gzdoom/wadsrc/static/zscript/actors/shared/movingcamera.zs

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/*
** a_movingcamera.cpp
** Cameras that move and related neat stuff
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 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, self list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, self 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 self 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.
**---------------------------------------------------------------------------
**
*/
/*
== InterpolationPoint: node along a camera's path
==
== args[0] = pitch
== args[1] = time (in octics) to get here from previous node
== args[2] = time (in octics) to stay here before moving to next node
== args[3] = low byte of next node's tid
== args[4] = high byte of next node's tid
*/
class InterpolationPoint : Actor
{
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InterpolationPoint Next;
bool bVisited;
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default
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+NOTONAUTOMAP
RenderStyle "None";
}
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override void BeginPlay ()
{
Super.BeginPlay ();
Next = null;
}
override void Tick () {} // Nodes do no thinking
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void FormChain ()
{
let me = self;
while (me != null)
{
if (me.bVisited) return;
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me.bVisited = true;
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let iterator = Level.CreateActorIterator(me.args[3] + 256 * me.args[4], "InterpolationPoint");
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me.Next = InterpolationPoint(iterator.Next ());
if (me.Next == me) // Don't link to self
me.Next = InterpolationPoint(iterator.Next ());
int pt = (me.args[0] << 24) >> 24; // this is for truncating the value to a byte, presumably because some old WAD needs it...
me.Pitch = clamp(pt, -89, 89);
if (me.Next == null && (me.args[3] | me.args[4]))
{
A_Log("Can't find target for camera node " .. me.tid);
}
me = me.Next;
}
}
// Return the node (if any) where a path loops, relative to self one.
InterpolationPoint ScanForLoop ()
{
InterpolationPoint node = self;
while (node.Next && node.Next != self && node.special1 == 0)
{
node.special1 = 1;
node = node.Next;
}
return node.Next == self ? node : null;
}
}
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/*
== InterpolationSpecial: Holds a special to execute when a
== PathFollower reaches an InterpolationPoint of the same TID.
*/
class InterpolationSpecial : Actor
{
default
{
+NOBLOCKMAP
+NOSECTOR
+NOGRAVITY
+DONTSPLASH
+NOTONAUTOMAP
}
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override void Tick () {} // Does absolutely nothing itself
}
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/*
== PathFollower: something that follows a camera path
== Base class for some moving cameras
==
== args[0] = low byte of first node in path's tid
== args[1] = high byte of first node's tid
== args[2] = bit 0 = follow a linear path (rather than curved)
== bit 1 = adjust angle
== bit 2 = adjust pitch
== bit 3 = aim in direction of motion
==
== Also uses:
== target = first node in path
== lastenemy = node prior to first node (if looped)
*/
class PathFollower : Actor
{
default
{
+NOBLOCKMAP
+NOSECTOR
+NOGRAVITY
+DONTSPLASH
}
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bool bActive, bJustStepped;
InterpolationPoint PrevNode, CurrNode;
double Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode.Next
int HoldTime;
// Interpolate between p2 and p3 along a Catmull-Rom spline
// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
double Splerp (double p1, double p2, double p3, double p4)
{
double t = Time;
double res = 2*p2;
res += (p3 - p1) * Time;
t *= Time;
res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
t *= Time;
res += (3*p2 - 3*p3 + p4 - p1) * t;
return 0.5 * res;
}
// Linearly interpolate between p1 and p2
double Lerp (double p1, double p2)
{
return p1 + Time * (p2 - p1);
}
override void BeginPlay ()
{
Super.BeginPlay ();
PrevNode = CurrNode = null;
bActive = false;
}
override void PostBeginPlay ()
{
// Find first node of path
let iterator = Level.CreateActorIterator(args[0] + 256 * args[1], "InterpolationPoint");
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let node = InterpolationPoint(iterator.Next ());
InterpolationPoint prevnode;
target = node;
if (node == null)
{
A_Log ("PathFollower " .. tid .. ": Can't find interpolation point " .. args[0] + 256 * args[1] .. "\n");
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return;
}
// Verify the path has enough nodes
node.FormChain ();
if (args[2] & 1)
{ // linear path; need 2 nodes
if (node.Next == null)
{
A_Log ("PathFollower " .. tid .. ": Path needs at least 2 nodes\n");
return;
}
lastenemy = null;
}
else
{ // spline path; need 4 nodes
if (node.Next == null ||
node.Next.Next == null ||
node.Next.Next.Next == null)
{
A_Log ("PathFollower " .. tid .. ": Path needs at least 4 nodes\n");
return;
}
// If the first node is in a loop, we can start there.
