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- scriptified the moving camera.
This commit is contained in:
parent
51cc7feb4c
commit
4be0767d7b
6 changed files with 562 additions and 662 deletions
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@ -1162,7 +1162,6 @@ set (PCH_SOURCES
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g_shared/a_flashfader.cpp
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g_shared/a_lightning.cpp
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g_shared/a_morph.cpp
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g_shared/a_movingcamera.cpp
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g_shared/a_quake.cpp
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g_shared/a_randomspawner.cpp
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g_shared/a_skies.cpp
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@ -1,650 +0,0 @@
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/*
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** a_movingcamera.cpp
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** Cameras that move and related neat stuff
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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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 "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "doomstat.h"
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#include "serializer.h"
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#include "g_levellocals.h"
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/*
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== InterpolationPoint: node along a camera's path
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==
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== args[0] = pitch
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== args[1] = time (in octics) to get here from previous node
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== args[2] = time (in octics) to stay here before moving to next node
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== args[3] = low byte of next node's tid
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== args[4] = high byte of next node's tid
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*/
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class AInterpolationPoint : public AActor
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{
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DECLARE_CLASS (AInterpolationPoint, AActor)
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HAS_OBJECT_POINTERS
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public:
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void BeginPlay ();
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void HandleSpawnFlags ();
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void Tick () {} // Nodes do no thinking
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AInterpolationPoint *ScanForLoop ();
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void FormChain ();
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void Serialize(FSerializer &arc);
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TObjPtr<AInterpolationPoint> Next;
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};
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IMPLEMENT_CLASS(AInterpolationPoint, false, true)
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IMPLEMENT_POINTERS_START(AInterpolationPoint)
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IMPLEMENT_POINTER(Next)
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IMPLEMENT_POINTERS_END
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void AInterpolationPoint::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("next", Next);
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}
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void AInterpolationPoint::BeginPlay ()
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{
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Super::BeginPlay ();
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Next = NULL;
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}
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void AInterpolationPoint::HandleSpawnFlags ()
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{
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// Spawn flags mean nothing to an interpolation point
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}
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void AInterpolationPoint::FormChain ()
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{
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if (flags & MF_AMBUSH)
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return;
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flags |= MF_AMBUSH;
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TActorIterator<AInterpolationPoint> iterator (args[3] + 256 * args[4]);
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Next = iterator.Next ();
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if (Next == this) // Don't link to self
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Next = iterator.Next ();
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if (Next == NULL && (args[3] | args[4]))
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Printf ("Can't find target for camera node %d\n", tid);
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Angles.Pitch = (double)clamp<int>((signed char)args[0], -89, 89);
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if (Next != NULL)
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Next->FormChain ();
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}
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// Return the node (if any) where a path loops, relative to this one.
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AInterpolationPoint *AInterpolationPoint::ScanForLoop ()
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{
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AInterpolationPoint *node = this;
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while (node->Next && node->Next != this && node->special1 == 0)
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{
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node->special1 = 1;
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node = node->Next;
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}
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return node->Next == this ? node : NULL;
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}
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/*
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== InterpolationSpecial: Holds a special to execute when a
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== PathFollower reaches an InterpolationPoint of the same TID.
