/* ** p_switch.cpp ** Switch and button maintenance and animation ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "templates.h" #include "i_system.h" #include "doomdef.h" #include "p_local.h" #include "p_lnspec.h" #include "p_3dmidtex.h" #include "m_random.h" #include "g_game.h" #include "s_sound.h" #include "doomstat.h" #include "r_state.h" #include "w_wad.h" #include "tarray.h" #include "cmdlib.h" #include "serializer.h" #include "p_maputl.h" #include "p_spec.h" #include "textures.h" #include "actor.h" #include "actorinlines.h" #include "gi.h" static FRandom pr_switchanim ("AnimSwitch"); class DActiveButton : public DThinker { DECLARE_CLASS (DActiveButton, DThinker) public: DActiveButton (); DActiveButton (side_t *, int, FSwitchDef *, const DVector2 &pos, bool flippable); void Serialize(FSerializer &arc); void Tick (); side_t *m_Side; int8_t m_Part; bool bFlippable; bool bReturning; FSwitchDef *m_SwitchDef; int32_t m_Frame; uint32_t m_Timer; DVector2 m_Pos; protected: bool AdvanceFrame (); }; //========================================================================== // // Start a button counting down till it turns off. // [RH] Rewritten to remove MAXBUTTONS limit. // //========================================================================== static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain) { DActiveButton *button; TThinkerIterator iterator; // See if button is already pressed while ( (button = iterator.Next ()) ) { if (button->m_Side == side) { button->m_Timer=1; // force advancing to the next frame return false; } } Create (side, Where, Switch, pos, useagain); return true; } //========================================================================== // // Checks whether a switch is reachable // This is optional because old maps can rely on being able to // use non-reachable switches. // //========================================================================== bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos) { // Activated from an empty side -> always succeed side_t *side = line->sidedef[sideno]; if (side == NULL) return true; double checktop; double checkbot; sector_t *front = side->sector; FLineOpening open; int flags = line->flags; if (!side->GetTexture(side_t::mid).isValid()) { // Do not force range checks for 3DMIDTEX lines if there is no actual midtexture. flags &= ~ML_3DMIDTEX; } // 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems. if (!(flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE))) return true; // calculate the point where the user would touch the wall. divline_t dll, dlu; double inter; DVector2 check; P_MakeDivline (line, &dll); DVector3 pos = optpos? *optpos : user->PosRelative(line); dlu.x = pos.X; dlu.y = pos.Y; dlu.dx = user->Angles.Yaw.Cos(); dlu.dy = user->Angles.Yaw.Sin(); inter = P_InterceptVector(&dll, &dlu); // Polyobjects must test the containing sector, not the one they originate from. if (line->sidedef[0]->Flags & WALLF_POLYOBJ) { // Get a check point slightly inside the polyobject so that this still works // if the polyobject lies directly on a sector boundary check.X = dll.x + dll.dx * (inter + 0.01); check.Y = dll.y + dll.dy * (inter + 0.01); front = P_PointInSector(check); } else { check.X = dll.x + dll.dx * inter; check.Y = dll.y + dll.dy * inter; } // one sided line or polyobject if (line->sidedef[1] == NULL || (line->sidedef[0]->Flags & WALLF_POLYOBJ)) { onesided: double sectorc = front->ceilingplane.ZatPoint(check); double sectorf = front->floorplane.ZatPoint(check); return (user->Top() >= sectorf && user->Z() <= sectorc); } // Now get the information from the line. P_LineOpening(open, NULL, line, check, &pos); if (open.range <= 0) goto onesided; if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL) { // Check 3D floors on back side { sector_t * back = line->sidedef[1 - sideno]->sector; for (auto rover : back->e->XFloor.ffloors) { if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_UPPERTEXTURE)) continue; if (user->isAbove(rover->top.plane->ZatPoint(check)) || user->Top() < rover->bottom.plane->ZatPoint(check)) continue; // This 3D floor depicts a switch texture in front of the player's eyes return true; } } return (user->Top() > open.top); } else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL) { // Check 3D floors on back side { sector_t * back = line->sidedef[1 - sideno]->sector; for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++) { F3DFloor *rover = back->e->XFloor.ffloors[i]; if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_LOWERTEXTURE)) continue; if (user->isAbove(rover->top.plane->ZatPoint(check)) || user->Top() < rover->bottom.plane->ZatPoint(check)) continue; // This 3D floor depicts a switch texture in front of the player's eyes return true; } } return (user->Z() < open.bottom); } else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL) { // 3DMIDTEX lines will force a mid texture check if no