// Otherwise, we need to start at the second node in the path.
prevnode = node.ScanForLoop ();
if (prevnode == null || prevnode.Next != node)
{
lastenemy = target;
target = node.Next;
}
else
{
lastenemy = prevnode;
}
}
}
override void Deactivate (Actor activator)
{
bActive = false;
}
override void Activate (Actor activator)
{
if (!bActive)
{
CurrNode = InterpolationPoint(target);
PrevNode = InterpolationPoint(lastenemy);
if (CurrNode != null)
{
NewNode ();
SetOrigin (CurrNode.Pos, false);
Time = 0.;
HoldTime = 0;
bJustStepped = true;
bActive = true;
}
}
}
override void Tick ()
{
if (!bActive)
return;
if (bJustStepped)
{
bJustStepped = false;
if (CurrNode.args[2])
{
HoldTime = Level.maptime + CurrNode.args[2] * TICRATE / 8;
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SetXYZ(CurrNode.Pos);
}
}
if (HoldTime > Level.maptime)
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return;
// Splines must have a previous node.
if (PrevNode == null && !(args[2] & 1))
{
bActive = false;
return;
}
// All paths must have a current node.
if (CurrNode.Next == null)
{
bActive = false;
return;
}
if (Interpolate ())
{
Time += (8. / (max(1, CurrNode.args[1]) * TICRATE));
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if (Time > 1.)
{
Time -= 1.;
bJustStepped = true;
PrevNode = CurrNode;
CurrNode = CurrNode.Next;
if (CurrNode != null)
NewNode ();
if (CurrNode == null || CurrNode.Next == null)
Deactivate (self);
if ((args[2] & 1) == 0 && CurrNode.Next.Next == null)
Deactivate (self);
}
}
}
void NewNode ()
{
let iterator = Level.CreateActorIterator(CurrNode.tid, "InterpolationSpecial");
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InterpolationSpecial spec;
while ( (spec = InterpolationSpecial(iterator.Next ())) )
{
Level.ExecuteSpecial(spec.special, null, null, false, spec.args[0], spec.args[1], spec.args[2], spec.args[3], spec.args[4]);
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}
}
virtual bool Interpolate ()
{
Vector3 dpos = (0, 0, 0);
LinkContext ctx;
if ((args[2] & 8) && Time > 0)
{
dpos = Pos;
}
if (CurrNode.Next==null) return false;
UnlinkFromWorld (ctx);
Vector3 newpos;
if (args[2] & 1)
{ // linear
newpos.X = Lerp(CurrNode.pos.X, CurrNode.Next.pos.X);
newpos.Y = Lerp(CurrNode.pos.Y, CurrNode.Next.pos.Y);
newpos.Z = Lerp(CurrNode.pos.Z, CurrNode.Next.pos.Z);
}
else
{ // spline
if (CurrNode.Next.Next==null) return false;
newpos.X = Splerp(PrevNode.pos.X, CurrNode.pos.X, CurrNode.Next.pos.X, CurrNode.Next.Next.pos.X);
newpos.Y = Splerp(PrevNode.pos.Y, CurrNode.pos.Y, CurrNode.Next.pos.Y, CurrNode.Next.Next.pos.Y);
newpos.Z = Splerp(PrevNode.pos.Z, CurrNode.pos.Z, CurrNode.Next.pos.Z, CurrNode.Next.Next.pos.Z);
}
SetXYZ(newpos);
LinkToWorld (ctx);
if (args[2] & 6)
{
if (args[2] & 8)
{
if (args[2] & 1)
{ // linear
dpos.X = CurrNode.Next.pos.X - CurrNode.pos.X;
dpos.Y = CurrNode.Next.pos.Y - CurrNode.pos.Y;
dpos.Z = CurrNode.Next.pos.Z - CurrNode.pos.Z;
}
else if (Time > 0)
{ // spline
dpos = newpos - dpos;
}
else
{
int realarg = args[2];
args[2] &= ~(2|4|8);
Time += 0.1;
dpos = newpos;
Interpolate ();
Time -= 0.1;
args[2] = realarg;
dpos = newpos - dpos;
newpos -= dpos;
SetXYZ(newpos);
}
if (args[2] & 2)
{ // adjust yaw
Angle = VectorAngle(dpos.X, dpos.Y);
}
if (args[2] & 4)
{ // adjust pitch;
double dist = dpos.XY.Length();
Pitch = dist != 0 ? VectorAngle(dist, -dpos.Z) : 0.;
}
}
else
{
if (args[2] & 2)
{ // interpolate angle
double angle1 = Normalize180(CurrNode.angle);
double angle2 = angle1 + deltaangle(angle1, CurrNode.Next.angle);
angle = Lerp(angle1, angle2);
}
if (args[2] & 1)
{ // linear
if (args[2] & 4)
{ // interpolate pitch
Pitch = Lerp(CurrNode.Pitch, CurrNode.Next.Pitch);