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*/
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class AInterpolationSpecial : public AActor
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{
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DECLARE_CLASS (AInterpolationSpecial, AActor)
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public:
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void Tick () {} // Does absolutely nothing itself
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};
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IMPLEMENT_CLASS(AInterpolationSpecial, false, false)
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/*
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== PathFollower: something that follows a camera path
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== Base class for some moving cameras
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==
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== args[0] = low byte of first node in path's tid
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== args[1] = high byte of first node's tid
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== args[2] = bit 0 = follow a linear path (rather than curved)
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== bit 1 = adjust angle
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== bit 2 = adjust pitch
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== bit 3 = aim in direction of motion
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==
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== Also uses:
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== target = first node in path
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== lastenemy = node prior to first node (if looped)
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*/
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class APathFollower : public AActor
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{
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DECLARE_CLASS (APathFollower, AActor)
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HAS_OBJECT_POINTERS
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public:
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void BeginPlay ();
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void PostBeginPlay ();
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void Tick ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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protected:
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double Splerp (double p1, double p2, double p3, double p4);
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double Lerp (double p1, double p2);
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virtual bool Interpolate ();
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virtual void NewNode ();
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void Serialize(FSerializer &arc);
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bool bActive, bJustStepped;
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TObjPtr<AInterpolationPoint> PrevNode, CurrNode;
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float Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode->Next
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int HoldTime;
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};
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IMPLEMENT_CLASS(APathFollower, false, true)
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IMPLEMENT_POINTERS_START(APathFollower)
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IMPLEMENT_POINTER(PrevNode)
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IMPLEMENT_POINTER(CurrNode)
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IMPLEMENT_POINTERS_END
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void APathFollower::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc("active", bActive)
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("juststepped", bJustStepped)
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("prevnode", PrevNode)
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("currnode", CurrNode)
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("time", Time)
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("holdtime", HoldTime);
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}
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// Interpolate between p2 and p3 along a Catmull-Rom spline
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// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
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double APathFollower::Splerp (double p1, double p2, double p3, double p4)
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{
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double t = Time;
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double res = 2*p2;
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res += (p3 - p1) * Time;
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t *= Time;
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res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
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t *= Time;
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res += (3*p2 - 3*p3 + p4 - p1) * t;
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return 0.5f * res;
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}
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// Linearly interpolate between p1 and p2
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double APathFollower::Lerp (double p1, double p2)
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{
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return p1 + Time * (p2 - p1);
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}
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void APathFollower::BeginPlay ()
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{
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Super::BeginPlay ();
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PrevNode = CurrNode = NULL;
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bActive = false;
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}
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void APathFollower::PostBeginPlay ()
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{
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// Find first node of path
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TActorIterator<AInterpolationPoint> iterator (args[0] + 256 * args[1]);
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AInterpolationPoint *node = iterator.Next ();
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AInterpolationPoint *prevnode;
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target = node;
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if (node == NULL)
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{
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Printf ("PathFollower %d: Can't find interpolation pt %d\n",
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tid, args[0] + 256 * args[1]);
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return;
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}
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// Verify the path has enough nodes
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node->FormChain ();
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if (args[2] & 1)
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{ // linear path; need 2 nodes
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if (node->Next == NULL)
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{
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Printf ("PathFollower %d: Path needs at least 2 nodes\n", tid);
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return;
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}
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lastenemy = NULL;
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}
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else
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{ // spline path; need 4 nodes
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if (node->Next == NULL ||
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node->Next->Next == NULL ||
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node->Next->Next->Next == NULL)
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{
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Printf ("PathFollower %d: Path needs at least 4 nodes\n", tid);
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return;
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}
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// If the first node is in a loop, we can start there.
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// Otherwise, we need to start at the second node in the path.
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prevnode = node->ScanForLoop ();
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if (prevnode == NULL || prevnode->Next != node)
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{
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lastenemy = target;
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target = node->Next;
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}
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else
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{
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lastenemy = prevnode;
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}
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}
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}
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void APathFollower::Deactivate (AActor *activator)
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{
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bActive = false;
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}
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void APathFollower::Activate (AActor *activator)
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{
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if (!bActive)
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{
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CurrNode = barrier_cast<AInterpolationPoint *>(target);
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PrevNode = barrier_cast<AInterpolationPoint *>(lastenemy);
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if (CurrNode != NULL)
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{
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NewNode ();
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SetOrigin (CurrNode->Pos(), false);
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Time = 0.f;
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HoldTime = 0;
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bJustStepped = true;
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bActive = true;
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}
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}
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}
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void APathFollower::Tick ()
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{
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if (!bActive)
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return;
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if (bJustStepped)
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{
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bJustStepped = false;
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if (CurrNode->args[2])
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{
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HoldTime = level.time + CurrNode->args[2] * TICRATE / 8;
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SetXYZ(CurrNode->Pos());
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}
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}
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if (HoldTime > level.time)
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return;
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// Splines must have a previous node.
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if (PrevNode == NULL && !(args[2] & 1))
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{
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bActive = false;
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return;
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}
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// All paths must have a current node.
