
linedef->bbox[BOXRIGHT] += x;
linedef->validcount = validcount;
}
for (veryTempSeg = po->segs; veryTempSeg != segList; veryTempSeg++)
{
if ((*veryTempSeg)->v1 == (*segList)->v1)
{
break;
}
}
if (veryTempSeg == segList)
{
(*segList)->v1->x += x;
(*segList)->v1->y += y;
}
(*prevPts).x += x; // previous points are unique for each seg
(*prevPts).y += y;
}
}
//==========================================================================
//
// RotatePt
//
//==========================================================================
static void RotatePt (int an, fixed_t *x, fixed_t *y, fixed_t startSpotX, fixed_t startSpotY)
{
fixed_t tr_x = *x;
fixed_t tr_y = *y;
*x = DMulScale16 (tr_x, finecosine[an], -tr_y, finesine[an])+startSpotX;
*y = DMulScale16 (tr_x, finesine[an], tr_y, finecosine[an])+startSpotY;
}
//==========================================================================
//
// PO_RotatePolyobj
//
//==========================================================================
BOOL PO_RotatePolyobj (int num, angle_t angle)
{
int count;
seg_t **segList;
vertex_t *originalPts;
vertex_t *prevPts;
int an;
polyobj_t *po;
BOOL blocked;
if(!(po = GetPolyobj(num)))
{
I_Error("PO_RotatePolyobj: Invalid polyobj number: %d\n", num);
}
an = (po->angle+angle)>>ANGLETOFINESHIFT;
UnLinkPolyobj(po);
segList = po->segs;
originalPts = po->originalPts;
prevPts = po->prevPts;
for(count = po->numsegs; count; count--, segList++, originalPts++,
prevPts++)
{
prevPts->x = (*segList)->v1->x;
prevPts->y = (*segList)->v1->y;
(*segList)->v1->x = originalPts->x;
(*segList)->v1->y = originalPts->y;
RotatePt (an, &(*segList)->v1->x, &(*segList)->v1->y, po->startSpot[0],
po->startSpot[1]);
}
segList = po->segs;
blocked = false;
validcount++;
for (count = po->numsegs; count; count--, segList++)
{
if (CheckMobjBlocking(*segList, po))
{
blocked = true;
}
if ((*segList)->linedef->validcount != validcount)
{
UpdateSegBBox(*segList);
(*segList)->linedef->validcount = validcount;
}
}
if (blocked)
{
segList = po->segs;
prevPts = po->prevPts;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
(*segList)->v1->x = prevPts->x;
(*segList)->v1->y = prevPts->y;
}
segList = po->segs;
validcount++;
for (count = po->numsegs; count; count--, segList++, prevPts++)
{
if ((*segList)->linedef->validcount != validcount)
{
UpdateSegBBox(*segList);
(*segList)->linedef->validcount = validcount;
}
}
LinkPolyobj(po);
return false;
}
po->angle += angle;
LinkPolyobj(po);
return true;
}
//==========================================================================
//
// UnLinkPolyobj
//
//==========================================================================
static void UnLinkPolyobj (polyobj_t *po)
{
polyblock_t *link;
int i, j;
int index;
// remove the polyobj from each blockmap section
for(j = po->bbox[BOXBOTTOM]; j <= po->bbox[BOXTOP]; j++)
{
index = j*bmapwidth;
for(i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight)
{
link = PolyBlockMap[index+i];
while(link != NULL && link->polyobj != po)
{
link = link->next;
}
if(link == NULL)
{ // polyobj not located in the link cell
continue;
}
link->polyobj = NULL;
}
}
}
}
//==========================================================================
//
// LinkPolyobj
//
//==========================================================================
static void LinkPolyobj (polyobj_t *po)
{
int leftX, rightX;
int topY, bottomY;
seg_t **tempSeg;
polyblock_t **link;
polyblock_t *tempLink;
int i, j;
// calculate the polyobj bbox
tempSeg = po->segs;
rightX = leftX = (*tempSeg)->v1->x;
topY = bottomY = (*tempSeg)->v1->y;
for(i = 0; i < po->numsegs; i++, tempSeg++)
{
if((*tempSeg)->v1->x > rightX)
{
rightX = (*tempSeg)->v1->x;
}
if((*tempSeg)->v1->x < leftX)
{
leftX = (*tempSeg)->v1->x;
}
