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96d328de9b
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.
738 lines
22 KiB
C++
738 lines
22 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Initializes and implements BOOM linedef triggers for
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// Scrollers/Conveyors
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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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 <stdlib.h>
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#include "actor.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "g_levellocals.h"
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//-----------------------------------------------------------------------------
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//
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// killough 3/7/98: Add generalized scroll effects
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//
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//-----------------------------------------------------------------------------
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class DScroller : public DThinker
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{
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DECLARE_CLASS (DScroller, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DScroller (EScroll type, double dx, double dy, int control, int affectee, int accel, EScrollPos scrollpos = EScrollPos::scw_all);
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DScroller (double dx, double dy, const line_t *l, int control, int accel, EScrollPos scrollpos = EScrollPos::scw_all);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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void Tick ();
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bool AffectsWall (int wallnum) const { return m_Type == EScroll::sc_side && m_Affectee == wallnum; }
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int GetWallNum () const { return m_Type == EScroll::sc_side ? m_Affectee : -1; }
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void SetRate (double dx, double dy) { m_dx = dx; m_dy = dy; }
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bool IsType (EScroll type) const { return type == m_Type; }
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int GetAffectee () const { return m_Affectee; }
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EScrollPos GetScrollParts() const { return m_Parts; }
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protected:
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EScroll m_Type; // Type of scroll effect
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double m_dx, m_dy; // (dx,dy) scroll speeds
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int m_Affectee; // Number of affected sidedef, sector, tag, or whatever
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int m_Control; // Control sector (-1 if none) used to control scrolling
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double m_LastHeight; // Last known height of control sector
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double m_vdx, m_vdy; // Accumulated velocity if accelerative
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int m_Accel; // Whether it's accelerative
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EScrollPos m_Parts; // Which parts of a sidedef are being scrolled?
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TObjPtr<DInterpolation*> m_Interpolations[3];
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private:
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DScroller ()
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{
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}
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};
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IMPLEMENT_CLASS(DScroller, false, true)
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IMPLEMENT_POINTERS_START(DScroller)
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IMPLEMENT_POINTER(m_Interpolations[0])
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IMPLEMENT_POINTER(m_Interpolations[1])
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IMPLEMENT_POINTER(m_Interpolations[2])
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IMPLEMENT_POINTERS_END
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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EScrollPos operator &(EScrollPos one, EScrollPos two)
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{
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return EScrollPos(int(one) & int(two));
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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 DScroller::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("dx", m_dx)
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("dy", m_dy)
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("affectee", m_Affectee)
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("control", m_Control)
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("lastheight", m_LastHeight)
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("vdx", m_vdx)
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("vdy", m_vdy)
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("accel", m_Accel)
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.Enum("parts", m_Parts)
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.Array("interpolations", m_Interpolations, 3);
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Compensate for rotated sector textures by rotating the scrolling
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// in the opposite direction.
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//
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//-----------------------------------------------------------------------------
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static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy)
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{
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DAngle an = sec->GetAngle(which);
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if (an == 0)
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{
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tdx = dx;
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tdy = dy;
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}
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else
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{
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double ca = -an.Cos();
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double sa = -an.Sin();
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tdx = dx*ca - dy*sa;
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tdy = dy*ca + dx*sa;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// killough 2/28/98:
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//
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// This function, with the help of r_plane.c and r_bsp.c, supports generalized
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// scrolling floors and walls, with optional mobj-carrying properties, e.g.
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// conveyor belts, rivers, etc. A linedef with a special type affects all
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// tagged sectors the same way, by creating scrolling and/or object-carrying
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// properties. Multiple linedefs may be used on the same sector and are
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// cumulative, although the special case of scrolling a floor and carrying
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// things on it, requires only one linedef. The linedef's direction determines
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// the scrolling direction, and the linedef's length determines the scrolling
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// speed. This was designed so that an edge around the sector could be used to
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// control the direction of the sector's scrolling, which is usually what is
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// desired.
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//
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// Process the active scrollers.