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if (CurrNode->Next == NULL)
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{
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bActive = false;
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return;
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}
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if (Interpolate ())
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{
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Time += float(8.f / ((double)CurrNode->args[1] * (double)TICRATE));
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if (Time > 1.f)
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{
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Time -= 1.f;
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bJustStepped = true;
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PrevNode = CurrNode;
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CurrNode = CurrNode->Next;
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if (CurrNode != NULL)
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NewNode ();
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if (CurrNode == NULL || CurrNode->Next == NULL)
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CallDeactivate (this);
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if ((args[2] & 1) == 0 && CurrNode->Next->Next == NULL)
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CallDeactivate (this);
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}
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}
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}
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void APathFollower::NewNode ()
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{
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TActorIterator<AInterpolationSpecial> iterator (CurrNode->tid);
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AInterpolationSpecial *spec;
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while ( (spec = iterator.Next ()) )
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{
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P_ExecuteSpecial(spec->special, NULL, NULL, false, spec->args[0],
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spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
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}
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}
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bool APathFollower::Interpolate ()
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{
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DVector3 dpos(0, 0, 0);
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FLinkContext ctx;
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if ((args[2] & 8) && Time > 0.f)
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{
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dpos = Pos();
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}
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if (CurrNode->Next==NULL) return false;
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UnlinkFromWorld (&ctx);
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DVector3 newpos;
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if (args[2] & 1)
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{ // linear
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newpos.X = Lerp(CurrNode->X(), CurrNode->Next->X());
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newpos.Y = Lerp(CurrNode->Y(), CurrNode->Next->Y());
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newpos.Z = Lerp(CurrNode->Z(), CurrNode->Next->Z());
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}
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else
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{ // spline
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if (CurrNode->Next->Next==NULL) return false;
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newpos.X = Splerp(PrevNode->X(), CurrNode->X(), CurrNode->Next->X(), CurrNode->Next->Next->X());
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newpos.Y = Splerp(PrevNode->Y(), CurrNode->Y(), CurrNode->Next->Y(), CurrNode->Next->Next->Y());
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newpos.Z = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
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}
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SetXYZ(newpos);
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LinkToWorld (&ctx);
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if (args[2] & 6)
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{
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if (args[2] & 8)
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{
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if (args[2] & 1)
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{ // linear
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dpos.X = CurrNode->Next->X() - CurrNode->X();
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dpos.Y = CurrNode->Next->Y() - CurrNode->Y();
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dpos.Z = CurrNode->Next->Z() - CurrNode->Z();
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}
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else if (Time > 0.f)
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{ // spline
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dpos = newpos - dpos;
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}
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else
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{
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int realarg = args[2];
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args[2] &= ~(2|4|8);
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Time += 0.1f;
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dpos = newpos;
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Interpolate ();
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Time -= 0.1f;
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args[2] = realarg;
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dpos = newpos - dpos;
