mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' into floatcvt
This commit is contained in:
commit
9145181b79
1 changed files with 485 additions and 0 deletions
485
src/p_pusher.cpp
Normal file
485
src/p_pusher.cpp
Normal file
|
@ -0,0 +1,485 @@
|
||||||
|
// Emacs style mode select -*- C++ -*-
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
// $Id:$
|
||||||
|
//
|
||||||
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
||||||
|
//
|
||||||
|
// This source is available for distribution and/or modification
|
||||||
|
// only under the terms of the DOOM Source Code License as
|
||||||
|
// published by id Software. All rights reserved.
|
||||||
|
//
|
||||||
|
// The source is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
||||||
|
// for more details.
|
||||||
|
//
|
||||||
|
// $Log:$
|
||||||
|
//
|
||||||
|
// DESCRIPTION:
|
||||||
|
// Initializes and implements BOOM linedef triggers for
|
||||||
|
// Wind/Current
|
||||||
|
//
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include "actor.h"
|
||||||
|
#include "p_spec.h"
|
||||||
|
#include "farchive.h"
|
||||||
|
#include "p_lnspec.h"
|
||||||
|
#include "c_cvars.h"
|
||||||
|
#include "p_maputl.h"
|
||||||
|
#include "p_local.h"
|
||||||
|
#include "d_player.h"
|
||||||
|
|
||||||
|
CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
|
||||||
|
|
||||||
|
// phares 3/20/98: added new model of Pushers for push/pull effects
|
||||||
|
|
||||||
|
class DPusher : public DThinker
|
||||||
|
{
|
||||||
|
DECLARE_CLASS (DPusher, DThinker)
|
||||||
|
HAS_OBJECT_POINTERS
|
||||||
|
public:
|
||||||
|
enum EPusher
|
||||||
|
{
|
||||||
|
p_push,
|
||||||
|
p_pull,
|
||||||
|
p_wind,
|
||||||
|
p_current
|
||||||
|
};
|
||||||
|
|
||||||
|
DPusher ();
|
||||||
|
DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
|
||||||
|
void Serialize (FArchive &arc);
|
||||||
|
int CheckForSectorMatch (EPusher type, int tag);
|
||||||
|
void ChangeValues (int magnitude, int angle)
|
||||||
|
{
|
||||||
|
angle_t ang = ((angle_t)(angle<<24)) >> ANGLETOFINESHIFT;
|
||||||
|
m_Xmag = (magnitude * finecosine[ang]) >> FRACBITS;
|
||||||
|
m_Ymag = (magnitude * finesine[ang]) >> FRACBITS;
|
||||||
|
m_Magnitude = magnitude;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tick ();
|
||||||
|
|
||||||
|
protected:
|
||||||
|
EPusher m_Type;
|
||||||
|
TObjPtr<AActor> m_Source;// Point source if point pusher
|
||||||
|
int m_Xmag; // X Strength
|
||||||
|
int m_Ymag; // Y Strength
|
||||||
|
int m_Magnitude; // Vector strength for point pusher
|
||||||
|
int m_Radius; // Effective radius for point pusher
|
||||||
|
int m_X; // X of point source if point pusher
|
||||||
|
int m_Y; // Y of point source if point pusher
|
||||||
|
int m_Affectee; // Number of affected sector
|
||||||
|
|
||||||
|
friend bool PIT_PushThing (AActor *thing);
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
IMPLEMENT_POINTY_CLASS (DPusher)
|
||||||
|
DECLARE_POINTER (m_Source)
|
||||||
|
END_POINTERS
|
||||||
|
|
||||||
|
DPusher::DPusher ()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
inline FArchive &operator<< (FArchive &arc, DPusher::EPusher &type)
|
||||||
|
{
|
||||||
|
BYTE val = (BYTE)type;
|
||||||
|
arc << val;
|
||||||
|
type = (DPusher::EPusher)val;
|
||||||
|
return arc;
|
||||||
|
}
|
||||||
|
|
||||||
|
void DPusher::Serialize (FArchive &arc)
|
||||||
|
{
|
||||||
|
Super::Serialize (arc);
|
||||||
|
arc << m_Type
|
||||||
|
<< m_Source
|
||||||
|
<< m_Xmag
|
||||||
|
<< m_Ymag
|
||||||
|
<< m_Magnitude
|
||||||
|
<< m_Radius
|
||||||
|
<< m_X
|
||||||
|
<< m_Y
|
||||||
|
<< m_Affectee;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
////////////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// PUSH/PULL EFFECT
|
||||||
|
//
|
||||||
|
// phares 3/20/98: Start of push/pull effects
|
||||||
|
//
|
||||||
|
// This is where push/pull effects are applied to objects in the sectors.
