mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-15 06:41:27 +00:00
e82565373f
- 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.
459 lines
12 KiB
C++
459 lines
12 KiB
C++
/*
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** p_switch.cpp
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** Switch and button maintenance and animation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_3dmidtex.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "serializer.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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#include "textures.h"
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#include "actor.h"
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#include "actorinlines.h"
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static FRandom pr_switchanim ("AnimSwitch");
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class DActiveButton : public DThinker
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{
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DECLARE_CLASS (DActiveButton, DThinker)
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public:
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void Construct(side_t *, int, FSwitchDef *, const DVector2 &pos, bool flippable);
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void Serialize(FSerializer &arc);
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void Tick ();
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side_t *m_Side;
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int8_t m_Part;
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bool bFlippable;
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bool bReturning;
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FSwitchDef *m_SwitchDef;
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int32_t m_Frame;
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uint32_t m_Timer;
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DVector2 m_Pos;
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protected:
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bool AdvanceFrame ();
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};
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//==========================================================================
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//
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// Start a button counting down till it turns off.
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// [RH] Rewritten to remove MAXBUTTONS limit.
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//
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//==========================================================================
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static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain)
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{
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DActiveButton *button;
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auto iterator = side->GetLevel()->GetThinkerIterator<DActiveButton>();
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// See if button is already pressed
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while ( (button = iterator.Next ()) )
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{
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if (button->m_Side == side)
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{
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button->m_Timer=1; // force advancing to the next frame
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return false;
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}
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}
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side->GetLevel()->CreateThinker<DActiveButton> (side, Where, Switch, pos, useagain);
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return true;
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}
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//==========================================================================
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//
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// Checks whether a switch is reachable
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// This is optional because old maps can rely on being able to
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// use non-reachable switches.
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//
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//==========================================================================
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos)
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{
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// Activated from an empty side -> always succeed
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side_t *side = line->sidedef[sideno];
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if (side == NULL)
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return true;
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double checktop;
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double checkbot;
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sector_t *front = side->sector;
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FLineOpening open;
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int flags = line->flags;
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if (!side->GetTexture(side_t::mid).isValid())
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{ // Do not force range checks for 3DMIDTEX lines if there is no actual midtexture.
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flags &= ~ML_3DMIDTEX;
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}
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// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
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if (!(flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE)))
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return true;
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// calculate the point where the user would touch the wall.
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divline_t dll, dlu;
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double inter;
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DVector2 check;
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P_MakeDivline (line, &dll);
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DVector3 pos = optpos? *optpos : user->PosRelative(line);
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dlu.x = pos.X;
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dlu.y = pos.Y;
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dlu.dx = user->Angles.Yaw.Cos();
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dlu.dy = user->Angles.Yaw.Sin();
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inter = P_InterceptVector(&dll, &dlu);
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// Polyobjects must test the containing sector, not the one they originate from.
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if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
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{
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// Get a check point slightly inside the polyobject so that this still works
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// if the polyobject lies directly on a sector boundary
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check.X = dll.x + dll.dx * (inter + 0.01);
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check.Y = dll.y + dll.dy * (inter + 0.01);
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front = line->GetLevel()->PointInSector(check);
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}
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else
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{
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check.X = dll.x + dll.dx * inter;
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check.Y = dll.y + dll.dy * inter;
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}
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// one sided line or polyobject
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if (line->sidedef[1] == NULL || (line->sidedef[0]->Flags & WALLF_POLYOBJ))
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{
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onesided:
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double sectorc = front->ceilingplane.ZatPoint(check);
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double sectorf = front->floorplane.ZatPoint(check);
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return (user->Top() >= sectorf && user->Z() <= sectorc);
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}
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// Now get the information from the line.
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P_LineOpening(open, NULL, line, check, &pos);
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if (open.range <= 0)
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goto onesided;
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if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL)
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{
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// Check 3D floors on back side
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{
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sector_t * back = line->sidedef[1 - sideno]->sector;
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for (auto rover : back->e->XFloor.ffloors)
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{
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_UPPERTEXTURE)) continue;
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if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
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user->Top() < rover->bottom.plane->ZatPoint(check))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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return true;
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}
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}
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return (user->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
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? (user->Top() >= open.top)
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: (user->Top() > open.top);
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}
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else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
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{
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// Check 3D floors on back side
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{
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sector_t * back = line->sidedef[1 - sideno]->sector;
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for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor *rover = back->e->XFloor.ffloors[i];
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if (!(rover->flags & FF_EXISTS)) continue;
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if (!(rover->flags & FF_LOWERTEXTURE)) continue;
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if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
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user->Top() < rover->bottom.plane->ZatPoint(check))
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continue;
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// This 3D floor depicts a switch texture in front of the player's eyes
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return true;
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}
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}
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return (user->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
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? (user->Z() <= open.bottom)
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: (user->Z() < open.bottom);
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}
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else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
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{
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// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
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// to keep compatibility with Eternity's implementation.
