gzdoom/src/p_linkedsectors.cpp

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/*
** p_linkedsectors.cpp
**
** Linked sector movement
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** 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 "p_local.h"
#include "p_lnspec.h"
#include "p_spec.h"
enum
{
// The different movement types.
LINK_NONE=0,
LINK_FLOOR=1,
LINK_CEILING=2,
LINK_BOTH=3,
LINK_FLOORMIRRORFLAG=4,
LINK_CEILINGMIRRORFLAG=8,
LINK_FLOORMIRROR=5,
LINK_CEILINGMIRROR=10,
LINK_BOTHMIRROR=15,
LINK_FLOORBITS=5,
LINK_CEILINGBITS=10,
LINK_FLAGMASK = 15
};
//============================================================================
//
// Checks whether the other sector is linked to this one
// Used to ignore linked sectors in the FindNextLowest/Highest*
// functions
//
// NOTE: After looking at Eternity's code I discovered that this check
// is not done for the FindNext* function but instead only for
// FindLowestCeilingSurrounding where IMO it makes much less sense
// because the most frequent use of this feature is most likely lifts
// with a more detailed surface. Needs to be investigated!
//
//============================================================================
bool sector_t::IsLinked(sector_t *other, bool ceiling) const
{
extsector_t::linked::plane &scrollplane = ceiling? e->Linked.Ceiling : e->Linked.Floor;
int flag = ceiling? LINK_CEILING : LINK_FLOOR;
for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
{
if (other == scrollplane.Sectors[i].Sector && scrollplane.Sectors[i].Type & flag) return true;
}
return false;
}
DEFINE_ACTION_FUNCTION(_Sector, isLinked)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_POINTER(other, sector_t);
PARAM_BOOL(ceiling);
ACTION_RETURN_BOOL(self->IsLinked(other, ceiling));
}
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//============================================================================
//
// Helper functions for P_MoveLinkedSectors
//
//============================================================================
static bool MoveCeiling(sector_t *sector, int crush, double move, bool instant)
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{
sector->ceilingplane.ChangeHeight (move);
sector->ChangePlaneTexZ(sector_t::ceiling, move);
if (P_ChangeSector(sector, crush, move, 1, true, instant)) return false;
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// Don't let the ceiling go below the floor
if (!sector->ceilingplane.isSlope() && !sector->floorplane.isSlope() &&
!sector->PortalIsLinked(sector_t::floor) &&
sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false;
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return true;
}
static bool MoveFloor(sector_t *sector, int crush, double move, bool instant)
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{
sector->floorplane.ChangeHeight (move);
sector->ChangePlaneTexZ(sector_t::floor, move);
if (P_ChangeSector(sector, crush, move, 0, true, instant)) return false;
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// Don't let the floor go above the ceiling
if (!sector->ceilingplane.isSlope() && !sector->floorplane.isSlope() &&
!sector->PortalIsLinked(sector_t::ceiling) &&
sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false;
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return true;
}
//============================================================================
//
// P_MoveLinkedSectors
//
// Moves all floors/ceilings linked to the control sector
// Important: All sectors must complete their movement
// even if a previous one already failed.
//
//============================================================================
bool P_MoveLinkedSectors(sector_t *sector, int crush, double move, bool ceiling, bool instant)
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{
extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
bool ok = true;
for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
{
switch(scrollplane.Sectors[i].Type)
{
case LINK_FLOOR:
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move, instant);
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break;
case LINK_CEILING:
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move, instant);
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break;
case LINK_BOTH:
if (move < 0)
{
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move, instant);
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move, instant);
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}
else
{
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move, instant);
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move, instant);
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}
break;
case LINK_FLOORMIRROR:
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move, instant);
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break;
case LINK_CEILINGMIRROR:
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move, instant);
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break;
case LINK_BOTHMIRROR:
if (move > 0)
{
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move, instant);
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move, instant);
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}
else
{
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move, instant);
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move, instant);
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}
break;
case LINK_FLOOR+LINK_CEILINGMIRROR:
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move, instant);
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move, instant);
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break;
case LINK_CEILING+LINK_FLOORMIRROR:
ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move, instant);
ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move, instant);
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break;
default:
// all other types are invalid and have to be elimintated in the attachment stage
break;
}
}
return ok;
}
//============================================================================
//
// P_StartLinkedSectorInterpolations
//
// Starts interpolators for every sector plane is being changed by moving
// this sector
//
//============================================================================
void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
{
extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
{
if (scrollplane.Sectors[i].Type & LINK_FLOOR)
{
list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::FloorMove, false));
}
if (scrollplane.Sectors[i].Type & LINK_CEILING)
{
list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::CeilingMove, false));
}
}
}
//============================================================================
//
// AddSingleSector
//
// Adds a single sector to a scroll plane. Checks for invalid
// flag combinations if the sector is already added and removes it if necessary.