if((*tempSeg)->v1->y > topY)
{
topY = (*tempSeg)->v1->y;
}
if((*tempSeg)->v1->y < bottomY)
{
bottomY = (*tempSeg)->v1->y;
}
}
po->bbox[BOXRIGHT] = (rightX-bmaporgx)>>MAPBLOCKSHIFT;
po->bbox[BOXLEFT] = (leftX-bmaporgx)>>MAPBLOCKSHIFT;
po->bbox[BOXTOP] = (topY-bmaporgy)>>MAPBLOCKSHIFT;
po->bbox[BOXBOTTOM] = (bottomY-bmaporgy)>>MAPBLOCKSHIFT;
// add the polyobj to each blockmap section
for(j = po->bbox[BOXBOTTOM]*bmapwidth; j <= po->bbox[BOXTOP]*bmapwidth;
j += bmapwidth)
{
for(i = po->bbox[BOXLEFT]; i <= po->bbox[BOXRIGHT]; i++)
{
if(i >= 0 && i < bmapwidth && j >= 0 && j < bmapheight*bmapwidth)
{
link = &PolyBlockMap[j+i];
if(!(*link))
{ // Create a new link at the current block cell
*link = new polyblock_t;
(*link)->next = NULL;
(*link)->prev = NULL;
(*link)->polyobj = po;
continue;
}
else
{
tempLink = *link;
while(tempLink->next != NULL && tempLink->polyobj != NULL)
{
tempLink = tempLink->next;
}
}
if(tempLink->polyobj == NULL)
{
tempLink->polyobj = po;
continue;
}
else
{
tempLink->next = new polyblock_t;
tempLink->next->next = NULL;
tempLink->next->prev = tempLink;
tempLink->next->polyobj = po;
}
}
// else, don't link the polyobj, since it's off the map
}
}
}
//==========================================================================
//
// CheckMobjBlocking
//
//==========================================================================
static BOOL CheckMobjBlocking (seg_t *seg, polyobj_t *po)
{
static TArray<AActor *> checker;
FBlockNode *block;
AActor *mobj;
int i, j, k;
int left, right, top, bottom;
fixed_t tmbbox[4];
line_t *ld;
BOOL blocked;
ld = seg->linedef;
top = (ld->bbox[BOXTOP]-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
bottom = (ld->bbox[BOXBOTTOM]-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
left = (ld->bbox[BOXLEFT]-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
right = (ld->bbox[BOXRIGHT]-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
blocked = false;
checker.Clear();
bottom = bottom < 0 ? 0 : bottom;
bottom = bottom >= bmapheight ? bmapheight-1 : bottom;
top = top < 0 ? 0 : top;
top = top >= bmapheight ? bmapheight-1 : top;
left = left < 0 ? 0 : left;
left = left >= bmapwidth ? bmapwidth-1 : left;
right = right < 0 ? 0 : right;
right = right >= bmapwidth ? bmapwidth-1 : right;
for (j = bottom*bmapwidth; j <= top*bmapwidth; j += bmapwidth)
{
for (i = left; i <= right; i++)
{
for (block = blocklinks[j+i]; block != NULL; block = block->NextActor)
{
mobj = block->Me;
for (k = (int)checker.Size()-1; k >= 0; --k)
{
if (checker[k] == mobj)
{
break;
}
}
if (k < 0)
{
checker.Push (mobj);
if ((mobj->flags&MF_SOLID) && !(mobj->flags&MF_NOCLIP))
{
tmbbox[BOXTOP] = mobj->y+mobj->radius;
tmbbox[BOXBOTTOM] = mobj->y-mobj->radius;
tmbbox[BOXLEFT] = mobj->x-mobj->radius;
tmbbox[BOXRIGHT] = mobj->x+mobj->radius;
if (tmbbox[BOXRIGHT] <= ld->bbox[BOXLEFT]
|| tmbbox[BOXLEFT] >= ld->bbox[BOXRIGHT]
|| tmbbox[BOXTOP] <= ld->bbox[BOXBOTTOM]
|| tmbbox[BOXBOTTOM] >= ld->bbox[BOXTOP])
{
continue;
}
if (P_BoxOnLineSide(tmbbox, ld) != -1)
{
continue;
}
ThrustMobj (mobj, seg, po);
blocked = true;
}
}
}
}
}
return blocked;
}
//==========================================================================
//
// InitBlockMap
//
//==========================================================================
static void InitBlockMap (void)
{
int i;
PolyBlockMap = new polyblock_t *[bmapwidth*bmapheight];
memset (PolyBlockMap, 0, bmapwidth*bmapheight*sizeof(polyblock_t *));
for (i = 0; i < po_NumPolyobjs; i++)
{
LinkPolyobj(&polyobjs[i]);
}
}
//==========================================================================
//
// InitSegLists [RH]
//
// Group segs by vertex and collect segs that are known to belong to a
// polyobject so that they can be initialized fast.
