gzdoom-gles/src/p_pusher.cpp
Christoph Oelckers 96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00

461 lines
12 KiB
C++

//-----------------------------------------------------------------------------
//
// 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 <stdlib.h>
#include "actor.h"
#include "p_spec.h"
#include "serializer.h"
#include "p_lnspec.h"
#include "c_cvars.h"
#include "p_maputl.h"
#include "p_local.h"
#include "d_player.h"
#include "g_levellocals.h"
#include "actorinlines.h"
CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
// phares 3/20/98: added new model of Pushers for push/pull effects
class DPusher : public DThinker
{
DECLARE_CLASS (DPusher, DThinker)
HAS_OBJECT_POINTERS
public:
enum EPusher
{
p_push,
p_pull,
p_wind,
p_current
};
DPusher ();
DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
void Serialize(FSerializer &arc);
int CheckForSectorMatch (EPusher type, int tag);
void ChangeValues (int magnitude, int angle)
{
DAngle ang = angle * (360. / 256.);
m_PushVec = ang.ToVector(magnitude);
m_Magnitude = magnitude;
}
void Tick ();
protected:
EPusher m_Type;
TObjPtr<AActor*> m_Source;// Point source if point pusher
DVector2 m_PushVec;
double m_Magnitude; // Vector strength for point pusher
double m_Radius; // Effective radius for point pusher
int m_Affectee; // Number of affected sector
friend bool PIT_PushThing (AActor *thing);
};
IMPLEMENT_CLASS(DPusher, false, true)
IMPLEMENT_POINTERS_START(DPusher)
IMPLEMENT_POINTER(m_Source)
IMPLEMENT_POINTERS_END
DPusher::DPusher ()
{
}
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.
#define PUSH_FACTOR 128
/////////////////////////////
//
// Add a push thinker to the thinker list
DPusher::DPusher (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 && tagManager.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)
{
// 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 (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;
}
}
/////////////////////////////
//
// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
// NULL otherwise.
AActor *P_GetPushThing (int s)
{
AActor* thing;
sector_t* sec;
sec = &level.sectors[s];
thing = sec->thinglist;
while (thing &&
thing->GetClass()->TypeName != NAME_PointPusher &&
thing->GetClass()->TypeName != NAME_PointPuller)
{
thing = thing->snext;
}
return thing;
}
/////////////////////////////
//
// Initialize the sectors where pushers are present
//
void P_SpawnPushers ()
{
line_t *l = &level.lines[0];
int s;
for (unsigned i = 0; i < level.lines.Size(); i++, l++)
{
switch (l->special)
{
case Sector_SetWind: // wind
{
FSectorTagIterator itr(l->args[0]);
while ((s = itr.Next()) >= 0)
Create<DPusher>(DPusher::p_wind, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
l->special = 0;
break;
}
case Sector_SetCurrent: // current
{
FSectorTagIterator itr(l->args[0]);
while ((s = itr.Next()) >= 0)
Create<DPusher>(DPusher::p_current, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
l->special = 0;
break;
}
case PointPush_SetForce: // push/pull
if (l->args[0]) { // [RH] Find thing by sector
FSectorTagIterator itr(l->args[0]);
while ((s = itr.Next()) >= 0)
{
AActor *thing = P_GetPushThing (s);
if (thing) { // No MT_P* means no effect
// [RH] Allow narrowing it down by tid
if (!l->args[1] || l->args[1] == thing->tid)
Create<DPusher> (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
0, thing, s);
}
}
} else { // [RH] Find thing by tid
AActor *thing;
FActorIterator iterator (l->args[1]);
while ( (thing = iterator.Next ()) )
{
if (thing->GetClass()->TypeName == NAME_PointPusher ||
thing->GetClass()->TypeName == NAME_PointPuller)
{
Create<DPusher> (DPusher::p_push, l->args[3] ? l : NULL, l->args[2], 0, thing, thing->Sector->Index());
}
}
}
l->special = 0;
break;
}
}
}
void AdjustPusher (int tag, int magnitude, int angle, bool wind)
{
DPusher::EPusher type = wind? DPusher::p_wind : DPusher::p_current;
// Find pushers already attached to the sector, and change their parameters.
TArray<FThinkerCollection> Collection;
{
TThinkerIterator<DPusher> iterator;
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.
FSectorTagIterator itr(tag);
while ((secnum = itr.Next()) >= 0)
{
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == secnum)
break;
}
if (i == numcollected)
{
Create<DPusher> (type, nullptr, magnitude, angle, nullptr, secnum);
}
}
}