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newpos -= dpos;
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SetXYZ(newpos);
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}
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if (args[2] & 2)
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{ // adjust yaw
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Angles.Yaw = dpos.Angle();
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}
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if (args[2] & 4)
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{ // adjust pitch; use floats for precision
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double dist = dpos.XY().Length();
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Angles.Pitch = dist != 0.f ? VecToAngle(dist, -dpos.Z) : 0.;
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}
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}
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else
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{
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if (args[2] & 2)
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{ // interpolate angle
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DAngle angle1 = CurrNode->Angles.Yaw.Normalized180();
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DAngle angle2 = angle1 + deltaangle(angle1, CurrNode->Next->Angles.Yaw);
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Angles.Yaw = Lerp(angle1.Degrees, angle2.Degrees);
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}
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if (args[2] & 1)
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{ // linear
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if (args[2] & 4)
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{ // interpolate pitch
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Angles.Pitch = Lerp(CurrNode->Angles.Pitch.Degrees, CurrNode->Next->Angles.Pitch.Degrees);
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}
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}
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else
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{ // spline
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if (args[2] & 4)
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{ // interpolate pitch
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Angles.Pitch = Splerp(PrevNode->Angles.Pitch.Degrees, CurrNode->Angles.Pitch.Degrees,
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CurrNode->Next->Angles.Pitch.Degrees, CurrNode->Next->Next->Angles.Pitch.Degrees);
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}
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}
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}
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}
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return true;
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}
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/*
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== ActorMover: Moves any actor along a camera path
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==
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== Same as PathFollower, except
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== args[2], bit 7: make nonsolid
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== args[3] = tid of thing to move
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==
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== also uses:
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== tracer = thing to move
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*/
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class AActorMover : public APathFollower
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{
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DECLARE_CLASS (AActorMover, APathFollower)
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public:
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void BeginPlay();
|
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void PostBeginPlay ();
|
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void Activate (AActor *activator);
|
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void Deactivate (AActor *activator);
|
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protected:
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bool Interpolate ();
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};
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IMPLEMENT_CLASS(AActorMover, false, false)
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void AActorMover::BeginPlay()
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{
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ChangeStatNum(STAT_ACTORMOVER);
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}
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void AActorMover::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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TActorIterator<AActor> iterator (args[3]);
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tracer = iterator.Next ();
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|
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if (tracer == NULL)
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{
|
||||
Printf ("ActorMover %d: Can't find target %d\n", tid, args[3]);
|
||||
}
|
||||
else
|
||||
{
|
||||
special1 = tracer->flags;
|
||||
special2 = tracer->flags2;
|
||||
}
|
||||
}
|
||||
|
||||
bool AActorMover::Interpolate ()
|
||||
{
|
||||
if (tracer == NULL)
|
||||
return true;
|
||||
|
||||
if (Super::Interpolate ())
|
||||
{
|
||||
double savedz = tracer->Z();
|
||||
tracer->SetZ(Z());
|
||||
if (!P_TryMove (tracer, Pos(), true))
|
||||
{
|
||||
tracer->SetZ(savedz);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (args[2] & 2)
|
||||
tracer->Angles.Yaw = Angles.Yaw;
|
||||
if (args[2] & 4)
|
||||
tracer->Angles.Pitch = Angles.Pitch;
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void AActorMover::Activate (AActor *activator)
|
||||
{
|
||||
if (tracer == NULL || bActive)