//
//============================================================================
static void AddSingleSector(extsector_t::linked::plane &scrollplane, sector_t *sector, int movetype)
{
// First we have to check the list if the sector is already in it
// If so the move type must be adjusted
for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
{
if (scrollplane.Sectors[i].Sector == sector)
{
if (movetype & LINK_FLOORBITS)
{
scrollplane.Sectors[i].Type &= ~LINK_FLOORBITS;
}
if (movetype & LINK_CEILINGBITS)
{
scrollplane.Sectors[i].Type &= ~LINK_CEILINGBITS;
}
scrollplane.Sectors[i].Type |= movetype;
return;
}
}
// The sector hasn't been attached yet so do it now
FLinkedSector newlink = {sector, movetype};
scrollplane.Sectors.Push(newlink);
}
//============================================================================
//
// RemoveTaggedSectors
//
// Remove all sectors with the given tag from the link list
//
//============================================================================
static void RemoveTaggedSectors(extsector_t::linked::plane &scrollplane, int tag)
{
for(int i = scrollplane.Sectors.Size()-1; i>=0; i--)
{
if (tagManager.SectorHasTag(scrollplane.Sectors[i].Sector, tag))
{
scrollplane.Sectors.Delete(i);
}
}
}
//============================================================================
//
// P_AddSectorLink
//
// Links sector planes to a control sector based on the sector's tag
//
//============================================================================
bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype)
{
int param = movetype;
// can't be done if the control sector is moving.
if ((ceiling && control->PlaneMoving(sector_t::ceiling)) ||
(!ceiling && control->PlaneMoving(sector_t::floor))) return false;
// Make sure we have only valid combinations
movetype &= LINK_FLAGMASK;
if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
// Don't remove any sector if the parameter is invalid.
// Addition may still be performed based on the given value.
if (param != 0 && movetype == 0) return false;
extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
if (movetype > 0)
{
int sec;
FSectorTagIterator itr(tag);
while ((sec = itr.Next()) >= 0)
{
// Don't attach to self!
if (control != &level.sectors[sec])
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{
AddSingleSector(scrollplane, &level.sectors[sec], movetype);
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}
}
}
else
{
RemoveTaggedSectors(scrollplane, tag);
}
return true;
}
//============================================================================
//
// P_AddSectorLinksByID
//
// Links sector planes to a control sector based on a control linedef
// touching the sectors. This is the method Eternity uses and is here
// mostly so that the Eternity line types can be emulated
//
//============================================================================
void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling)
{
extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
FLineIdIterator itr(id);
int line;
while ((line = itr.Next()) >= 0)
{
line_t *ld = &level.lines[line];
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if (ld->special == Static_Init && ld->args[1] == Init_SectorLink)
{
int movetype = ld->args[3];
// [GZ] Eternity does allow the attached sector to be the control sector,
// this permits elevator effects (ceiling attached to floors), so instead
// of checking whether the two sectors are the same, we prevent a plane
// from being attached to itself. This should be enough to do the trick.
if (ld->frontsector == control)
{
if (ceiling) movetype &= ~LINK_CEILING;
else movetype &= ~LINK_FLOOR;
}
// Make sure we have only valid combinations
movetype &= LINK_FLAGMASK;
if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
if (movetype != 0 && ld->frontsector != NULL)//&& ld->frontsector != control) Needs to be allowed!
{
AddSingleSector(scrollplane, ld->frontsector, movetype);
}
}
}
}