|
||||||
|
//
|
||||||
|
// There are four kinds of push effects
|
||||||
|
//
|
||||||
|
// 1) Pushing Away
|
||||||
|
//
|
||||||
|
// Pushes you away from a point source defined by the location of an
|
||||||
|
// MT_PUSH Thing. The force decreases linearly with distance from the
|
||||||
|
// source. This force crosses sector boundaries and is felt w/in a circle
|
||||||
|
// whose center is at the MT_PUSH. The force is felt only if the point
|
||||||
|
// MT_PUSH can see the target object.
|
||||||
|
//
|
||||||
|
// 2) Pulling toward
|
||||||
|
//
|
||||||
|
// Same as Pushing Away except you're pulled toward an MT_PULL point
|
||||||
|
// source. This force crosses sector boundaries and is felt w/in a circle
|
||||||
|
// whose center is at the MT_PULL. The force is felt only if the point
|
||||||
|
// MT_PULL can see the target object.
|
||||||
|
//
|
||||||
|
// 3) Wind
|
||||||
|
//
|
||||||
|
// Pushes you in a constant direction. Full force above ground, half
|
||||||
|
// force on the ground, nothing if you're below it (water).
|
||||||
|
//
|
||||||
|
// 4) Current
|
||||||
|
//
|
||||||
|
// Pushes you in a constant direction. No force above ground, full
|
||||||
|
// force if on the ground or below it (water).
|
||||||
|
//
|
||||||
|
// The magnitude of the force is controlled by the length of a controlling
|
||||||
|
// linedef. The force vector for types 3 & 4 is determined by the angle
|
||||||
|
// of the linedef, and is constant.
|
||||||
|
//
|
||||||
|
// For each sector where these effects occur, the sector special type has
|
||||||
|
// to have the PUSH_MASK bit set. If this bit is turned off by a switch
|
||||||
|
// at run-time, the effect will not occur. The controlling sector for
|
||||||
|
// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
|
||||||
|
|
||||||
|
|
||||||
|
#define PUSH_FACTOR 7
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
//
|
||||||
|
// Add a push thinker to the thinker list
|
||||||
|
|
||||||
|
DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
|
||||||
|
AActor *source, int affectee)
|
||||||
|
{
|
||||||
|
m_Source = source;
|
||||||
|
m_Type = type;
|
||||||
|
if (l)
|
||||||
|
{
|
||||||
|
m_Xmag = l->dx>>FRACBITS;
|
||||||
|
m_Ymag = l->dy>>FRACBITS;
|
||||||
|
m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{ // [RH] Allow setting magnitude and angle with parameters
|
||||||
|
ChangeValues (magnitude, angle);
|
||||||
|
}
|
||||||
|
if (source) // point source exist?
|
||||||
|
{
|
||||||
|
m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
|
||||||
|
m_X = m_Source->X();
|
||||||
|
m_Y = m_Source->Y();
|
||||||
|
}
|
||||||
|
m_Affectee = affectee;
|
||||||
|
}
|
||||||
|
|
||||||
|
int DPusher::CheckForSectorMatch (EPusher type, int tag)
|
||||||
|
{
|
||||||
|
if (m_Type == type && tagManager.SectorHasTag(m_Affectee, tag))
|
||||||
|
return m_Affectee;
|
||||||
|
else
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
//
|
||||||
|
// T_Pusher looks for all objects that are inside the radius of
|
||||||
|
// the effect.
|
||||||
|
//
|
||||||
|
void DPusher::Tick ()
|
||||||
|
{
|
||||||
|
sector_t *sec;
|
||||||
|
AActor *thing;
|
||||||
|
msecnode_t *node;
|
||||||
|
int xspeed,yspeed;
|
||||||
|
int ht;
|
||||||
|
|
||||||
|
if (!var_pushers)
|
||||||
|
return;
|
||||||
|
|
||||||
|
sec = sectors + m_Affectee;
|
||||||
|
|
||||||
|
// Be sure the special sector type is still turned on. If so, proceed.
|
||||||
|
// Else, bail out; the sector type has been changed on us.
|
||||||
|
|
||||||
|
if (!(sec->Flags & SECF_PUSH))
|
||||||
|
return;
|
||||||
|
|
||||||
|
// For constant pushers (wind/current) there are 3 situations:
|
||||||
|
//
|
||||||
|
// 1) Affected Thing is above the floor.
|
||||||
|
//
|
||||||
|
// Apply the full force if wind, no force if current.
|
||||||
|
//
|
||||||
|
// 2) Affected Thing is on the ground.
|
||||||
|
//
|
||||||
|
// Apply half force if wind, full force if current.
|
||||||
|
//
|
||||||
|
// 3) Affected Thing is below the ground (underwater effect).
|
||||||
|
//
|
||||||
|
// Apply no force if wind, full force if current.