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//
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// This is the main scrolling code
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// killough 3/7/98
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//
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//-----------------------------------------------------------------------------
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void DScroller::Tick ()
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{
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double dx = m_dx, dy = m_dy, tdx, tdy;
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if (m_Control != -1)
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{ // compute scroll amounts based on a sector's height changes
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double height = level.sectors[m_Control].CenterFloor () +
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level.sectors[m_Control].CenterCeiling ();
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double delta = height - m_LastHeight;
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m_LastHeight = height;
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dx *= delta;
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dy *= delta;
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}
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// killough 3/14/98: Add acceleration
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if (m_Accel)
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{
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m_vdx = dx += m_vdx;
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m_vdy = dy += m_vdy;
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}
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if (dx == 0 && dy == 0)
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return;
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switch (m_Type)
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{
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case EScroll::sc_side: // killough 3/7/98: Scroll wall texture
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if (m_Parts & EScrollPos::scw_top)
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{
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level.sides[m_Affectee].AddTextureXOffset(side_t::top, dx);
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level.sides[m_Affectee].AddTextureYOffset(side_t::top, dy);
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}
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if (m_Parts & EScrollPos::scw_mid && (level.sides[m_Affectee].linedef->backsector == NULL ||
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!(level.sides[m_Affectee].linedef->flags&ML_3DMIDTEX)))
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{
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level.sides[m_Affectee].AddTextureXOffset(side_t::mid, dx);
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level.sides[m_Affectee].AddTextureYOffset(side_t::mid, dy);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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level.sides[m_Affectee].AddTextureXOffset(side_t::bottom, dx);
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level.sides[m_Affectee].AddTextureYOffset(side_t::bottom, dy);
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}
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break;
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case EScroll::sc_floor: // killough 3/7/98: Scroll floor texture
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RotationComp(&level.sectors[m_Affectee], sector_t::floor, dx, dy, tdx, tdy);
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level.sectors[m_Affectee].AddXOffset(sector_t::floor, tdx);
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level.sectors[m_Affectee].AddYOffset(sector_t::floor, tdy);
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break;
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case EScroll::sc_ceiling: // killough 3/7/98: Scroll ceiling texture
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RotationComp(&level.sectors[m_Affectee], sector_t::ceiling, dx, dy, tdx, tdy);
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level.sectors[m_Affectee].AddXOffset(sector_t::ceiling, tdx);
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level.sectors[m_Affectee].AddYOffset(sector_t::ceiling, tdy);
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break;
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// [RH] Don't actually carry anything here. That happens later.
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case EScroll::sc_carry:
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level.Scrolls[m_Affectee].X += dx;
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level.Scrolls[m_Affectee].Y += dy;
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break;
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case EScroll::sc_carry_ceiling: // to be added later
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break;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Add_Scroller()
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//
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// Add a generalized scroller to the thinker list.
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//
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// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
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// wall, floor carrier & scroller
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//
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// (dx,dy): the direction and speed of the scrolling or its acceleration
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//
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// control: the sector whose heights control this scroller's effect
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// remotely, or -1 if no control sector
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//
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// affectee: the index of the affected object (sector or sidedef)
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//
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// accel: non-zero if this is an accelerative effect
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//
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//-----------------------------------------------------------------------------
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DScroller::DScroller (EScroll type, double dx, double dy,
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int control, int affectee, int accel, EScrollPos scrollpos)
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: DThinker (STAT_SCROLLER)
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{
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m_Type = type;
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m_dx = dx;
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m_dy = dy;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_vdx = m_vdy = 0;
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m_LastHeight = 0;
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if ((m_Control = control) != -1)
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{
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m_LastHeight =
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level.sectors[control].CenterFloor() + level.sectors[control].CenterCeiling();
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}
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m_Affectee = affectee;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = NULL;
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switch (type)
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{
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case EScroll::sc_carry:
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level.AddScroller (affectee);
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break;
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case EScroll::sc_side:
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level.sides[affectee].Flags |= WALLF_NOAUTODECALS;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = level.sides[m_Affectee].SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (level.sides[m_Affectee].linedef->backsector == nullptr ||
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!(level.sides[m_Affectee].linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = level.sides[m_Affectee].SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = level.sides[m_Affectee].SetInterpolation(side_t::bottom);
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}
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break;
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case EScroll::sc_floor:
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m_Interpolations[0] = level.sectors[affectee].SetInterpolation(sector_t::FloorScroll, false);
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break;
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case EScroll::sc_ceiling:
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m_Interpolations[0] = level.sectors[affectee].SetInterpolation(sector_t::CeilingScroll, false);
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break;
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default:
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break;
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}
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}
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void DScroller::OnDestroy ()
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{
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for(int i=0;i<3;i++)
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{
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if (m_Interpolations[i] != NULL)
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{
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m_Interpolations[i]->DelRef();
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m_Interpolations[i] = NULL;
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}
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}
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Super::OnDestroy();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds wall scroller. Scroll amount is rotated with respect to wall's
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// linedef first, so that scrolling towards the wall in a perpendicular
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// direction is translated into vertical motion, while scrolling along
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// the wall in a parallel direction is translated into horizontal motion.