}
}
else
{ // spline
if (args[2] & 4)
{ // interpolate pitch
Pitch = Splerp(PrevNode.Pitch, CurrNode.Pitch,
CurrNode.Next.Pitch, CurrNode.Next.Next.Pitch);
}
}
}
}
return true;
}
}
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/*
== ActorMover: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[2], bit 7: make nonsolid
== args[3] = tid of thing to move
==
== also uses:
== tracer = thing to move
*/
class ActorMover : PathFollower
{
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override void BeginPlay()
{
ChangeStatNum(STAT_ACTORMOVER);
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
let iterator = Level.CreateActorIterator(args[3]);
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tracer = iterator.Next ();
if (tracer == null)
{
A_Log("ActorMover " .. tid .. ": Can't find target " .. args[3] .. "\n");
}
else
{
special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
}
}
override bool Interpolate ()
{
if (tracer == null)
return true;
if (Super.Interpolate ())
{
double savedz = tracer.pos.Z;
tracer.SetZ(pos.Z);
if (!tracer.TryMove (Pos.XY, true))
{
tracer.SetZ(savedz);
return false;
}
if (args[2] & 2)
tracer.angle = angle;
if (args[2] & 4)
tracer.Pitch = Pitch;
return true;
}
return false;
}
override void Activate (Actor activator)
{
if (tracer == null || bActive)
return;
Super.Activate (activator);
let tracer = self.tracer;
special1 = tracer.bNoGravity + (tracer.bNoBlockmap<<1) + (tracer.bSolid<<2) + (tracer.bInvulnerable<<4) + (tracer.bDormant<<8);
tracer.bNoGravity = true;
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if (args[2] & 128)
{
LinkContext ctx;
tracer.UnlinkFromWorld (ctx);
tracer.bNoBlockmap = true;
tracer.bSolid = false;
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tracer.LinkToWorld (ctx);
}
if (tracer.bIsMonster)
{
tracer.bInvulnerable = true;
tracer.bDormant = true;
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}
// Don't let the renderer interpolate between the actor's
// old position and its new position.
Interpolate ();
tracer.ClearInterpolation();
}
override void Deactivate (Actor activator)
{
if (bActive)
{
Super.Deactivate (activator);
let tracer = self.tracer;
if (tracer != null)
{
LinkContext ctx;
tracer.UnlinkFromWorld (ctx);
tracer.bNoGravity = (special1 & 1);
tracer.bNoBlockmap = !!(special1 & 2);
tracer.bSolid = !!(special1 & 4);
tracer.bInvulnerable = !!(special1 & 8);
tracer.bDormant = !!(special1 & 16);
tracer.LinkToWorld (ctx);
}
}
}
}
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/*
== MovingCamera: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[3] = tid of thing to look at (0 if none)
==
== Also uses:
== tracer = thing to look at
*/
class MovingCamera : PathFollower
{
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Actor activator;
default
{
CameraHeight 0;
}
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override void PostBeginPlay ()
{
Super.PostBeginPlay ();
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Activator = null;
if (args[3] != 0)
{
let iterator = Level.CreateActorIterator(args[3]);
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tracer = iterator.Next ();
if (tracer == null)
{
A_Log("MovingCamera " .. tid .. ": Can't find thing " .. args[3] .. "\n");
}
}
}
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override bool Interpolate ()
{
if (tracer == null)
return Super.Interpolate ();
if (Super.Interpolate ())
{
angle = AngleTo(tracer, true);
if (args[2] & 4)
{ // Also aim camera's pitch;
Vector3 diff = Pos - tracer.Pos - (0, 0, tracer.Height / 2);
double dist = diff.XY.Length();
Pitch = dist != 0 ? VectorAngle(dist, diff.Z) : 0.;
}
return true;
}
return false;
}
}