|
||||||
|
//
|
||||||
|
// Apply the effect to clipped players only for now.
|
||||||
|
//
|
||||||
|
// In Phase II, you can apply these effects to Things other than players.
|
||||||
|
// [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now.
|
||||||
|
|
||||||
|
if (m_Type == p_push)
|
||||||
|
{
|
||||||
|
// Seek out all pushable things within the force radius of this
|
||||||
|
// point pusher. Crosses sectors, so use blockmap.
|
||||||
|
|
||||||
|
FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
|
||||||
|
FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
|
||||||
|
FMultiBlockThingsIterator::CheckResult cres;
|
||||||
|
|
||||||
|
|
||||||
|
while (it.Next(&cres))
|
||||||
|
{
|
||||||
|
AActor *thing = cres.thing;
|
||||||
|
// Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption.
|
||||||
|
bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP));
|
||||||
|
|
||||||
|
// MBF allows any sentient or shootable thing to be affected, but players with a fly cheat aren't.
|
||||||
|
if (compatflags & COMPATF_MBFMONSTERMOVE)
|
||||||
|
{
|
||||||
|
pusharound = ((pusharound || (thing->IsSentient()) || (thing->flags & MF_SHOOTABLE)) // Add categories here
|
||||||
|
&& (!(thing->player && (thing->flags & (MF_NOGRAVITY))))); // Exclude flying players here
|
||||||
|
}
|
||||||
|
|
||||||
|
if ((pusharound) )
|
||||||
|
{
|
||||||
|
int sx = m_X;
|
||||||
|
int sy = m_Y;
|
||||||
|
int dist = thing->AproxDistance (sx, sy);
|
||||||
|
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
|
||||||
|
|
||||||
|
// If speed <= 0, you're outside the effective radius. You also have
|
||||||
|
// to be able to see the push/pull source point.
|
||||||
|
|
||||||
|
if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
|
||||||
|
{
|
||||||
|
angle_t pushangle = thing->AngleTo(sx, sy);
|
||||||
|
if (m_Source->GetClass()->TypeName == NAME_PointPusher)
|
||||||
|
pushangle += ANG180; // away
|
||||||
|
pushangle >>= ANGLETOFINESHIFT;
|
||||||
|
thing->vel.x += FixedMul (speed, finecosine[pushangle]);
|
||||||
|
thing->vel.y += FixedMul (speed, finesine[pushangle]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// constant pushers p_wind and p_current
|
||||||
|
|
||||||
|
node = sec->touching_thinglist; // things touching this sector
|
||||||
|
for ( ; node ; node = node->m_snext)
|
||||||
|
{
|
||||||
|
thing = node->m_thing;
|
||||||
|
if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
sector_t *hsec = sec->GetHeightSec();
|
||||||
|
fixedvec3 pos = thing->PosRelative(sec);
|
||||||
|
if (m_Type == p_wind)
|
||||||
|
{
|
||||||
|
if (hsec == NULL)
|
||||||
|
{ // NOT special water sector
|
||||||
|
if (thing->Z() > thing->floorz) // above ground
|
||||||
|
{
|
||||||
|
xspeed = m_Xmag; // full force
|
||||||
|
yspeed = m_Ymag;
|
||||||
|
}
|
||||||
|
else // on ground
|
||||||
|
{
|
||||||
|
xspeed = (m_Xmag)>>1; // half force
|
||||||
|
yspeed = (m_Ymag)>>1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // special water sector
|
||||||
|
{
|
||||||
|
ht = hsec->floorplane.ZatPoint(pos);
|
||||||
|
if (thing->Z() > ht) // above ground
|
||||||
|
{
|
||||||
|
xspeed = m_Xmag; // full force
|
||||||
|
yspeed = m_Ymag;
|
||||||
|
}
|
||||||
|
else if (thing->player->viewz < ht) // underwater
|
||||||
|
{
|
||||||
|
xspeed = yspeed = 0; // no force
|
||||||
|
}
|
||||||
|
else // wading in water
|
||||||
|
{
|
||||||
|
xspeed = (m_Xmag)>>1; // half force
|
||||||
|
yspeed = (m_Ymag)>>1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // p_current
|
||||||
|
{
|
||||||
|
const secplane_t *floor;
|
||||||
|
|
||||||
|
if (hsec == NULL)
|
||||||
|
{ // NOT special water sector
|
||||||
|
floor = &sec->floorplane;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{ // special water sector
|
||||||
|
floor = &hsec->floorplane;
|
||||||
|
}
|
||||||
|
if (thing->Z() > floor->ZatPoint(pos))
|
||||||
|
{ // above ground
|
||||||
|
xspeed = yspeed = 0; // no force
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{ // on ground/underwater
|
||||||
|
xspeed = m_Xmag; // full force
|
||||||
|
yspeed = m_Ymag;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
thing->vel.x += xspeed<<(FRACBITS-PUSH_FACTOR);
|
||||||
|
thing->vel.y += yspeed<<(FRACBITS-PUSH_FACTOR);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
//
|
||||||
|
// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
|
||||||
|
// NULL otherwise.