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//
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// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
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//
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//-----------------------------------------------------------------------------
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DScroller::DScroller (double dx, double dy, const line_t *l,
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int control, int accel, EScrollPos scrollpos)
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: DThinker (STAT_SCROLLER)
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{
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double x = fabs(l->Delta().X), y = fabs(l->Delta().Y), d;
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if (y > x) d = x, x = y, y = d;
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d = x / g_sin(g_atan2(y, x) + M_PI / 2);
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x = -(dy * l->Delta().Y + dx * l->Delta().X) / d;
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y = -(dx * l->Delta().Y - dy * l->Delta().X) / d;
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m_Type = EScroll::sc_side;
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m_dx = x;
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m_dy = y;
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m_vdx = m_vdy = 0;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_LastHeight = 0;
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if ((m_Control = control) != -1)
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m_LastHeight = level.sectors[control].CenterFloor() + level.sectors[control].CenterCeiling();
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m_Affectee = l->sidedef[0]->Index();
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level.sides[m_Affectee].Flags |= WALLF_NOAUTODECALS;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = NULL;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = level.sides[m_Affectee].SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (level.sides[m_Affectee].linedef->backsector == NULL ||
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!(level.sides[m_Affectee].linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = level.sides[m_Affectee].SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = level.sides[m_Affectee].SetInterpolation(side_t::bottom);
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}
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}
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// Amount (dx,dy) vector linedef is shifted right to get scroll amount
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#define SCROLL_SHIFT 5
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#define SCROLLTYPE(i) EScrollPos(((i) <= 0) || ((i) & ~7) ? 7 : (i))
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//-----------------------------------------------------------------------------
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//
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// Initialize the scrollers
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//
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//-----------------------------------------------------------------------------
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void P_SpawnScrollers(void)
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{
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line_t *l = &level.lines[0];
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TArray<int> copyscrollers;
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for (auto &line : level.lines)
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{
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if (line.special == Sector_CopyScroller)
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{
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// don't allow copying the scroller if the sector has the same tag as it would just duplicate it.
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if (!tagManager.SectorHasTag(line.frontsector, line.args[0]))
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{
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copyscrollers.Push(line.Index());
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}
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line.special = 0;
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}
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}
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for (unsigned i = 0; i < level.lines.Size(); i++, l++)
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{
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double dx; // direction and speed of scrolling
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double dy;
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int control = -1, accel = 0; // no control sector or acceleration
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int special = l->special;
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// Check for undefined parameters that are non-zero and output messages for them.
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// We don't report for specials we don't understand.
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FLineSpecial *spec = P_GetLineSpecialInfo(special);
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if (spec != NULL)
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{
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int max = spec->map_args;
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for (unsigned arg = max; arg < countof(l->args); ++arg)
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{
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if (l->args[arg] != 0)
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{
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Printf("Line %d (type %d:%s), arg %u is %d (should be 0)\n",
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i, special, spec->name, arg+1, l->args[arg]);
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}
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}
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}
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// killough 3/7/98: Types 245-249 are same as 250-254 except that the
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// first side's sector's heights cause scrolling when they change, and
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// this linedef controls the direction and speed of the scrolling. The
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// most complicated linedef since donuts, but powerful :)
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//
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// killough 3/15/98: Add acceleration. Types 214-218 are the same but
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// are accelerative.
