gzdoom-gles/src/p_doors.cpp
Randy Heit d0b2c41270 - The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
  have been started until they are explicitly stopped. If they are evicted
  from their channels, the sound code will restart them as soon as possible.
  This means that instead of this:
	if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
	{
		S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
	}
  The following is now just as effective:
	S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
  There are also a couple of other ramifications presented by this change:
    * The full state of the sound system (sans music) is now stored in save
      games. Any sounds that were playing when you saved will still be
      playing when you load. (Try saving while Korax is making a speech in
      Hexen to hear it.)
    * Using snd_reset will also preserve any playing sounds.
    * Movie playback is disabled, probably forever. I did not want to 
      update the MovieDisable/ResumeSound stuff for the new eviction
      tracking code. A properly updated movie player will use the VMR,
      which doesn't need these functions, since it would pipe the sound
      straight through the sound system like everything else, so I decided
      to dump them now, which leaves the movie player in a totally unworkable
      state.

June 26, 2008
- Changed S_Sound() to take the same floating point attenuation that the
  internal S_StartSound() uses. Now ambient sounds can use the public
  S_Sound() interface.
- Fixed: S_RelinkSound() compared the points of the channels against the
  from actor's point, rather than checking the channels' mover.
- Changed Strife's animated doors so that their sounds originate from the
  interior of the sector making them and not from the entire vertical height
  of the map.


SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00

863 lines
19 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Door animation code (opening/closing)
// [RH] Removed sliding door code and simplified for Hexen-ish specials
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "c_console.h"
#include "gi.h"
#include "a_keys.h"
#include "i_system.h"
#include "sc_man.h"
IMPLEMENT_CLASS (DDoor)
DDoor::DDoor ()
{
}
void DDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_TopDist
<< m_BotSpot << m_BotDist << m_OldFloorDist
<< m_Speed
<< m_Direction
<< m_TopWait
<< m_TopCountdown
<< m_LightTag;
}
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void DDoor::Tick ()
{
EResult res;
if (m_Sector->floorplane.d != m_OldFloorDist)
{
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
m_OldFloorDist = m_Sector->floorplane.d;
m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
m_Sector->floorplane.ZatPoint (m_BotSpot));
}
}
switch (m_Direction)
{
case 0:
// WAITING
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaise:
m_Direction = -1; // time to go back down
DoorSound (false);
break;
case doorCloseWaitOpen:
m_Direction = 1;
DoorSound (true);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaiseIn5Mins:
m_Direction = 1;
m_Type = doorRaise;
DoorSound (true);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
case doorClose:
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // unlink and free
break;
case doorCloseWaitOpen:
m_Direction = 0;
m_TopCountdown = m_TopWait;
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorClose: // DO NOT GO BACK UP!
break;
default:
m_Direction = 1;
DoorSound (true);
break;
}
}
break;
case 1:
// UP
res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
m_Direction = 0; // wait at top
m_TopCountdown = m_TopWait;
break;
case doorCloseWaitOpen:
case doorOpen:
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // unlink and free
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorRaise:
case doorRaiseIn5Mins:
m_Direction = -1;
DoorSound(false);
break;
default:
break;
}
}
break;
}
}
// [RH] DoorSound: Plays door sound depending on direction and speed
void DDoor::DoorSound (bool raise) const
{
int choice;
// For multiple-selection sound sequences, the following choices are used:
// 0 Opening
// 1 Closing
// 2 Opening fast
// 3 Closing fast
choice = !raise;
if (m_Speed >= FRACUNIT*8)
{
choice += 2;
}
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_DOOR, choice);
}
else
{
const char *snd;
switch (gameinfo.gametype)
{
default: /* Doom and Hexen */
snd = "DoorNormal";
break;
case GAME_Heretic:
snd = "HereticDoor";
break;
case GAME_Strife:
snd = "DoorSmallMetal";
// Search the front top textures of 2-sided lines on the door sector
// for a door sound to use.
for (int i = 0; i < m_Sector->linecount; ++i)
{
const char *texname;
line_t *line = m_Sector->lines[i];
if (line->backsector == NULL)
continue;
FTexture *tex = TexMan[sides[line->sidenum[0]].GetTexture(side_t::top)];
texname = tex? tex->Name : NULL;
if (texname != NULL && texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
{
switch (texname[3])
{
case 'S':
snd = "DoorStone";
break;
case 'M':
if (texname[4] == 'L')
{
snd = "DoorLargeMetal";
}
break;
case 'W':
if (texname[4] == 'L')
{
snd = "DoorLargeWood";
}
else
{
snd = "DoorSmallWood";
}
break;
}
}
}
break;
}
SN_StartSequence (m_Sector, CHAN_CEILING, snd, choice);
}
}
DDoor::DDoor (sector_t *sector)
: DMovingCeiling (sector)
{
}
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
// and made them more general to support the new specials.