|
||||
return;
|
||||
|
||||
Super::Activate (activator);
|
||||
special1 = tracer->flags;
|
||||
special2 = tracer->flags2;
|
||||
tracer->flags |= MF_NOGRAVITY;
|
||||
if (args[2] & 128)
|
||||
{
|
||||
FLinkContext ctx;
|
||||
tracer->UnlinkFromWorld (&ctx);
|
||||
tracer->flags |= MF_NOBLOCKMAP;
|
||||
tracer->flags &= ~MF_SOLID;
|
||||
tracer->LinkToWorld (&ctx);
|
||||
}
|
||||
if (tracer->flags3 & MF3_ISMONSTER)
|
||||
{
|
||||
tracer->flags2 |= MF2_INVULNERABLE | MF2_DORMANT;
|
||||
}
|
||||
// Don't let the renderer interpolate between the actor's
|
||||
// old position and its new position.
|
||||
Interpolate ();
|
||||
tracer->ClearInterpolation();
|
||||
}
|
||||
|
||||
void AActorMover::Deactivate (AActor *activator)
|
||||
{
|
||||
if (bActive)
|
||||
{
|
||||
Super::Deactivate (activator);
|
||||
if (tracer != NULL)
|
||||
{
|
||||
FLinkContext ctx;
|
||||
tracer->UnlinkFromWorld (&ctx);
|
||||
tracer->flags = ActorFlags::FromInt (special1);
|
||||
tracer->LinkToWorld (&ctx);
|
||||
tracer->flags2 = ActorFlags2::FromInt (special2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
== 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 AMovingCamera : public APathFollower
|
||||
{
|
||||
DECLARE_CLASS (AMovingCamera, APathFollower)
|
||||
HAS_OBJECT_POINTERS
|
||||
public:
|
||||
void PostBeginPlay ();
|
||||
|
||||
|
||||
void Serialize(FSerializer &arc);
|
||||
protected:
|
||||
bool Interpolate ();
|
||||
|
||||
TObjPtr<AActor> Activator;
|
||||
};
|
||||
|
||||
IMPLEMENT_CLASS(AMovingCamera, false, true)
|
||||
|
||||
IMPLEMENT_POINTERS_START(AMovingCamera)
|
||||
IMPLEMENT_POINTER(Activator)
|
||||
IMPLEMENT_POINTERS_END
|
||||
|
||||
void AMovingCamera::Serialize(FSerializer &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc("activator", Activator);
|
||||
}
|
||||
|
||||
void AMovingCamera::PostBeginPlay ()
|
||||
{
|
||||
Super::PostBeginPlay ();
|
||||
|
||||
Activator = NULL;
|
||||
if (args[3] != 0)
|
||||
{
|
||||
TActorIterator<AActor> iterator (args[3]);
|
||||
tracer = iterator.Next ();
|
||||
if (tracer == NULL)
|
||||
{
|
||||
Printf ("MovingCamera %d: Can't find thing %d\n", tid, args[3]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool AMovingCamera::Interpolate ()
|
||||
{
|
||||
if (tracer == NULL)
|
||||
return Super::Interpolate ();
|
||||
|
||||
if (Super::Interpolate ())
|
||||
{
|
||||
Angles.Yaw = AngleTo(tracer, true);
|
||||
|
||||
if (args[2] & 4)
|
||||
{ // Also aim camera's pitch;
|
||||
DVector3 diff = Pos() - tracer->PosPlusZ(tracer->Height / 2);
|
||||
double dist = diff.XY().Length();
|
||||
Angles.Pitch = dist != 0.f ? VecToAngle(dist, diff.Z) : 0.;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
|
@ -396,7 +396,8 @@ bool AActor::FixMapthingPos()
|
|||
DEFINE_ACTION_FUNCTION(AActor, UnlinkFromWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->UnlinkFromWorld(nullptr); // fixme
|
||||
PARAM_POINTER_DEF(ctx, FLinkContext);
|
||||
self->UnlinkFromWorld(ctx); // fixme
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -530,7 +531,8 @@ void AActor::LinkToWorld(FLinkContext *ctx, bool spawningmapthing, sector_t *sec
|
|||
DEFINE_ACTION_FUNCTION(AActor, LinkToWorld)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
self->LinkToWorld(nullptr); // fixme
|
||||
PARAM_POINTER_DEF(ctx, FLinkContext);
|
||||
self->LinkToWorld(ctx);
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -7754,6 +7754,13 @@ DEFINE_ACTION_FUNCTION(AActor, RotateVector)
|
|||
ACTION_RETURN_VEC2(DVector2(x, y).Rotated(angle));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, Normalize180)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_ANGLE(angle);
|
||||
ACTION_RETURN_FLOAT(angle.Normalized180().Degrees);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(AActor, DistanceBySpeed)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
|
|
|
@ -28,6 +28,12 @@ struct FCheckPosition
|
|||
native void ClearLastRipped();
|
||||
}
|
||||
|
||||
struct LinkContext
|
||||
{
|
||||
voidptr sector_list; // really msecnode but that's not exported yet.
|
||||
voidptr render_list;
|
||||
}
|
||||
|
||||
|
||||
class Actor : Thinker native
|
||||
{
|
||||
|
@ -282,6 +288,7 @@ class Actor : Thinker native
|
|||
native static double absangle(double ang1, double ang2);
|
||||
native static Vector2 AngleToVector(double angle, double length = 1);
|
||||
native static Vector2 RotateVector(Vector2 vec, double angle);
|
||||
native static double Normalize180(double ang);
|
||||
|
||||
|
||||
bool IsPointerEqual(int ptr_select1, int ptr_select2)
|
||||
|
@ -433,8 +440,8 @@ class Actor : Thinker native
|
|||
native state FindState(statelabel st, bool exact = false);
|
||||
bool SetStateLabel(statelabel st, bool nofunction = false) { return SetState(FindState(st), nofunction); }
|
||||
native action state ResolveState(statelabel st); // this one, unlike FindState, is context aware.
|
||||
native void LinkToWorld();
|
||||
native void UnlinkFromWorld();
|
||||
native void LinkToWorld(LinkContext ctx = null);
|
||||
native void UnlinkFromWorld(out LinkContext ctx = null);
|
||||
native bool CanSeek(Actor target);
|
||||
native double AngleTo(Actor target, bool absolute = false);
|
||||
native void AddZ(double zadd, bool moving = true);
|
||||
|
|
|
@ -1,5 +1,51 @@
|
|||
class InterpolationPoint : Actor native
|
||||
/*
|
||||
** 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
|
||||
{
|
||||
|
||||
InterpolationPoint Next;
|
||||
|
||||
default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
|
@ -7,9 +53,61 @@ class InterpolationPoint : Actor native
|
|||
+DONTSPLASH
|
||||
RenderStyle "None";
|
||||
}
|
||||
|
||||
override void BeginPlay ()
|
||||
{
|
||||
Super.BeginPlay ();
|
||||
Next = null;
|
||||
}
|
||||
|
||||
void FormChain ()
|
||||
{
|
||||
let me = self;
|
||||
|
||||
while (me != null)
|
||||
{
|
||||
if (me.bAmbush) return;
|
||||
|
||||
me.bAmbush = true;
|
||||
|
||||
let iterator = ActorIterator.Create(me.args[3] + 256 * me.args[4], "InterpolationPoint");
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class InterpolationSpecial : Actor native
|
||||
/*
|
||||
== InterpolationSpecial: Holds a special to execute when a
|
||||
== PathFollower reaches an InterpolationPoint of the same TID.
