gzdoom-last-svn/src/p_switch.cpp
Christoph Oelckers f42970b458 - Removed precompiled header option for GL code because it caused more problems than
the minimal amount of saved time was worth.
Update to ZDoom r833:
- Disabled scrolling of 3DMIDTEX textures. Due to the special needs this 
  cannot work properly.
- Added new Scroll_Wall special to allow more control over wall scrolling.
  Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
  all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
  While doing this I did some more restructuring of the sidedef structure
  and changed it so that all state changes to sidedefs that affect rendering 
  have to be made with access functions. This is not of much use to the
  software renderer but it allows far easier caching of rendering data
  for OpenGL because the only place I need to check is in the access functions.
- Added Karate Chris's ThingCountSector submission.
- Made texture indices in FSwitchDef full integers. Since that required
  some data restructuring I also eliminated the MAX_FRAMES limit of 128
  per switch.
- Removed some debug output from SBarInfo::ParseSBarInfo().
- Fixed: Heretic linetype translations included the wrong file.
- Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it
  only worked as intended on stereo speakers anyway.
- Cleaned out ancient crud from i_sound.cpp.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df
2008-03-21 21:15:56 +00:00

710 lines
17 KiB
C++

/*
** p_switch.cpp
** Switch and button maintenance and animation
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_3dmidtex.h"
#include "m_random.h"
#include "g_game.h"
#include "s_sound.h"
#include "doomstat.h"
#include "r_state.h"
#include "w_wad.h"
#include "tarray.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "gi.h"
#define MAX_FRAMES 128
static FRandom pr_switchanim ("AnimSwitch");
class DActiveButton : public DThinker
{
DECLARE_CLASS (DActiveButton, DThinker)
public:
DActiveButton ();
DActiveButton (side_t *, int, WORD switchnum, fixed_t x, fixed_t y, bool flippable);
void Serialize (FArchive &arc);
void Tick ();
side_t *m_Side;
SBYTE m_Part;
WORD m_SwitchDef;
WORD m_Frame;
WORD m_Timer;
bool bFlippable;
fixed_t m_X, m_Y; // Location of timer sound
protected:
bool AdvanceFrame ();
};
struct FSwitchDef
{
int PreTexture; // texture to switch from
WORD PairIndex; // switch def to use to return to PreTexture
SWORD Sound; // sound to play at start of animation
WORD NumFrames; // # of animation frames
bool QuestPanel; // Special texture for Strife mission
struct frame // Array of times followed by array of textures
{ // actual length of each array is <NumFrames>
DWORD Time;
int Texture;
} u[1];
};
static int STACK_ARGS SortSwitchDefs (const void *a, const void *b);
static FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad);
static WORD AddSwitchDef (FSwitchDef *def);
//
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
class DeletingSwitchArray : public TArray<FSwitchDef *>
{
public:
~DeletingSwitchArray()
{
for(unsigned i=0;i<Size();i++)
{
if ((*this)[i] != NULL)
{
M_Free((*this)[i]);
(*this)[i] = NULL;
}
}
}
};
static DeletingSwitchArray SwitchList;
//
// P_InitSwitchList
// Only called at game initialization.
//
// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
// MAXSWITCHES limit.
void P_InitSwitchList ()
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
int lump = Wads.CheckNumForName ("SWITCHES");
FSwitchDef **origMap;
int i, j;
if (lump != -1)
{
FMemLump lumpdata = Wads.ReadLump (lump);
const char *alphSwitchList = (const char *)lumpdata.GetMem();
const char *list_p;
FSwitchDef *def1, *def2;
for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
{
// [RH] Check for switches that aren't really switches
if (stricmp (list_p, list_p+9) == 0)
{
Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
continue;
}
// [RH] Skip this switch if its texture can't be found.
if (((gameinfo.maxSwitch & 15) >= (list_p[18] & 15)) &&
((gameinfo.maxSwitch & ~15) == (list_p[18] & ~15)) &&
TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags) >= 0)
{
def1 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
def1->PreTexture = def2->u[0].Texture = TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags);
def2->PreTexture = def1->u[0].Texture = TexMan.CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags);
def1->Sound = def2->Sound = 0;
def1->NumFrames = def2->NumFrames = 1;
def1->u[0].Time = def2->u[0].Time = 0;
def2->PairIndex = AddSwitchDef (def1);
def1->PairIndex = AddSwitchDef (def2);
}
}
}
SwitchList.ShrinkToFit ();
// Sort SwitchList for quick searching
origMap = new FSwitchDef *[SwitchList.Size ()];
for (i = 0; i < (int)SwitchList.Size (); i++)
{
origMap[i] = SwitchList[i];
}
qsort (&SwitchList[0], i, sizeof(FSwitchDef *), SortSwitchDefs);
// Correct the PairIndex of each switch def, since the sorting broke them
for (i = (int)(SwitchList.Size () - 1); i >= 0; i--)
{
FSwitchDef *def = SwitchList[i];
if (def->PairIndex != 65535)
{
for (j = (int)(SwitchList.Size () - 1); j >= 0; j--)
{
if (SwitchList[j] == origMap[def->PairIndex])
{
def->PairIndex = (WORD)j;
break;
}
}
}
}
delete[] origMap;
}
static int STACK_ARGS SortSwitchDefs (const void *a, const void *b)
{
return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture;
}
// Parse a switch block in ANIMDEFS and add the definitions to SwitchList
void P_ProcessSwitchDef (FScanner &sc)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FString picname;
FSwitchDef *def1, *def2;
SWORD picnum;
BYTE max;
bool quest = false;
def1 = def2 = NULL;
sc.MustGetString ();
if (sc.Compare ("doom"))
{
max = 0;
}
else if (sc.Compare ("heretic"))
{
max = 17;
}
else if (sc.Compare ("hexen"))
{
max = 33;
}
else if (sc.Compare ("strife"))
{
max = 49;
}
else if (sc.Compare ("any"))
{
max = 240;
}
else
{
// There is no game specified; just treat as any
max = 240;
sc.UnGet ();
}
if (max == 0)
{
sc.MustGetNumber ();
max |= sc.Number & 15;
}
sc.MustGetString ();
picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
picname = sc.String;
while (sc.GetString ())
{
if (sc.Compare ("quest"))
{
quest = true;
}
else if (sc.Compare ("on"))
{
if (def1 != NULL)
{
sc.ScriptError ("Switch already has an on state");
}
def1 = ParseSwitchDef (sc, picnum == -1);
}
else if (sc.Compare ("off"))
{
if (def2 != NULL)
{
sc.ScriptError ("Switch already has an off state");
}
def2 = ParseSwitchDef (sc, picnum == -1);
}
else
{
sc.UnGet ();
break;
}
}
/*
if (def1 == NULL)
{
sc.ScriptError ("Switch must have an on state");
}
*/
if (def1 == NULL || picnum == -1 ||
((max & 240) != 240 &&
((gameinfo.maxSwitch & 240) != (max & 240) ||
(gameinfo.maxSwitch & 15) < (max & 15))))
{
if (def2 != NULL)
{
free (def2);
}
if (def1 != NULL)
{
free (def1);
}
return;
}
// If the switch did not have an off state, create one that just returns
// it to the original texture without doing anything interesting
if (def2 == NULL)
{
def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef));
def2->Sound = def1->Sound;
def2->NumFrames = 1;
def2->u[0].Time = 0;
def2->u[0].Texture = picnum;
}
def1->PreTexture = picnum;
def2->PreTexture = def1->u[def1->NumFrames-1].Texture;
if (def1->PreTexture == def2->PreTexture)
{
sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars());
}
def2->PairIndex = AddSwitchDef (def1);
def1->PairIndex = AddSwitchDef (def2);
def1->QuestPanel = def2->QuestPanel = quest;
}
FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FSwitchDef *def;
TArray<FSwitchDef::frame> frames;
FSwitchDef::frame thisframe;
int picnum;
bool bad;
SWORD sound;
sound = 0;
bad = false;
while (sc.GetString ())
{
if (sc.Compare ("sound"))
{
if (sound != 0)
{
sc.ScriptError ("Switch state already has a sound");
}
sc.MustGetString ();
sound = S_FindSound (sc.String);
}
else if (sc.Compare ("pic"))
{
sc.MustGetString ();
picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (picnum < 0 && !ignoreBad)
{
//Printf ("Unknown switch texture %s\n", sc.String);
bad = true;
}
thisframe.Texture = picnum;
sc.MustGetString ();
if (sc.Compare ("tics"))
{
sc.MustGetNumber ();
thisframe.Time = sc.Number & 65535;
}
else if (sc.Compare ("rand"))
{
int min, max;
sc.MustGetNumber ();
min = sc.Number & 65535;
sc.MustGetNumber ();
max = sc.Number & 65535;
if (min > max)
{
swap (min, max);
}
thisframe.Time = ((max - min + 1) << 16) | min;
}
else
{
sc.ScriptError ("Must specify a duration for switch frame");
}
frames.Push(thisframe);
}
else
{
sc.UnGet ();
break;
}
}
if (frames.Size() == 0)
{
sc.ScriptError ("Switch state needs at least one frame");
}
if (bad)
{
return NULL;
}
def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, u[0]) + frames.Size()*sizeof(frames[0]));
def->Sound = sound;
def->NumFrames = frames.Size();
memcpy (&def->u[0], &frames[0], frames.Size() * sizeof(frames[0]));
def->PairIndex = 65535;
return def;
}
static WORD AddSwitchDef (FSwitchDef *def)
{
unsigned int i;
for (i = SwitchList.Size (); i-- > 0; )
{
if (SwitchList[i]->PreTexture == def->PreTexture)
{
free (SwitchList[i]);
SwitchList[i] = def;
return (WORD)i;
}
}
return (WORD)SwitchList.Push (def);
}
//
// Start a button counting down till it turns off.
// [RH] Rewritten to remove MAXBUTTONS limit.
//
static bool P_StartButton (side_t *side, int Where, int switchnum,
fixed_t x, fixed_t y, bool useagain)
{
DActiveButton *button;
TThinkerIterator<DActiveButton> iterator;
// See if button is already pressed
while ( (button = iterator.Next ()) )
{
if (button->m_Side == side)
{
button->m_Timer=1; // force advancing to the next frame
return false;
}
}
new DActiveButton (side, Where, switchnum, x, y, useagain);
return true;
}
static int TryFindSwitch (side_t *side, int Where)
{
int mid, low, high;
int texture = side->GetTexture(Where);
high = (int)(SwitchList.Size () - 1);
if (high >= 0)
{
low = 0;
do
{
mid = (high + low) / 2;
if (SwitchList[mid]->PreTexture == texture)
{
return mid;
}
else if (texture < SwitchList[mid]->PreTexture)
{
high = mid - 1;
}
else
{
low = mid + 1;
}
} while (low <= high);
}
return -1;
}
//
// Checks whether a switch is reachable
// This is optional because old maps can rely on being able to
// use non-reachable switches.
//
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno)
{
fixed_t checktop;
fixed_t checkbot;
side_t *side = &sides[line->sidenum[sideno]];
sector_t *front = sides[line->sidenum[sideno]].sector;
sector_t *back = sides[line->sidenum[1-sideno]].sector;
FLineOpening open;
// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
if (!(line->flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE))) return true;
// calculate the point where the user would touch the wall.
divline_t dll, dlu;
fixed_t inter, checkx, checky;
P_MakeDivline (line, &dll);
dlu.x = user->x;
dlu.y = user->y;
dlu.dx = finecosine[user->angle >> ANGLETOFINESHIFT];
dlu.dy = finesine[user->angle >> ANGLETOFINESHIFT];
inter = P_InterceptVector(&dll, &dlu);
checkx = dll.x + FixedMul(dll.dx, inter);
checky = dll.y + FixedMul(dll.dy, inter);
// Now get the information from the line.
P_LineOpening(open, NULL, line, checkx, checky, user->x, user->y);
if (open.range <= 0) return true;
if ((TryFindSwitch (side, side_t::top)) != -1)
{
return (user->z + user->height >= open.top);
}
else if ((TryFindSwitch (side, side_t::bottom)) != -1)
{
return (user->z <= open.bottom);
}
else if ((line->flags & (ML_3DMIDTEX)) || (TryFindSwitch (side, side_t::mid)) != -1)
{
// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
// to keep compatibility with Eternity's implementation.
if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot)) return false;
return user->z < checktop || user->z + user->height > checkbot;
}
else
{
// no switch found. Check whether the player can touch either top or bottom texture
return (user->z + user->height >= open.top) || (user->z <= open.bottom);
}
}
//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest)
{
int texture;
int i, sound;
if ((i = TryFindSwitch (side, side_t::top)) != -1)
{
texture = side_t::top;
}
else if ((i = TryFindSwitch (side, side_t::bottom)) != -1)
{
texture = side_t::bottom;
}
else if ((i = TryFindSwitch (side, side_t::mid)) != -1)
{
texture = side_t::mid;
}
else
{
if (quest != NULL)
{
*quest = false;
}
return false;
}
// EXIT SWITCH?
if (SwitchList[i]->Sound != 0)
{
sound = SwitchList[i]->Sound;
}
else
{
sound = S_FindSound (
special == Exit_Normal ||
special == Exit_Secret ||
special == Teleport_NewMap ||
special == Teleport_EndGame
? "switches/exitbutn" : "switches/normbutn");
}
// [RH] The original code played the sound at buttonlist->soundorg,
// which wasn't necessarily anywhere near the switch if it was
// facing a big sector (and which wasn't necessarily for the
// button just activated, either).
fixed_t pt[3];
line_t *line = &lines[side->linenum];
bool playsound;
pt[0] = line->v1->x + (line->dx >> 1);
pt[1] = line->v1->y + (line->dy >> 1);
side->SetTexture(texture, SwitchList[i]->u[0].Texture);
if (useAgain || SwitchList[i]->NumFrames > 1)
playsound = P_StartButton (side, texture, i, pt[0], pt[1], !!useAgain);
else
playsound = true;
if (playsound) S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE, sound, 1, ATTN_STATIC);
if (quest != NULL)
{
*quest = SwitchList[i]->QuestPanel;
}
return true;
}
IMPLEMENT_CLASS (DActiveButton)
DActiveButton::DActiveButton ()
{
m_Side = NULL;
m_Part = -1;
m_SwitchDef = 0;
m_Timer = 0;
m_X = 0;
m_Y = 0;
bFlippable = false;
}
DActiveButton::DActiveButton (side_t *side, int Where, WORD switchnum,
fixed_t x, fixed_t y, bool useagain)
{
m_Side = side;
m_Part = SBYTE(Where);
m_X = x;
m_Y = y;
bFlippable = useagain;
m_SwitchDef = switchnum;
m_Frame = 65535;
AdvanceFrame ();
}
void DActiveButton::Serialize (FArchive &arc)
{
SDWORD sidenum;
Super::Serialize (arc);
if (arc.IsStoring ())
{
sidenum = m_Side ? m_Side - sides : -1;
}
arc << sidenum << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y;
if (arc.IsLoading ())
{
m_Side = sidenum >= 0 ? sides + sidenum : NULL;
}
}
void DActiveButton::Tick ()
{
if (--m_Timer == 0)
{
FSwitchDef *def = SwitchList[m_SwitchDef];
if (m_Frame == def->NumFrames - 1)
{
fixed_t pt[3];
m_SwitchDef = def->PairIndex;
if (m_SwitchDef != 65535)
{
def = SwitchList[def->PairIndex];
m_Frame = 65535;
pt[0] = m_X;
pt[1] = m_Y;
S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE,
def->Sound != 0 ? def->Sound
: S_FindSound ("switches/normbutn"), 1, ATTN_STATIC);
bFlippable = false;
}
else
{
Destroy ();
return;
}
}
bool killme = AdvanceFrame ();
m_Side->SetTexture(m_Part, def->u[m_Frame].Texture);
if (killme)
{
Destroy ();
}
}
}
bool DActiveButton::AdvanceFrame ()
{
bool ret = false;
FSwitchDef *def = SwitchList[m_SwitchDef];
if (++m_Frame == def->NumFrames - 1)
{
if (bFlippable == true)
{
m_Timer = BUTTONTIME;
}
else
{
ret = true;
}
}
else
{
if (def->u[m_Frame].Time & 0xffff0000)
{
int t = pr_switchanim();
m_Timer = (WORD)((((t | (pr_switchanim() << 8))
% def->u[m_Frame].Time) >> 16)
+ (def->u[m_Frame].Time & 0xffff));
}
else
{
m_Timer = (WORD)def->u[m_Frame].Time;
}
}
return ret;
}