// [RH] SpawnDoor: Helper function for EV_DoDoor
DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
: DMovingCeiling (sec),
m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
{
vertex_t *spot;
fixed_t height;
if (i_compatflags & COMPATF_NODOORLIGHT)
{
m_LightTag = 0;
}
switch (type)
{
case doorClose:
m_Direction = -1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
DoorSound (false);
break;
case doorOpen:
case doorRaise:
m_Direction = 1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
if (m_TopDist != sec->ceilingplane.d)
DoorSound (true);
break;
case doorCloseWaitOpen:
m_TopDist = sec->ceilingplane.d;
m_Direction = -1;
DoorSound (false);
break;
case doorRaiseIn5Mins:
m_Direction = 2;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
m_TopCountdown = 5 * 60 * TICRATE;
break;
}
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
height = sec->FindHighestFloorPoint (&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
else
{
height = sec->FindLowestCeilingPoint(&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
m_OldFloorDist = sec->floorplane.d;
}
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock, int lightTag)
{
bool rtn = false;
int secnum;
sector_t* sec;
if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
return false;
if (tag == 0)
{ // [RH] manual door
if (!line)
return false;
// if the wrong side of door is pushed, give oof sound
if (line->sidenum[1] == NO_SIDE) // killough
{
S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
return false;
}
// get the sector on the second side of activating linedef
sec = sides[line->sidenum[1]].sector;
secnum = sec-sectors;
// if door already has a thinker, use it
if (sec->ceilingdata)
{
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
{
DDoor *door = barrier_cast<DDoor *>(sec->ceilingdata);
// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
{
if (door->m_Direction == -1)
{
door->m_Direction = 1; // go back up
door->DoorSound (true); // [RH] Make noise
}
else if (!(line->activation & (SPAC_Push|SPAC_MPush)))
// [RH] activate push doors don't go back down when you
// run into them (otherwise opening them would be
// a real pain).
{
if (!thing->player || thing->player->isbot)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.
door->m_Direction = -1; // start going down immediately
// [RH] If this sector doesn't have a specific sound
// attached to it, start the door close sequence.
// Otherwise, just let the current one continue.
if (sec->seqType == -1)
{
door->DoorSound (false);
}
return true;
}
else
{
return false;
}
}
}
return false;
}
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
else
{ // [RH] Remote door
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
{
sec = &sectors[secnum];
// if the ceiling already moving, don't start the door action
if (sec->ceilingdata)
continue;
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
}
return rtn;
}
//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30 (sector_t *sec)
{
fixed_t height;
DDoor *door = new DDoor (sec);
sec->special = 0;
door->m_Sector = sec;
door->m_Direction = 0;
door->m_Type = DDoor::doorRaise;
door->m_Speed = FRACUNIT*2;
door->m_TopCountdown = 30 * TICRATE;
height = sec->FindHighestFloorPoint (&door->m_BotSpot);
door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
door->m_OldFloorDist = sec->floorplane.d;
door->m_TopDist = sec->ceilingplane.d;
door->m_LightTag = 0;
}
//
// Spawn a door that opens after 5 minutes
//
void P_SpawnDoorRaiseIn5Mins (sector_t *sec)
{
sec->special = 0;
new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
}
// Strife's animated doors. Based on Doom's unused sliding doors, but significantly improved.
class DeletingDoorArray : public TArray<FDoorAnimation>
{
public:
~DeletingDoorArray()
{
for(unsigned i=0;i<Size();i++)
{
FDoorAnimation *ani = &((*this)[i]);
if (ani->TextureFrames != NULL)
{
delete [] ani->TextureFrames;
ani->TextureFrames = NULL;
}
}
}
};
DeletingDoorArray DoorAnimations;
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
//
// Return index into "DoorAnimations" array for which door type to use
//
static int P_FindSlidingDoorType (FTextureID picnum)
{
unsigned int i;
for (i = 0; i < DoorAnimations.Size(); ++i)
{
if (picnum == DoorAnimations[i].BaseTexture)
return i;
}
return -1;
}
bool DAnimatedDoor::StartClosing ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
// CAN DOOR CLOSE?
if (m_Sector->touching_thinglist != NULL)
{
return false;
}
fixed_t topdist = m_Sector->ceilingplane.d;
if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1, false) == crushed)
{
return false;
}
MoveCeiling (2048*FRACUNIT, topdist, 1);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
if (ani.CloseSound != NAME_None)
{
SN_StartSequence (m_Sector, CHAN_CEILING, ani.CloseSound, 1);
}
m_Status = Closing;
m_Timer = m_Speed;
return true;
}
void DAnimatedDoor::Tick ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
switch (m_Status)
{
case Dead:
m_Sector->ceilingdata = NULL;
Destroy ();
break;
case Opening:
if (!m_Timer--)
{
if (++m_Frame >= ani.NumTextureFrames)
{
// IF DOOR IS DONE OPENING...
m_Line1->flags &= ~ML_BLOCKING;
m_Line2->flags &= ~ML_BLOCKING;
if (m_Delay == 0)
{
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
m_Timer = m_Delay;
m_Status = Waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line1->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
}
}
break;
case Waiting:
// IF DOOR IS DONE WAITING...
if (!m_Timer--)
{
if (!StartClosing())
{
m_Timer = m_Delay;
}
}
break;
case Closing:
if (!m_Timer--)
{
if (--m_Frame < 0)
{
// IF DOOR IS DONE CLOSING...
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line1->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
}
}
break;
}
}
IMPLEMENT_CLASS (DAnimatedDoor)
DAnimatedDoor::DAnimatedDoor ()
{
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
: DMovingCeiling (sec)
{
}
void DAnimatedDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
FTextureID basetex = DoorAnimations[m_WhichDoorIndex].BaseTexture;
arc << m_Line1 << m_Line2
<< m_Frame
<< m_Timer
<< m_BotDist
<< m_Status
<< m_Speed
<< m_Delay
<< basetex;
if (arc.IsLoading())
{
m_WhichDoorIndex = P_FindSlidingDoorType (basetex);
if (m_WhichDoorIndex == -1)
{ // Oh no! The door animation doesn't exist anymore!
m_WhichDoorIndex = 0;
}
}
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
: DMovingCeiling (sec)
{
fixed_t topdist;
FTextureID picnum;
// The DMovingCeiling constructor automatically sets up an interpolation for us.
// Stop it, since the ceiling is moving instantly here.
StopInterpolation();
m_WhichDoorIndex = P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top));
if (m_WhichDoorIndex < 0)
{
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
m_Status = Dead;
return;
}
m_Line1 = line;
m_Line2 = line;
for (int i = 0; i < sec->linecount; ++i)
{
if (sec->lines[i] == line)
continue;
if (sides[sec->lines[i]->sidenum[0]].GetTexture(side_t::top) == sides[line->sidenum[0]].GetTexture(side_t::top))
{
m_Line2 = sec->lines[i];
break;
}
}
picnum = sides[m_Line1->sidenum[0]].GetTexture(side_t::top);
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, picnum);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, picnum);
// don't forget texture scaling here!
FTexture *tex = TexMan[picnum];
topdist = tex ? tex->GetScaledHeight() : 64;
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
m_Status = Opening;
m_Speed = speed;
m_Delay = delay;
m_Timer = m_Speed;
m_Frame = 0;
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
m_BotDist = m_Sector->ceilingplane.d;
MoveCeiling (2048*FRACUNIT, topdist, 1);
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NAME_None)
{
SN_StartSequence (m_Sector, CHAN_INTERIOR, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
}
}
//============================================================================
//
// EV_SlidingDoor
//
//============================================================================
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
{
sector_t *sec;
int secnum;
bool rtn;
secnum = -1;
rtn = false;
if (tag == 0)
{
// Manual sliding door
sec = line->backsector;
// Make sure door isn't already being animated
if (sec->ceilingdata != NULL)
{
if (actor->player == NULL)
return false;
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
return door->StartClosing();
}
}
return false;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top)) >= 0)
{
new DAnimatedDoor (sec, line, speed, delay);
return true;
}
return false;
}
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->ceilingdata != NULL)
{
continue;
}
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
{
line = sec->lines[i];
if (line->backsector == NULL)
{
continue;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top)) >= 0)
{
rtn = true;
new DAnimatedDoor (sec, line, speed, delay);
}
}
}
return rtn;
}
void P_ParseAnimatedDoor(FScanner &sc)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FDoorAnimation anim;
TArray<FTextureID> frames;
bool error = false;
FTextureID v;
sc.MustGetString();
anim.BaseTexture = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (!anim.BaseTexture.Exists())
{
error = true;
}
while (sc.GetString ())
{
if (sc.Compare ("opensound"))
{
sc.MustGetString ();
anim.OpenSound = sc.String;
}
else if (sc.Compare ("closesound"))
{
sc.MustGetString ();
anim.CloseSound = sc.String;
}
else if (sc.Compare ("pic"))
{
sc.MustGetString ();
if (IsNum (sc.String))
{
v = anim.BaseTexture + (atoi(sc.String) - 1);
}
else
{
v = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (!v.Exists() && anim.BaseTexture.Exists() && !error)
{
sc.ScriptError ("Unknown texture %s", sc.String);
}
frames.Push (v);
}
}
else
{
sc.UnGet ();
break;
}
}
if (!error)
{
anim.TextureFrames = new FTextureID[frames.Size()];
memcpy (anim.TextureFrames, &frames[0], sizeof(FTextureID) * frames.Size());
anim.NumTextureFrames = frames.Size();
DoorAnimations.Push (anim);
}
}