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// [RH] Assume that it's a scroller and zero the line's special.
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l->special = 0;
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dx = dy = 0; // Shut up, GCC
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if (special == Scroll_Ceiling ||
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special == Scroll_Floor ||
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special == Scroll_Texture_Model)
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{
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if (l->args[1] & 3)
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{
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// if 1, then displacement
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// if 2, then accelerative (also if 3)
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control = l->sidedef[0]->sector->Index();
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if (l->args[1] & 2)
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accel = 1;
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}
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if (special == Scroll_Texture_Model ||
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l->args[1] & 4)
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{
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// The line housing the special controls the
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// direction and speed of scrolling.
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dx = l->Delta().X / 32.;
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dy = l->Delta().Y / 32.;
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}
|
|
else
|
|
{
|
|
// The speed and direction are parameters to the special.
|
|
dx = (l->args[3] - 128) / 32.;
|
|
dy = (l->args[4] - 128) / 32.;
|
|
}
|
|
}
|
|
|
|
switch (special)
|
|
{
|
|
int s;
|
|
|
|
case Scroll_Ceiling:
|
|
{
|
|
FSectorTagIterator itr(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Create<DScroller>(EScroll::sc_ceiling, -dx, dy, control, s, accel);
|
|
}
|
|
for (unsigned j = 0; j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &level.lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 1))
|
|
{
|
|
Create<DScroller>(EScroll::sc_ceiling, -dx, dy, control, line->frontsector->Index(), accel);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Scroll_Floor:
|
|
if (l->args[2] != 1)
|
|
{ // scroll the floor texture
|
|
FSectorTagIterator itr(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Create<DScroller> (EScroll::sc_floor, -dx, dy, control, s, accel);
|
|
}
|
|
for(unsigned j = 0;j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &level.lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 2))
|
|
{
|
|
Create<DScroller>(EScroll::sc_floor, -dx, dy, control, line->frontsector->Index(), accel);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (l->args[2] > 0)
|
|
{ // carry objects on the floor
|
|
FSectorTagIterator itr(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Create<DScroller> (EScroll::sc_carry, dx, dy, control, s, accel);
|
|
}
|
|
for(unsigned j = 0;j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &level.lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 4))
|
|
{
|
|
Create<DScroller> (EScroll::sc_carry, dx, dy, control, line->frontsector->Index(), accel);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
// killough 3/1/98: scroll wall according to linedef
|
|
// (same direction and speed as scrolling floors)
|
|
case Scroll_Texture_Model:
|
|
{
|
|
FLineIdIterator itr(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
if (s != (int)i)
|
|
Create<DScroller>(dx, dy, &level.lines[s], control, accel);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Scroll_Texture_Offsets:
|
|
// killough 3/2/98: scroll according to sidedef offsets
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
Create<DScroller> (EScroll::sc_side, -level.sides[s].GetTextureXOffset(side_t::mid),
|
|
level.sides[s].GetTextureYOffset(side_t::mid), -1, s, accel, SCROLLTYPE(l->args[0]));
|
|
break;
|
|
|
|
case Scroll_Texture_Left:
|
|
l->special = special; // Restore the special, for compat_useblocking's benefit.
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
Create<DScroller> (EScroll::sc_side, l->args[0] / 64., 0,
|
|
-1, s, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Right:
|
|
l->special = special;
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
Create<DScroller> (EScroll::sc_side, -l->args[0] / 64., 0,
|
|
-1, s, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Up:
|
|
l->special = special;
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
Create<DScroller> (EScroll::sc_side, 0, l->args[0] / 64.,
|
|
-1, s, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Down:
|
|
l->special = special;
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
Create<DScroller> (EScroll::sc_side, 0, -l->args[0] / 64.,
|
|
-1, s, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Both:
|
|
s = level.lines[i].sidedef[0]->Index();
|
|
if (l->args[0] == 0) {
|
|
dx = (l->args[1] - l->args[2]) / 64.;
|
|
dy = (l->args[4] - l->args[3]) / 64.;
|
|
Create<DScroller> (EScroll::sc_side, dx, dy, -1, s, accel);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// [RH] It wasn't a scroller after all, so restore the special.
|
|
l->special = special;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Modify a wall scroller
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void SetWallScroller (int id, int sidechoice, double dx, double dy, EScrollPos Where)
|
|
{
|
|
Where = Where & scw_all;
|
|
if (Where == 0) return;
|
|
|
|
if (dx == 0 && dy == 0)
|
|
{
|
|
// Special case: Remove the scroller, because the deltas are both 0.
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
DScroller *scroller;
|
|
|
|
while ( (scroller = iterator.Next ()) )
|
|
{
|
|
int wallnum = scroller->GetWallNum ();
|
|
|
|
if (wallnum >= 0 && tagManager.LineHasID(level.sides[wallnum].linedef, id) &&
|
|
level.sides[wallnum].linedef->sidedef[sidechoice]->Index() == wallnum &&
|
|
Where == scroller->GetScrollParts())
|
|
{
|
|
scroller->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Find scrollers already attached to the matching walls, and change
|
|
// their rates.
|
|
TArray<FThinkerCollection> Collection;
|
|
{
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
FThinkerCollection collect;
|
|
|
|
while ( (collect.Obj = iterator.Next ()) )
|
|
{
|
|
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
|
|
tagManager.LineHasID(level.sides[collect.RefNum].linedef, id) &&
|
|
level.sides[collect.RefNum].linedef->sidedef[sidechoice]->Index() == collect.RefNum &&
|
|
Where == ((DScroller *)collect.Obj)->GetScrollParts())
|
|
{
|
|
((DScroller *)collect.Obj)->SetRate (dx, dy);
|
|
Collection.Push (collect);
|
|
}
|
|
}
|
|
}
|
|
|
|
size_t numcollected = Collection.Size ();
|
|
int linenum;
|
|
|
|
// Now create scrollers for any walls that don't already have them.
|
|
FLineIdIterator itr(id);
|
|
while ((linenum = itr.Next()) >= 0)
|
|
{
|
|
if (level.lines[linenum].sidedef[sidechoice] != NULL)
|
|
{
|
|
int sidenum = level.lines[linenum].sidedef[sidechoice]->Index();
|
|
unsigned int i;
|
|
for (i = 0; i < numcollected; i++)
|
|
{
|
|
if (Collection[i].RefNum == sidenum)
|
|
break;
|
|
}
|
|
if (i == numcollected)
|
|
{
|
|
Create<DScroller> (EScroll::sc_side, dx, dy, -1, sidenum, 0, Where);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SetScroller (int tag, EScroll type, double dx, double dy)
|
|
{
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
DScroller *scroller;
|
|
int i;
|
|
|
|
// Check if there is already a scroller for this tag
|
|
// If at least one sector with this tag is scrolling, then they all are.
|
|
// If the deltas are both 0, we don't remove the scroller, because a
|
|
// displacement/accelerative scroller might have been set up, and there's
|
|
// no way to create one after the level is fully loaded.
|
|
i = 0;
|
|
while ( (scroller = iterator.Next ()) )
|
|
{
|
|
if (scroller->IsType (type))
|
|
{
|
|
if (tagManager.SectorHasTag(scroller->GetAffectee (), tag))
|
|
{
|
|
i++;
|
|
scroller->SetRate (dx, dy);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (i > 0 || (dx == 0 && dy == 0))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Need to create scrollers for the sector(s)
|
|
FSectorTagIterator itr(tag);
|
|
while ((i = itr.Next()) >= 0)
|
|
{
|
|
Create<DScroller> (type, dx, dy, -1, i, 0);
|
|
}
|
|
}
|
|
|
|
void P_CreateScroller(EScroll type, double dx, double dy, int control, int affectee, int accel, EScrollPos scrollpos)
|
|
{
|
|
Create<DScroller>(type, dx, dy, control, affectee, accel, scrollpos);
|
|
}
|