switch is found on this line // to keep compatibility with Eternity's implementation. if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot)) return false; return user->isBelow(checktop) && user->Top() > checkbot; } else { // no switch found. Check whether the player can touch either top or bottom texture return (user->Top() > open.top) || (user->isBelow(open.bottom)); } } //========================================================================== // // Function that changes wall texture. // Tell it if switch is ok to use again (1=yes, it's a button). // //========================================================================== bool P_ChangeSwitchTexture (side_t *side, int useAgain, uint8_t special, bool *quest) { int texture; int sound; FSwitchDef *Switch; if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::top))) != NULL) { texture = side_t::top; } else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::bottom))) != NULL) { texture = side_t::bottom; } else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::mid))) != NULL) { texture = side_t::mid; } else { if (quest != NULL) { *quest = false; } return false; } // EXIT SWITCH? if (Switch->Sound != 0) { sound = Switch->Sound; } else { sound = S_FindSound ( special == Exit_Normal || special == Exit_Secret || special == Teleport_NewMap || special == Teleport_EndGame ? "switches/exitbutn" : "switches/normbutn"); } // [RH] The original code played the sound at buttonlist->soundorg, // which wasn't necessarily anywhere near the switch if it was // facing a big sector (and which wasn't necessarily for the // button just activated, either). DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2); bool playsound; side->SetTexture(texture, Switch->frames[0].Texture); if (useAgain || Switch->NumFrames > 1) { playsound = P_StartButton (side, texture, Switch, pt, !!useAgain); } else { playsound = true; } if (playsound) { S_Sound (DVector3(pt, 0), CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC); } if (quest != NULL) { *quest = Switch->QuestPanel; } return true; } //========================================================================== // // Button thinker // //========================================================================== IMPLEMENT_CLASS(DActiveButton, false, false) DActiveButton::DActiveButton () { m_Side = NULL; m_Part = -1; m_SwitchDef = 0; m_Timer = 0; m_Pos = { 0,0 }; bFlippable = false; bReturning = false; m_Frame = 0; } DActiveButton::DActiveButton (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain) { m_Side = side; m_Part = int8_t(Where); m_Pos = pos; bFlippable = useagain; bReturning = false; m_SwitchDef = Switch; m_Frame = -1; AdvanceFrame (); } //========================================================================== // // operator<< // //========================================================================== template<> FSerializer &Serialize (FSerializer &arc, const char *key, FSwitchDef* &Switch, FSwitchDef **def) { if (arc.isWriting()) { Serialize(arc, key, Switch->PreTexture, nullptr); } else { FTextureID tex; tex.SetInvalid(); Serialize(arc, key, tex, nullptr); Switch = TexMan.FindSwitch(tex); } return arc; } //========================================================================== // // // //========================================================================== void DActiveButton::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("side", m_Side) ("part", m_Part) ("switchdef", m_SwitchDef) ("frame", m_Frame) ("timer", m_Timer) ("fippable", bFlippable) ("pos", m_Pos) ("returning", bReturning); } //========================================================================== // // // //========================================================================== void DActiveButton::Tick () { if (m_SwitchDef == NULL) { // We lost our definition due to a bad savegame. Destroy(); return; } FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef; if (--m_Timer == 0) { if (m_Frame == def->NumFrames - 1) { bReturning = true; def = m_SwitchDef->PairDef; if (def != NULL) { m_Frame = -1; S_Sound (DVector3(m_Pos, 0), CHAN_VOICE|CHAN_LISTENERZ, def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"), 1, ATTN_STATIC); bFlippable = false; } else { Destroy (); return; } } bool killme = AdvanceFrame (); m_Side->SetTexture(m_Part, def->frames[m_Frame].Texture); if (killme) { Destroy (); } } } //========================================================================== // // // //========================================================================== bool DActiveButton::AdvanceFrame () { bool ret = false; FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef; if (++m_Frame == def->NumFrames - 1) { if (bFlippable == true) { m_Timer = BUTTONTIME; } else { ret = true; } } else { m_Timer = def->frames[m_Frame].TimeMin; if (def->frames[m_Frame].TimeRnd != 0) { m_Timer += pr_switchanim(def->frames[m_Frame].TimeRnd); } } return ret; }