//----------------------------------------------------------------------------- // // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Initializes and implements BOOM linedef triggers for // Wind/Current // //----------------------------------------------------------------------------- #include #include "actor.h" #include "p_spec.h" #include "serializer.h" #include "p_lnspec.h" #include "p_maputl.h" #include "p_local.h" #include "d_player.h" #include "g_levellocals.h" #include "actorinlines.h" #include "p_spec_thinkers.h" #include "maploader/maploader.h" EXTERN_CVAR(Bool, var_pushers); IMPLEMENT_CLASS(DPusher, false, true) IMPLEMENT_POINTERS_START(DPusher) IMPLEMENT_POINTER(m_Source) IMPLEMENT_POINTERS_END //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void DPusher::Serialize(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("source", m_Source) ("pushvec", m_PushVec) ("magnitude", m_Magnitude) ("radius", m_Radius) ("affectee", m_Affectee); } //----------------------------------------------------------------------------- // // PUSH/PULL EFFECT // // phares 3/20/98: Start of push/pull effects // // This is where push/pull effects are applied to objects in the sectors. // // There are four kinds of push effects // // 1) Pushing Away // // Pushes you away from a point source defined by the location of an // MT_PUSH Thing. The force decreases linearly with distance from the // source. This force crosses sector boundaries and is felt w/in a circle // whose center is at the MT_PUSH. The force is felt only if the point // MT_PUSH can see the target object. // // 2) Pulling toward // // Same as Pushing Away except you're pulled toward an MT_PULL point // source. This force crosses sector boundaries and is felt w/in a circle // whose center is at the MT_PULL. The force is felt only if the point // MT_PULL can see the target object. // // 3) Wind // // Pushes you in a constant direction. Full force above ground, half // force on the ground, nothing if you're below it (water). // // 4) Current // // Pushes you in a constant direction. No force above ground, full // force if on the ground or below it (water). // // The magnitude of the force is controlled by the length of a controlling // linedef. The force vector for types 3 & 4 is determined by the angle // of the linedef, and is constant. // // For each sector where these effects occur, the sector special type has // to have the PUSH_MASK bit set. If this bit is turned off by a switch // at run-time, the effect will not occur. The controlling sector for // types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing. // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // // Add a push thinker to the thinker list // //----------------------------------------------------------------------------- void DPusher::Construct (DPusher::EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee) { m_Source = source; m_Type = type; if (l) { m_PushVec = l->Delta(); m_Magnitude = m_PushVec.Length(); } else { // [RH] Allow setting magnitude and angle with parameters ChangeValues (magnitude, angle); } if (source) // point source exist? { m_Radius = m_Magnitude * 2; // where force goes to zero } m_Affectee = affectee; } int DPusher::CheckForSectorMatch (EPusher type, int tag) { if (m_Type == type && Level->SectorHasTag(m_Affectee, tag)) return m_Affectee; else return -1; } //----------------------------------------------------------------------------- // // T_Pusher looks for all objects that are inside the radius of // the effect. // //----------------------------------------------------------------------------- void DPusher::Tick () { sector_t *sec; AActor *thing; msecnode_t *node; double ht; if (!var_pushers) return; sec = &Level->sectors[m_Affectee]; // Be sure the special sector type is still turned on. If so, proceed. // Else, bail out; the sector type has been changed on us. if (!(sec->Flags & SECF_PUSH)) return; // For constant pushers (wind/current) there are 3 situations: // // 1) Affected Thing is above the floor. // // Apply the full force if wind, no force if current. // // 2) Affected Thing is on the ground. // // Apply half force if wind, full force if current. // // 3) Affected Thing is below the ground (underwater effect). // // Apply no force if wind, full force if current. // // Apply the effect to clipped players only for now. // // In Phase II, you can apply these effects to Things other than players. // [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now. if (m_Type == p_push) { if (m_Source == nullptr) { Destroy(); return; } // Seek out all pushable things within the force radius of this // point pusher. Crosses sectors, so use blockmap. FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware. FMultiBlockThingsIterator it(check, m_Source, m_Radius); FMultiBlockThingsIterator::CheckResult cres; while (it.Next(&cres)) { AActor *thing = cres.thing; // Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption. bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP)); // MBF allows any sentient or shootable thing to be affected, but players with a fly cheat aren't. if (Level->i_compatflags & COMPATF_MBFMONSTERMOVE) { pusharound = ((pusharound || (thing->IsSentient()) || (thing->flags & MF_SHOOTABLE)) // Add categories here && (!(thing->player && (thing->flags & (MF_NOGRAVITY))))); // Exclude flying players here } if ((pusharound) ) { DVector2 pos = m_Source->Vec2To(thing); double dist = pos.Length(); double speed = (m_Magnitude - (dist/2)) / (PUSH_FACTOR * 2); // If speed <= 0, you're outside the effective radius. You also have // to be able to see the push/pull source point. if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY))) { DAngle pushangle = pos.Angle(); if (m_Source->GetClass()->TypeName == NAME_PointPuller) pushangle += 180; thing->Thrust(pushangle, speed); } } } return; } // constant pushers p_wind and p_current node = sec->touching_thinglist; // things touching this sector for ( ; node ; node = node->m_snext) { thing = node->m_thing; if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP)) continue; sector_t *hsec = sec->GetHeightSec(); DVector3 pos = thing->PosRelative(sec); DVector2 pushvel; if (m_Type == p_wind) { if (hsec == NULL) { // NOT special water sector if (thing->Z() > thing->floorz) // above ground { pushvel = m_PushVec; // full force } else // on ground { pushvel = m_PushVec / 2; // half force } } else // special water sector { ht = hsec->floorplane.ZatPoint(pos); if (thing->Z() > ht) // above ground { pushvel = m_PushVec; // full force } else if (thing->player->viewz < ht) // underwater { pushvel.Zero(); // no force } else // wading in water { pushvel = m_PushVec / 2; // full force } } } else // p_current { const secplane_t *floor; if (hsec == NULL) { // NOT special water sector floor = &sec->floorplane; } else { // special water sector floor = &hsec->floorplane; } if (thing->Z() > floor->ZatPoint(pos)) { // above ground pushvel.Zero(); // no force } else { // on ground/underwater pushvel = m_PushVec; // full force } } thing->Vel += pushvel / PUSH_FACTOR; } } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void FLevelLocals::AdjustPusher(int tag, int magnitude, int angle, bool wind) { struct FThinkerCollection { int RefNum; DThinker *Obj; }; DPusher::EPusher type = wind? DPusher::p_wind : DPusher::p_current; // Find pushers already attached to the sector, and change their parameters. TArray Collection; { auto iterator = GetThinkerIterator(); FThinkerCollection collect; while ((collect.Obj = iterator.Next())) { if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch(type, tag)) >= 0) { ((DPusher *)collect.Obj)->ChangeValues(magnitude, angle); Collection.Push(collect); } } } size_t numcollected = Collection.Size(); int secnum; // Now create pushers for any sectors that don't already have them. auto itr = GetSectorTagIterator(tag); while ((secnum = itr.Next()) >= 0) { unsigned int i; for (i = 0; i < numcollected; i++) { if (Collection[i].RefNum == secnum) break; } if (i == numcollected) { CreateThinker(type, nullptr, magnitude, angle, nullptr, secnum); } } }