gzdoom-gles/src/playsim/p_switch.cpp
Christoph Oelckers e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00

459 lines
12 KiB
C++

/*
** 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 "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_3dmidtex.h"
#include "m_random.h"
#include "s_sound.h"
#include "doomstat.h"
#include "serializer.h"
#include "p_maputl.h"
#include "p_spec.h"
#include "textures.h"
#include "actor.h"
#include "actorinlines.h"
static FRandom pr_switchanim ("AnimSwitch");
class DActiveButton : public DThinker
{
DECLARE_CLASS (DActiveButton, DThinker)
public:
void Construct(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;
auto iterator = side->GetLevel()->GetThinkerIterator<DActiveButton>();
// 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;
}
}
side->GetLevel()->CreateThinker<DActiveButton> (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 = line->GetLevel()->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->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
? (user->Top() >= open.top)
: (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->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
? (user->Z() <= open.bottom)
: (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->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
? ( (user->Top() >= open.top) || (user->Z() <= open.bottom) )
: ( (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 (side->GetLevel(), DVector3(pt, 0), CHAN_VOICE, CHANF_LISTENERZ, sound, 1, ATTN_STATIC);
}
if (quest != NULL)
{
*quest = Switch->QuestPanel;
}
return true;
}
//==========================================================================
//
// Button thinker
//
//==========================================================================
IMPLEMENT_CLASS(DActiveButton, false, false)
void DActiveButton::Construct (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 (Level, DVector3(m_Pos, 0), CHAN_VOICE, CHANF_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;
}