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if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
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return false;
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return user->isBelow(checktop) && user->Top() > checkbot;
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}
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else
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{
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// no switch found. Check whether the player can touch either top or bottom texture
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return (user->Level->i_compatflags2 & COMPATF2_CHECKSWITCHRANGE)
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? ( (user->Top() >= open.top) || (user->Z() <= open.bottom) )
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: ( (user->Top() > open.top) || user->isBelow(open.bottom) );
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}
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}
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//==========================================================================
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//
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// Function that changes wall texture.
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// Tell it if switch is ok to use again (1=yes, it's a button).
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//
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//==========================================================================
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bool P_ChangeSwitchTexture (side_t *side, int useAgain, uint8_t special, bool *quest)
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{
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int texture;
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int sound;
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FSwitchDef *Switch;
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if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::top))) != NULL)
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{
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texture = side_t::top;
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}
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else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::bottom))) != NULL)
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{
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texture = side_t::bottom;
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}
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else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::mid))) != NULL)
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{
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texture = side_t::mid;
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}
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else
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{
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if (quest != NULL)
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{
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*quest = false;
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}
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return false;
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}
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// EXIT SWITCH?
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if (Switch->Sound != 0)
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{
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sound = Switch->Sound;
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}
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else
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{
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sound = S_FindSound (
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special == Exit_Normal ||
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special == Exit_Secret ||
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special == Teleport_NewMap ||
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special == Teleport_EndGame
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? "switches/exitbutn" : "switches/normbutn");
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}
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// [RH] The original code played the sound at buttonlist->soundorg,
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// which wasn't necessarily anywhere near the switch if it was
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// facing a big sector (and which wasn't necessarily for the
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// button just activated, either).
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DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2);
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bool playsound;
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side->SetTexture(texture, Switch->frames[0].Texture);
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if (useAgain || Switch->NumFrames > 1)
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{
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playsound = P_StartButton (side, texture, Switch, pt, !!useAgain);
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}
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else
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{
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playsound = true;
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}
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if (playsound)
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{
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S_Sound (side->GetLevel(), DVector3(pt, 0), CHAN_VOICE, CHANF_LISTENERZ, sound, 1, ATTN_STATIC);
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}
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if (quest != NULL)
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{
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*quest = Switch->QuestPanel;
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}
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return true;
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}
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//==========================================================================
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//
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// Button thinker
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//
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//==========================================================================
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IMPLEMENT_CLASS(DActiveButton, false, false)
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void DActiveButton::Construct (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain)
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{
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m_Side = side;
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m_Part = int8_t(Where);
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m_Pos = pos;
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bFlippable = useagain;
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bReturning = false;
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m_SwitchDef = Switch;
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m_Frame = -1;
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AdvanceFrame ();
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}
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//==========================================================================
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//
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// operator<<
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//
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//==========================================================================
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template<> FSerializer &Serialize (FSerializer &arc, const char *key, FSwitchDef* &Switch, FSwitchDef **def)
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{
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if (arc.isWriting())
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{
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Serialize(arc, key, Switch->PreTexture, nullptr);
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}
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else
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{
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FTextureID tex;
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tex.SetInvalid();
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Serialize(arc, key, tex, nullptr);
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Switch = TexMan.FindSwitch(tex);
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}
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return arc;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DActiveButton::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("side", m_Side)
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("part", m_Part)
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("switchdef", m_SwitchDef)
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("frame", m_Frame)
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("timer", m_Timer)
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("fippable", bFlippable)
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("pos", m_Pos)
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("returning", bReturning);
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void DActiveButton::Tick ()
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{
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if (m_SwitchDef == NULL)
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{
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// We lost our definition due to a bad savegame.
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Destroy();
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return;
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}
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FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
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if (--m_Timer == 0)
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{
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if (m_Frame == def->NumFrames - 1)
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{
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bReturning = true;
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def = m_SwitchDef->PairDef;
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if (def != NULL)
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{
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m_Frame = -1;
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S_Sound (Level, DVector3(m_Pos, 0), CHAN_VOICE, CHANF_LISTENERZ,
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def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"),
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1, ATTN_STATIC);
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bFlippable = false;
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}
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else
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{
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Destroy ();
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return;
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}
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}
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bool killme = AdvanceFrame ();
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m_Side->SetTexture(m_Part, def->frames[m_Frame].Texture);
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if (killme)
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{
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Destroy ();
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool DActiveButton::AdvanceFrame ()
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{
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bool ret = false;
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FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
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if (++m_Frame == def->NumFrames - 1)
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{
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if (bFlippable == true)
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{
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m_Timer = BUTTONTIME;
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}
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else
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{
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ret = true;
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}
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}
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else
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{
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m_Timer = def->frames[m_Frame].TimeMin;
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if (def->frames[m_Frame].TimeRnd != 0)
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{
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m_Timer += pr_switchanim(def->frames[m_Frame].TimeRnd);
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}
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}
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return ret;
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}
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