|
||||||
|
|
||||||
|
AActor *P_GetPushThing (int s)
|
||||||
|
{
|
||||||
|
AActor* thing;
|
||||||
|
sector_t* sec;
|
||||||
|
|
||||||
|
sec = sectors + s;
|
||||||
|
thing = sec->thinglist;
|
||||||
|
|
||||||
|
while (thing &&
|
||||||
|
thing->GetClass()->TypeName != NAME_PointPusher &&
|
||||||
|
thing->GetClass()->TypeName != NAME_PointPuller)
|
||||||
|
{
|
||||||
|
thing = thing->snext;
|
||||||
|
}
|
||||||
|
return thing;
|
||||||
|
}
|
||||||
|
|
||||||
|
/////////////////////////////
|
||||||
|
//
|
||||||
|
// Initialize the sectors where pushers are present
|
||||||
|
//
|
||||||
|
|
||||||
|
void P_SpawnPushers ()
|
||||||
|
{
|
||||||
|
int i;
|
||||||
|
line_t *l = lines;
|
||||||
|
int s;
|
||||||
|
|
||||||
|
for (i = 0; i < numlines; i++, l++)
|
||||||
|
{
|
||||||
|
switch (l->special)
|
||||||
|
{
|
||||||
|
case Sector_SetWind: // wind
|
||||||
|
{
|
||||||
|
FSectorTagIterator itr(l->args[0]);
|
||||||
|
while ((s = itr.Next()) >= 0)
|
||||||
|
new DPusher(DPusher::p_wind, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
||||||
|
l->special = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case Sector_SetCurrent: // current
|
||||||
|
{
|
||||||
|
FSectorTagIterator itr(l->args[0]);
|
||||||
|
while ((s = itr.Next()) >= 0)
|
||||||
|
new DPusher(DPusher::p_current, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
||||||
|
l->special = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
case PointPush_SetForce: // push/pull
|
||||||
|
if (l->args[0]) { // [RH] Find thing by sector
|
||||||
|
FSectorTagIterator itr(l->args[0]);
|
||||||
|
while ((s = itr.Next()) >= 0)
|
||||||
|
{
|
||||||
|
AActor *thing = P_GetPushThing (s);
|
||||||
|
if (thing) { // No MT_P* means no effect
|
||||||
|
// [RH] Allow narrowing it down by tid
|
||||||
|
if (!l->args[1] || l->args[1] == thing->tid)
|
||||||
|
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
||||||
|
0, thing, s);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else { // [RH] Find thing by tid
|
||||||
|
AActor *thing;
|
||||||
|
FActorIterator iterator (l->args[1]);
|
||||||
|
|
||||||
|
while ( (thing = iterator.Next ()) )
|
||||||
|
{
|
||||||
|
if (thing->GetClass()->TypeName == NAME_PointPusher ||
|
||||||
|
thing->GetClass()->TypeName == NAME_PointPuller)
|
||||||
|
{
|
||||||
|
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
||||||
|
0, thing, int(thing->Sector - sectors));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
l->special = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AdjustPusher (int tag, int magnitude, int angle, bool wind)
|
||||||
|
{
|
||||||
|
DPusher::EPusher type = wind? DPusher::p_wind : DPusher::p_current;
|
||||||
|
|
||||||
|
// Find pushers already attached to the sector, and change their parameters.
|
||||||
|
TArray<FThinkerCollection> Collection;
|
||||||
|
{
|
||||||
|
TThinkerIterator<DPusher> iterator;
|
||||||
|
FThinkerCollection collect;
|
||||||
|
|
||||||
|
while ( (collect.Obj = iterator.Next ()) )
|
||||||
|
{
|
||||||
|
if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
|
||||||
|
{
|
||||||
|
((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
|
||||||
|
Collection.Push (collect);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
size_t numcollected = Collection.Size ();
|
||||||
|
int secnum;
|
||||||
|
|
||||||
|
// Now create pushers for any sectors that don't already have them.
|
||||||
|
FSectorTagIterator itr(tag);
|
||||||
|
while ((secnum = itr.Next()) >= 0)
|
||||||
|
{
|
||||||
|
unsigned int i;
|
||||||
|
for (i = 0; i < numcollected; i++)
|
||||||
|
{
|
||||||
|
if (Collection[i].RefNum == sectors[secnum].sectornum)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (i == numcollected)
|
||||||
|
{
|
||||||
|
new DPusher (type, NULL, magnitude, angle, NULL, secnum);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in a new issue