//==========================================================================
static void InitSegLists ()
{
SDWORD i;
SegListHead = new SDWORD[numvertexes];
clearbuf (SegListHead, numvertexes, -1);
for (i = 0; i < numsegs; ++i)
{
if (segs[i].linedef != NULL)
{
SegListHead[segs[i].v1 - vertexes] = i;
if ((segs[i].linedef->special == PO_LINE_START ||
segs[i].linedef->special == PO_LINE_EXPLICIT))
{
KnownPolySegs.Push (i);
}
}
}
}
//==========================================================================
//
// KilSegLists [RH]
//
//==========================================================================
static void KillSegLists ()
{
delete[] SegListHead;
SegListHead = NULL;
KnownPolySegs.Clear ();
KnownPolySegs.ShrinkToFit ();
}
//==========================================================================
//
// IterFindPolySegs
//
// Passing NULL for segList will cause IterFindPolySegs to count the
// number of segs in the polyobj. v1 is the vertex to stop at, and v2
// is the vertex to start at.
//==========================================================================
static void IterFindPolySegs (vertex_t *v1, vertex_t *v2p, seg_t **segList)
{
SDWORD j;
int v2 = int(v2p - vertexes);
int i;
// This for loop exists solely to avoid infinitely looping on badly
// formed polyobjects.
for (i = 0; i < numsegs; i++)
{
j = SegListHead[v2];
if (j < 0)
{
break;
}
if (segs[j].v1 == v1)
{
return;
}
if (segs[j].linedef != NULL)
{
if (segList == NULL)
{
PolySegCount++;
}
else
{
*segList++ = &segs[j];
segs[j].bPolySeg = true;
}
}
v2 = int(segs[j].v2 - vertexes);
}
I_Error ("IterFindPolySegs: Non-closed Polyobj around (%ld,%ld).\n",
v1->x >> FRACBITS, v1->y >> FRACBITS);
}
//==========================================================================
//
// SpawnPolyobj
//
//==========================================================================
static void SpawnPolyobj (int index, int tag, int type)
{
unsigned int ii;
int i;
int j;
int psIndex;
int psIndexOld;
seg_t *polySegList[PO_MAXPOLYSEGS];
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i < 0)
{
continue;
}
if (segs[i].linedef->special == PO_LINE_START &&
segs[i].linedef->args[0] == tag)
{
if (polyobjs[index].segs)
{
I_Error ("SpawnPolyobj: Polyobj %d already spawned.\n", tag);
}
segs[i].linedef->special = 0;
segs[i].linedef->args[0] = 0;
segs[i].bPolySeg = true;
PolySegCount = 1;
IterFindPolySegs(segs[i].v1, segs[i].v2, NULL);
polyobjs[index].numsegs = PolySegCount;
polyobjs[index].segs = new seg_t *[PolySegCount];
polyobjs[index].segs[0] = &segs[i]; // insert the first seg
IterFindPolySegs (segs[i].v1, segs[i].v2, polyobjs[index].segs+1);
polyobjs[index].crush = (type != PO_SPAWN_TYPE) ? 3 : 0;
polyobjs[index].bHurtOnTouch = (type == PO_SPAWNHURT_TYPE);
polyobjs[index].tag = tag;
polyobjs[index].seqType = segs[i].linedef->args[2];
if (polyobjs[index].seqType < 0 || polyobjs[index].seqType > 63)
{
polyobjs[index].seqType = 0;
}
break;
}
}
if (!polyobjs[index].segs)
{ // didn't find a polyobj through PO_LINE_START
psIndex = 0;
polyobjs[index].numsegs = 0;
for (j = 1; j < PO_MAXPOLYSEGS; j++)
{
psIndexOld = psIndex;
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
segs[i].linedef->special == PO_LINE_EXPLICIT &&
segs[i].linedef->args[0] == tag)
{
if (!segs[i].linedef->args[1])
{
I_Error ("SpawnPolyobj: Explicit line missing order number (probably %d) in poly %d.\n",
j+1, tag);
}
if (segs[i].linedef->args[1] == j)
{
polySegList[psIndex] = &segs[i];
polyobjs[index].numsegs++;
psIndex++;
if (psIndex > PO_MAXPOLYSEGS)
{
I_Error ("SpawnPolyobj: psIndex > PO_MAXPOLYSEGS\n");
}
}
}
}
// Clear out any specials for these segs...we cannot clear them out
// in the above loop, since we aren't guaranteed one seg per linedef.
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
segs[i].linedef->special == PO_LINE_EXPLICIT &&
segs[i].linedef->args[0] == tag && segs[i].linedef->args[1] == j)
{
segs[i].linedef->special = 0;
segs[i].linedef->args[0] = 0;
segs[i].bPolySeg = true;
KnownPolySegs[ii] = -1;
}
}
if (psIndex == psIndexOld)
{ // Check if an explicit line order has been skipped.
// A line has been skipped if there are any more explicit
// lines with the current tag value. [RH] Can this actually happen?
for (ii = 0; ii < KnownPolySegs.Size(); ++ii)
{
i = KnownPolySegs[ii];
if (i >= 0 &&
segs[i].linedef->special == PO_LINE_EXPLICIT &&
segs[i].linedef->args[0] == tag)
{
I_Error ("SpawnPolyobj: Missing explicit line %d for poly %d\n",
j, tag);
}
}
}
}
if (polyobjs[index].numsegs)
{
PolySegCount = polyobjs[index].numsegs; // PolySegCount used globally
polyobjs[index].crush = (type != PO_SPAWN_TYPE) ? 3 : 0;
polyobjs[index].bHurtOnTouch = (type == PO_SPAWNHURT_TYPE);
polyobjs[index].tag = tag;
polyobjs[index].segs = new seg_t *[polyobjs[index].numsegs];
for (i = 0; i < polyobjs[index].numsegs; i++)
{
polyobjs[index].segs[i] = polySegList[i];
}
polyobjs[index].seqType = (*polyobjs[index].segs)->linedef->args[3];
// Next, change the polyobj's first line to point to a mirror
// if it exists
(*polyobjs[index].segs)->linedef->args[1] =
(*polyobjs[index].segs)->linedef->args[2];
}
else
I_Error ("SpawnPolyobj: Poly %d does not exist\n", tag);
}
}
//==========================================================================
//
// TranslateToStartSpot
//
//==========================================================================
static void TranslateToStartSpot (int tag, int originX, int originY)
{
seg_t **tempSeg;
seg_t **veryTempSeg;
vertex_t *tempPt;
subsector_t *sub;
polyobj_t *po;
int deltaX;
int deltaY;
vertex_t avg; // used to find a polyobj's center, and hence subsector
int i;
po = NULL;
for (i = 0; i < po_NumPolyobjs; i++)
{
if (polyobjs[i].tag == tag)
{
po = &polyobjs[i];
break;
}
}
if (po == NULL)
{ // didn't match the tag with a polyobj tag
I_Error("TranslateToStartSpot: Unable to match polyobj tag: %d\n",
tag);
}
if (po->segs == NULL)
{
I_Error ("TranslateToStartSpot: Anchor point located without a StartSpot point: %d\n", tag);
}
po->originalPts = new vertex_t[po->numsegs];
po->prevPts = new vertex_t[po->numsegs];
deltaX = originX-po->startSpot[0];
deltaY = originY-po->startSpot[1];
tempSeg = po->segs;
tempPt = po->originalPts;
avg.x = 0;
avg.y = 0;
validcount++;
for (i = 0; i < po->numsegs; i++, tempSeg++, tempPt++)
{
if ((*tempSeg)->linedef->validcount != validcount)
{
(*tempSeg)->linedef->bbox[BOXTOP] -= deltaY;
(*tempSeg)->linedef->bbox[BOXBOTTOM] -= deltaY;
(*tempSeg)->linedef->bbox[BOXLEFT] -= deltaX;
(*tempSeg)->linedef->bbox[BOXRIGHT] -= deltaX;
(*tempSeg)->linedef->validcount = validcount;
}
for (veryTempSeg = po->segs; veryTempSeg != tempSeg; veryTempSeg++)
{
if((*veryTempSeg)->v1 == (*tempSeg)->v1)
{
break;
}
}
if (veryTempSeg == tempSeg)
{ // the point hasn't been translated, yet
(*tempSeg)->v1->x -= deltaX;
(*tempSeg)->v1->y -= deltaY;
}
avg.x += (*tempSeg)->v1->x>>FRACBITS;
avg.y += (*tempSeg)->v1->y>>FRACBITS;
// the original Pts are based off the startSpot Pt, and are
// unique to each seg, not each linedef
tempPt->x = (*tempSeg)->v1->x-po->startSpot[0];
tempPt->y = (*tempSeg)->v1->y-po->startSpot[1];
}
avg.x /= po->numsegs;
avg.y /= po->numsegs;
sub = R_PointInSubsector (avg.x<<FRACBITS, avg.y<<FRACBITS);
if (sub->poly != NULL)
{
I_Error ("PO_TranslateToStartSpot: Multiple polyobjs in a single subsector.\n");
}
sub->poly = po;
}
//==========================================================================
//
// PO_Init
//
//==========================================================================
void PO_Init (void)
{
// [RH] Hexen found the polyobject-related things by reloading the map's
// THINGS lump here and scanning through it. I have P_SpawnMapThing()
// record those things instead, so that in here we simply need to
// look at the polyspawns list.
polyspawns_t *polyspawn, **prev;
int polyIndex;
// [RH] Make this faster
InitSegLists ();
polyobjs = new polyobj_t[po_NumPolyobjs];
memset (polyobjs, 0, po_NumPolyobjs*sizeof(polyobj_t));
polyIndex = 0; // index polyobj number
// Find the startSpot points, and spawn each polyobj
for (polyspawn = polyspawns, prev = &polyspawns; polyspawn;)
{
// 9301 (3001) = no crush, 9302 (3002) = crushing, 9303 = hurting touch
if (polyspawn->type == PO_SPAWN_TYPE ||
polyspawn->type == PO_SPAWNCRUSH_TYPE ||
polyspawn->type == PO_SPAWNHURT_TYPE)
{ // Polyobj StartSpot Pt.
polyobjs[polyIndex].startSpot[0] = polyspawn->x;
polyobjs[polyIndex].startSpot[1] = polyspawn->y;
SpawnPolyobj(polyIndex, polyspawn->angle, polyspawn->type);
polyIndex++;
*prev = polyspawn->next;
delete polyspawn;
polyspawn = *prev;
} else {
prev = &polyspawn->next;
polyspawn = polyspawn->next;
}
}
for (polyspawn = polyspawns; polyspawn;)
{
polyspawns_t *next = polyspawn->next;
if (polyspawn->type == PO_ANCHOR_TYPE)
{ // Polyobj Anchor Pt.
TranslateToStartSpot (polyspawn->angle, polyspawn->x, polyspawn->y);
}
delete polyspawn;
polyspawn = next;
}
polyspawns = NULL;
// check for a startspot without an anchor point
for (polyIndex = 0; polyIndex < po_NumPolyobjs; polyIndex++)
{
if (!polyobjs[polyIndex].originalPts)
{
I_Error ("PO_Init: StartSpot located without an Anchor point: %d\n",
polyobjs[polyIndex].tag);
}
}
InitBlockMap();
// [RH] Don't need the seg lists anymore
KillSegLists ();
}
//==========================================================================
//
// PO_Busy
//
//==========================================================================
BOOL PO_Busy (int polyobj)
{
polyobj_t *poly;
poly = GetPolyobj (polyobj);
if (!poly->specialdata)
{
return false;
}
else
{
return true;
}
}