|
||||
*/
|
||||
|
||||
class InterpolationSpecial : Actor
|
||||
{
|
||||
default
|
||||
{
|
||||
|
@ -18,9 +116,28 @@ class InterpolationSpecial : Actor native
|
|||
+NOGRAVITY
|
||||
+DONTSPLASH
|
||||
}
|
||||
|
||||
override void Tick () {} // Does absolutely nothing itself
|
||||
|
||||
}
|
||||
|
||||
class PathFollower : Actor native
|
||||
/*
|
||||
== 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
|
||||
{
|
||||
|
@ -29,18 +146,436 @@ class PathFollower : Actor native
|
|||
+NOGRAVITY
|
||||
+DONTSPLASH
|
||||
}
|
||||
|
||||
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 = ActorIterator.Create(args[0] + 256 * args[1], "InterpolationPoint");
|
||||
let node = InterpolationPoint(iterator.Next ());
|
||||
InterpolationPoint prevnode;
|
||||
|
||||
target = node;
|
||||
|
||||
if (node == null)
|
||||
{
|
||||
A_Log ("PathFollower " .. tid .. ": Can't find interpolation pt " .. args[0] + 256 * args[1] .. "%d\n");
|
||||
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.time + CurrNode.args[2] * TICRATE / 8;
|
||||
SetXYZ(CurrNode.Pos);
|
||||
}
|
||||
}
|
||||
|
||||
if (HoldTime > level.time)
|
||||
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. / (CurrNode.args[1] * TICRATE));
|
||||
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 = ActorIterator.Create(CurrNode.tid, "InterpolationSpecial");
|
||||
InterpolationSpecial spec;
|
||||
|
||||
while ( (spec = InterpolationSpecial(iterator.Next ())) )
|
||||
{
|
||||
A_CallSpecial(spec.special, spec.args[0], spec.args[1], spec.args[2], spec.args[3], spec.args[4]);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class ActorMover : PathFollower native
|
||||
/*
|
||||
== 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
|
||||
{
|
||||
override void BeginPlay()
|
||||
{
|
||||
ChangeStatNum(STAT_ACTORMOVER);
|
||||
}
|
||||
|
||||
override void PostBeginPlay ()
|
||||
{
|
||||
Super.PostBeginPlay ();
|
||||
|
||||
let iterator = ActorIterator.Create(args[3]);
|
||||
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);
|
||||
bNoGravity = true;
|
||||
if (args[2] & 128)
|
||||
{
|
||||
LinkContext ctx;
|
||||
tracer.UnlinkFromWorld (ctx);
|
||||
bNoBlockmap = true;
|
||||
bSolid = false;
|
||||
tracer.LinkToWorld (ctx);
|
||||
}
|
||||
if (tracer.bIsMonster)
|
||||
{
|
||||
bInvulnerable = true;
|
||||
bDormant = true;
|
||||
}
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
class MovingCamera : PathFollower native
|
||||
/*
|
||||
== 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
|
||||
{
|
||||
Actor activator;
|
||||
default
|
||||
{
|
||||
CameraHeight 0;
|
||||
}
|
||||
|
||||
override void PostBeginPlay ()
|
||||
{
|
||||
Super.PostBeginPlay ();
|
||||
|
||||
Activator = null;
|
||||
if (args[3] != 0)
|
||||
{
|
||||
let iterator = ActorIterator.Create(args[3]);
|
||||
tracer = iterator.Next ();
|
||||
if (tracer == null)
|
||||
{
|
||||
A_Log("MovingCamera " .. tid .. ": Can't find thing " .. args[3] .. "\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue