gzdoom-gles/src/p_destructible.cpp

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#include "p_spec.h"
#include "g_levellocals.h"
#include "p_destructible.h"
#include "v_text.h"
#include "actor.h"
#include "p_trace.h"
#include "p_lnspec.h"
#include "r_sky.h"
#include "p_local.h"
#include "p_maputl.h"
#include "c_cvars.h"
//==========================================================================
//
// [ZZ] Geometry damage logic callbacks
//
//==========================================================================
void P_SetHealthGroupHealth(int group, int health)
{
FHealthGroup* grp = P_GetHealthGroup(group);
if (!grp) return;
grp->health = health;
// now set health of all linked objects to the same as this one
for (unsigned i = 0; i < grp->lines.Size(); i++)
{
line_t* lline = grp->lines[i];
lline->health = health;
}
//
for (unsigned i = 0; i < grp->sectors.Size(); i++)
{
sector_t* lsector = grp->sectors[i];
if (lsector->healthceilinggroup == group)
lsector->healthceiling = health;
if (lsector->healthfloorgroup == group)
lsector->healthfloor = health;
}
}
void P_DamageHealthGroup(FHealthGroup* grp, void* object, AActor* source, int damage, FName damagetype, int side, int part, DVector3 position)
{
if (!grp) return;
int group = grp->id;
// now set health of all linked objects to the same as this one
for (unsigned i = 0; i < grp->lines.Size(); i++)
{
line_t* lline = grp->lines[i];
if (lline == object)
continue;
lline->health = grp->health + damage;
P_DamageLinedef(lline, source, damage, damagetype, side, position, false);
}
//
for (unsigned i = 0; i < grp->sectors.Size(); i++)
{
sector_t* lsector = grp->sectors[i];
if (lsector->healthceilinggroup == group && (lsector != object || part != SECPART_Ceiling))
{
lsector->healthceiling = grp->health + damage;
P_DamageSector(lsector, source, damage, damagetype, SECPART_Ceiling, position, false);
}
if (lsector->healthfloorgroup == group && (lsector != object || part != SECPART_Floor))
{
lsector->healthfloor = grp->health + damage;
P_DamageSector(lsector, source, damage, damagetype, SECPART_Floor, position, false);
}
}
}
void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool dogroups)
{
line->health -= damage;
if (line->health < 0) line->health = 0;
// callbacks here
// first off, call special if needed
if ((line->activation & SPAC_Damage) || ((line->activation & SPAC_Death) && !line->health))
{
int activateon = SPAC_Damage;
if (!line->health) activateon |= SPAC_Death;
P_ActivateLine(line, source, side, activateon&line->activation, &position);
}
if (dogroups && line->healthgroup)
{
FHealthGroup* grp = P_GetHealthGroup(line->healthgroup);
if (grp)
grp->health = line->health;
P_DamageHealthGroup(grp, line, source, damage, damagetype, side, -1, position);
}
//Printf("P_DamageLinedef: %d damage (type=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), source, line->health);
}
void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool dogroups)
{
int sectorhealth = (part == SECPART_Ceiling) ? sector->healthceiling : sector->healthfloor;
int newhealth = sectorhealth - damage;
if (newhealth < 0) newhealth = 0;
if (part == SECPART_Ceiling)
sector->healthceiling = newhealth;
else sector->healthfloor = newhealth;
// callbacks here
int dmg = (part == SECPART_Ceiling) ? SECSPAC_DamageCeiling : SECSPAC_DamageFloor;
int dth = (part == SECPART_Ceiling) ? SECSPAC_DeathCeiling : SECSPAC_DeathFloor;
if (sector->SecActTarget)
{
sector->TriggerSectorActions(source, dmg);
if (newhealth == 0)
sector->TriggerSectorActions(source, dth);
}
int group = (part == SECPART_Ceiling) ? sector->healthceilinggroup : sector->healthfloorgroup;
if (dogroups && group)
{
FHealthGroup* grp = P_GetHealthGroup(group);
if (grp)
grp->health = newhealth;
P_DamageHealthGroup(grp, sector, source, damage, damagetype, 0, part, position);
}
//Printf("P_DamageSector: %d damage (type=%s, position=%s, source=%p), new health = %d\n", damage, damagetype.GetChars(), (part == SECPART_Ceiling) ? "ceiling" : "floor", source, newhealth);
}
//===========================================================================
//
//
//
//===========================================================================
FHealthGroup* P_GetHealthGroup(int id)
{
FHealthGroup* grp = level.healthGroups.CheckKey(id);
return grp;
}
FHealthGroup* P_GetHealthGroupOrNew(int id, int health)
{
FHealthGroup* grp = level.healthGroups.CheckKey(id);
if (!grp)
{
FHealthGroup newgrp;
newgrp.id = id;
newgrp.health = health;
grp = &(level.healthGroups.Insert(id, newgrp));
}
return grp;
}
void P_InitHealthGroups()
{
level.healthGroups.Clear();
TArray<int> groupsInError;
for (unsigned i = 0; i < level.lines.Size(); i++)
{
line_t* lline = &level.lines[i];
if (lline->healthgroup > 0)
{
FHealthGroup* grp = P_GetHealthGroupOrNew(lline->healthgroup, lline->health);
if (grp->health != lline->health)
{
Printf(TEXTCOLOR_RED "Warning: line %d in health group %d has different starting health (line health = %d, group health = %d)\n", i, lline->healthgroup, lline->health, grp->health);
groupsInError.Push(lline->healthgroup);
if (lline->health > grp->health)
grp->health = lline->health;
}
grp->lines.Push(lline);
}
}
for (unsigned i = 0; i < level.sectors.Size(); i++)
{
sector_t* lsector = &level.sectors[i];
if (lsector->healthceilinggroup > 0)
{
FHealthGroup* grp = P_GetHealthGroupOrNew(lsector->healthceilinggroup, lsector->healthceiling);
if (grp->health != lsector->healthceiling)
{
Printf(TEXTCOLOR_RED "Warning: sector ceiling %d in health group %d has different starting health (ceiling health = %d, group health = %d)\n", i, lsector->healthceilinggroup, lsector->healthceiling, grp->health);
groupsInError.Push(lsector->healthceilinggroup);
if (lsector->healthceiling > grp->health)
grp->health = lsector->healthceiling;
}
grp->sectors.Push(lsector);
}
if (lsector->healthfloorgroup > 0)
{
FHealthGroup* grp = P_GetHealthGroupOrNew(lsector->healthfloorgroup, lsector->healthfloor);
if (grp->health != lsector->healthfloor)
{
Printf(TEXTCOLOR_RED "Warning: sector floor %d in health group %d has different starting health (floor health = %d, group health = %d)\n", i, lsector->healthfloorgroup, lsector->healthfloor, grp->health);
groupsInError.Push(lsector->healthfloorgroup);
if (lsector->healthfloor > grp->health)
grp->health = lsector->healthfloor;
}
if (lsector->healthceilinggroup != lsector->healthfloorgroup)
grp->sectors.Push(lsector);
}
}
for (unsigned i = 0; i < groupsInError.Size(); i++)
{
FHealthGroup* grp = P_GetHealthGroup(groupsInError[i]);
Printf(TEXTCOLOR_GOLD "Health group %d is using the highest found health value of %d", groupsInError[i], grp->health);
}
}
//==========================================================================
//
// P_GeometryLineAttack
//
// Applies hitscan damage to geometry (lines and sectors with health>0)
//==========================================================================
void P_GeometryLineAttack(FTraceResults& trace, AActor* thing, int damage, FName damageType)
{
// [ZZ] hitscan geometry damage logic
//
if (trace.HitType == TRACE_HitWall && P_CheckLinedefVulnerable(trace.Line, trace.Side))
{
if (trace.Tier == TIER_Lower || trace.Tier == TIER_Upper) // process back sector health if any
{
sector_t* backsector = (trace.Line->sidedef[!trace.Side] ? trace.Line->sidedef[!trace.Side]->sector : nullptr);
int sectorhealth = 0;
if (backsector && trace.Tier == TIER_Lower && backsector->healthfloor > 0 && P_CheckLinedefVulnerable(trace.Line, trace.Side, SECPART_Floor))
sectorhealth = backsector->healthfloor;
if (backsector && trace.Tier == TIER_Upper && backsector->healthceiling > 0 && P_CheckLinedefVulnerable(trace.Line, trace.Side, SECPART_Ceiling))
sectorhealth = backsector->healthceiling;
if (sectorhealth > 0)
{
P_DamageSector(backsector, thing, damage, damageType, (trace.Tier == TIER_Upper) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos);
}
}
// always process linedef health if any
if (trace.Line->health > 0)
{
P_DamageLinedef(trace.Line, thing, damage, damageType, trace.Side, trace.HitPos);
}
// fake floors are not handled
}
else if (trace.HitType == TRACE_HitFloor || trace.HitType == TRACE_HitCeiling)
{
int sectorhealth = 0;
if (trace.HitType == TRACE_HitFloor && trace.Sector->healthfloor > 0 && P_CheckSectorVulnerable(trace.Sector, SECPART_Floor))
sectorhealth = trace.Sector->healthfloor;
if (trace.HitType == TRACE_HitCeiling && trace.Sector->healthceiling > 0 && P_CheckSectorVulnerable(trace.Sector, SECPART_Ceiling))
sectorhealth = trace.Sector->healthceiling;
if (sectorhealth > 0)
{
P_DamageSector(trace.Sector, thing, damage, damageType, (trace.HitType == TRACE_HitCeiling) ? SECPART_Ceiling : SECPART_Floor, trace.HitPos);
}
}
}
//==========================================================================
//
// P_GeometryRadiusAttack
//
// Applies radius damage to destructible geometry (lines and sectors with health>0)
//==========================================================================
struct pgra_data_t
{
DVector3 pos;
line_t* line;
sector_t* sector;
int secpart;
};
// we use this horizontally for 2D wall distance, and in a bit fancier way for 3D wall distance
static DVector2 PGRA_ClosestPointOnLine2D(DVector2 x, DVector2 p1, DVector2 p2)
{
DVector2 p2p1 = (p2 - p1);
DVector2 xp1 = (x - p1);
double r = p2p1 | xp1;
double len = p2p1.Length();
r /= len;
if (r < 0)
return p1;
if (r > len)
return p2;
return p1 + p2p1.Unit() * r;
}
static void PGRA_InsertIfCloser(TMap<int, pgra_data_t>& damageGroupPos, int group, DVector3 pt, DVector3 check, sector_t* checksector, sector_t* sector, line_t* line, int secpart)
{
// simple solid geometry sight check between "check" and "pt"
// expected - Trace hits nothing
DVector3 ptVec = (pt - check);
double ptDst = ptVec.Length() - 0.5;
ptVec.MakeUnit();
FTraceResults res;
bool isblocked = Trace(check, checksector, ptVec, ptDst, 0, 0xFFFFFFFF, nullptr, res);
if (isblocked) return;
pgra_data_t* existing = damageGroupPos.CheckKey(group);
// not present or distance is closer
if (!existing || (((*existing).pos - check).Length() > (pt - check).Length()))
{
if (!existing) existing = &damageGroupPos.Insert(group, pgra_data_t());
existing->pos = pt;
existing->line = line;
existing->sector = sector;
existing->secpart = secpart;
}
}
EXTERN_CVAR(Float, splashfactor);
void P_GeometryRadiusAttack(AActor* bombspot, AActor* bombsource, int bombdamage, int bombdistance, FName damagetype, int fulldamagedistance)
{
TMap<int, pgra_data_t> damageGroupPos;
double bombdistancefloat = 1. / (double)(bombdistance - fulldamagedistance);
// now, this is not entirely correct... but sector actions still _do_ require a valid source actor to trigger anything
if (!bombspot)
return;
if (!bombsource)
bombsource = bombspot;
// check current sector floor and ceiling. this is the only *sector* checked, otherwise only use lines
// a bit imprecise, but should work
sector_t* srcsector = bombspot->Sector;
if (srcsector->healthceiling > 0)
{
double dstceiling = srcsector->ceilingplane.Normal() | (bombspot->Pos() + srcsector->ceilingplane.Normal()*srcsector->ceilingplane.D);
DVector3 spotTo = bombspot->Pos() - srcsector->ceilingplane.Normal() * dstceiling;
int grp = srcsector->healthceilinggroup;
if (grp <= 0)
grp = 0x80000000 | (srcsector->sectornum & 0x7FFFFFFF);
PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Ceiling);
}
if (srcsector->healthfloor > 0)
{
double dstfloor = srcsector->floorplane.Normal() | (bombspot->Pos() + srcsector->floorplane.Normal()*srcsector->floorplane.D);
DVector3 spotTo = bombspot->Pos() - srcsector->floorplane.Normal() * dstfloor;
int grp = srcsector->healthfloorgroup;
if (grp <= 0)
grp = 0x40000000 | (srcsector->sectornum & 0x7FFFFFFF);
PGRA_InsertIfCloser(damageGroupPos, grp, spotTo, bombspot->Pos(), srcsector, srcsector, nullptr, SECPART_Floor);
}
// enumerate all lines around
FBoundingBox bombbox(bombspot->X(), bombspot->Y(), bombdistance * 16);
FBlockLinesIterator it(bombbox);
line_t* ln;
int vc = validcount;
TArray<line_t*> lines;
while ((ln = it.Next())) // iterator and Trace both use validcount and interfere with each other
lines.Push(ln);
for (int i = 0; i < lines.Size(); i++)
{
ln = lines[i];
DVector2 pos2d = bombspot->Pos().XY();
int sd = P_PointOnLineSide(pos2d, ln);
side_t* side = ln->sidedef[sd];
if (!side) continue;
sector_t* sector = side->sector;
side_t* otherside = ln->sidedef[!sd];
sector_t* othersector = otherside ? otherside->sector : nullptr;
if (!ln->health && (!othersector || (!othersector->healthfloor && !othersector->healthceiling)))
continue; // non-interactive geometry
DVector2 to2d = PGRA_ClosestPointOnLine2D(bombspot->Pos().XY(), side->V1()->p, side->V2()->p);
// this gives us x/y
double distto2d = (to2d - pos2d).Length();
double z_top1, z_top2, z_bottom1, z_bottom2; // here, z_top1 is closest to the ceiling, and z_bottom1 is closest to the floor.
z_top1 = sector->ceilingplane.ZatPoint(to2d);
z_bottom1 = sector->floorplane.ZatPoint(to2d);
DVector3 to3d_fullheight(to2d.X, to2d.Y, clamp(bombspot->Z(), z_bottom1, z_top1));
if (ln->health && P_CheckLinedefVulnerable(ln, sd))
{
bool cantdamage = false;
bool linefullheight = othersector && !!(ln->flags & (ML_BLOCKEVERYTHING));
// decide specific position to affect on a line.
if (!linefullheight)
{
z_top2 = othersector->ceilingplane.ZatPoint(to2d);
z_bottom2 = othersector->floorplane.ZatPoint(to2d);
double bombz = bombspot->Z();
if (z_top2 > z_top1)
z_top2 = z_top1;
if (z_bottom2 < z_bottom1)
z_bottom2 = z_bottom1;
if (bombz <= z_top2 && bombz >= z_bottom2) // between top and bottom opening
to3d_fullheight.Z = (z_top2 - bombz < bombz - z_bottom2) ? z_top2 : z_bottom2;
else if (bombz < z_bottom2 && bombz >= z_bottom1)
to3d_fullheight.Z = clamp(bombz, z_bottom1, z_bottom2);
else if (bombz > z_top2 && bombz <= z_top1)
to3d_fullheight.Z = clamp(bombz, z_top2, z_top1);
else cantdamage = true;
}
if (!cantdamage)
{
if (ln->healthgroup)
{
PGRA_InsertIfCloser(damageGroupPos, ln->healthgroup, to3d_fullheight, bombspot->Pos(), srcsector, nullptr, ln, -1);
}
else
{
// otherwise just damage line
double dst = (to3d_fullheight - bombspot->Pos()).Length();
int damage = 0;
if (dst < bombdistance)
{
dst = clamp<double>(dst - (double)fulldamagedistance, 0, dst);
damage = (int)((double)bombdamage * (1. - dst * bombdistancefloat));
if (bombsource == bombspot)
damage = (int)(damage * splashfactor);
}
P_DamageLinedef(ln, bombsource, damage, damagetype, sd, to3d_fullheight);
}
}
}
if (othersector && othersector->healthceiling && P_CheckLinedefVulnerable(ln, sd, SECPART_Ceiling))
{
z_top2 = othersector->ceilingplane.ZatPoint(to2d);
if (z_top2 < z_top1) // we have front side to hit against
{
DVector3 to3d_upper(to2d.X, to2d.Y, clamp(bombspot->Z(), z_top2, z_top1));
int grp = othersector->healthceilinggroup;
if (grp <= 0)
grp = 0x80000000 | (othersector->sectornum & 0x7FFFFFFF);
PGRA_InsertIfCloser(damageGroupPos, grp, to3d_upper, bombspot->Pos(), srcsector, othersector, nullptr, SECPART_Ceiling);
}
}
if (othersector && othersector->healthfloor && P_CheckLinedefVulnerable(ln, sd, SECPART_Floor))
{
z_bottom2 = othersector->floorplane.ZatPoint(to2d);
if (z_bottom2 > z_bottom1) // we have front side to hit against
{
DVector3 to3d_lower(to2d.X, to2d.Y, clamp(bombspot->Z(), z_bottom1, z_bottom2));
int grp = othersector->healthfloorgroup;
if (grp <= 0)
grp = 0x40000000 | (othersector->sectornum & 0x7FFFFFFF);
PGRA_InsertIfCloser(damageGroupPos, grp, to3d_lower, bombspot->Pos(), srcsector, othersector, nullptr, SECPART_Floor);
}
}
}
// damage health groups and sectors.
// if group & 0x80000000, this is sector ceiling without health group
// if grpup & 0x40000000, this is sector floor without health group
// otherwise this is some object in health group
TMap<int, pgra_data_t>::ConstIterator damageGroupIt(damageGroupPos);
TMap<int, pgra_data_t>::ConstPair* damageGroupPair;
while (damageGroupIt.NextPair(damageGroupPair))
{
DVector3 pos = damageGroupPair->Value.pos;
double dst = (pos - bombspot->Pos()).Length();
int damage = 0;
if (dst < bombdistance)
{
dst = clamp<double>(dst - (double)fulldamagedistance, 0, dst);
damage = (int)((double)bombdamage * (1. - dst * bombdistancefloat));
if (bombsource == bombspot)
damage = (int)(damage * splashfactor);
}
// for debug
//P_SpawnParticle(damageGroupPair->Value.pos, DVector3(), DVector3(), PalEntry(0xFF, 0x00, 0x00), 1.0, 35, 5.0, 0.0, 0.0, 0);
int grp = damageGroupPair->Key;
if (grp & 0x80000000) // sector ceiling
{
assert(damageGroupPair->Value.sector != nullptr);
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Ceiling, pos);
}
else if (grp & 0x40000000) // sector floor
{
assert(damageGroupPair->Value.sector != nullptr);
P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, SECPART_Floor, pos);
}
else
{
assert((damageGroupPair->Value.sector != nullptr) != (damageGroupPair->Value.line != nullptr));
if (damageGroupPair->Value.line != nullptr)
P_DamageLinedef(damageGroupPair->Value.line, bombsource, damage, damagetype, P_PointOnLineSide(pos.XY(), damageGroupPair->Value.line), pos);
else P_DamageSector(damageGroupPair->Value.sector, bombsource, damage, damagetype, damageGroupPair->Value.secpart, pos);
}
}
}
//==========================================================================
//
// P_CheckLinedefVulnerable
//
// If sectorpart is <0: returns if linedef is damageable directly
// If sectorpart is valid (SECPART_ enum): returns if sector on sidedef is
// damageable through this line at specified sectorpart
//==========================================================================
bool P_CheckLinedefVulnerable(line_t* line, int side, int sectorpart)
{
if (line->special == Line_Horizon)
return false;
side_t* sidedef = line->sidedef[side];
if (!sidedef)
return false;
return true;
}
//==========================================================================
//
// P_CheckSectorVulnerable
//
// Returns true if sector's floor or ceiling is directly damageable
//==========================================================================
bool P_CheckSectorVulnerable(sector_t* sector, int part)
{
FTextureID texture = sector->GetTexture((part == SECPART_Ceiling) ? sector_t::ceiling : sector_t::floor);
secplane_t* plane = (part == SECPART_Ceiling) ? &sector->ceilingplane : &sector->floorplane;
if (texture == skyflatnum)
return false;
return true;
}