//----------------------------------------------------------------------------- // // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Initializes and implements BOOM linedef triggers for // Scrollers/Conveyors // //----------------------------------------------------------------------------- /* For code that originates from ZDoom the following applies: ** **--------------------------------------------------------------------------- ** ** 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 #include "actor.h" #include "p_spec.h" #include "serializer.h" #include "p_lnspec.h" #include "r_data/r_interpolate.h" #include "g_levellocals.h" #include "maploader/maploader.h" #include "p_spec_thinkers.h" IMPLEMENT_CLASS(DScroller, false, true) IMPLEMENT_POINTERS_START(DScroller) IMPLEMENT_POINTER(m_Interpolations[0]) IMPLEMENT_POINTER(m_Interpolations[1]) IMPLEMENT_POINTER(m_Interpolations[2]) IMPLEMENT_POINTERS_END //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- EScrollPos operator &(EScrollPos one, EScrollPos two) { return EScrollPos(int(one) & int(two)); } //----------------------------------------------------------------------------- // // // //----------------------------------------------------------------------------- void DScroller::Serialize(FSerializer &arc) { Super::Serialize (arc); arc.Enum("type", m_Type) ("dx", m_dx) ("dy", m_dy) ("sector", m_Sector) ("side", m_Side) ("control", m_Controller) ("lastheight", m_LastHeight) ("vdx", m_vdx) ("vdy", m_vdy) ("accel", m_Accel) .Enum("parts", m_Parts) .Array("interpolations", m_Interpolations, 3); } //----------------------------------------------------------------------------- // // [RH] Compensate for rotated sector textures by rotating the scrolling // in the opposite direction. // //----------------------------------------------------------------------------- static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy) { DAngle an = sec->GetAngle(which); if (an == 0) { tdx = dx; tdy = dy; } else { double ca = -an.Cos(); double sa = -an.Sin(); tdx = dx*ca - dy*sa; tdy = dy*ca + dx*sa; } } //----------------------------------------------------------------------------- // // killough 2/28/98: // // This function, with the help of r_plane.c and r_bsp.c, supports generalized // scrolling floors and walls, with optional mobj-carrying properties, e.g. // conveyor belts, rivers, etc. A linedef with a special type affects all // tagged sectors the same way, by creating scrolling and/or object-carrying // properties. Multiple linedefs may be used on the same sector and are // cumulative, although the special case of scrolling a floor and carrying // things on it, requires only one linedef. The linedef's direction determines // the scrolling direction, and the linedef's length determines the scrolling // speed. This was designed so that an edge around the sector could be used to // control the direction of the sector's scrolling, which is usually what is // desired. // // Process the active scrollers. // // This is the main scrolling code // killough 3/7/98 // //----------------------------------------------------------------------------- void DScroller::Tick () { double dx = m_dx, dy = m_dy, tdx, tdy; if (m_Controller != nullptr) { // compute scroll amounts based on a sector's height changes double height = m_Controller->CenterFloor () + m_Controller->CenterCeiling (); double delta = height - m_LastHeight; m_LastHeight = height; dx *= delta; dy *= delta; } // killough 3/14/98: Add acceleration if (m_Accel) { m_vdx = dx += m_vdx; m_vdy = dy += m_vdy; } if (dx == 0 && dy == 0) return; switch (m_Type) { case EScroll::sc_side: // killough 3/7/98: Scroll wall texture if (m_Parts & EScrollPos::scw_top) { m_Side->AddTextureXOffset(side_t::top, dx); m_Side->AddTextureYOffset(side_t::top, dy); } if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr || !(m_Side->linedef->flags&ML_3DMIDTEX))) { m_Side->AddTextureXOffset(side_t::mid, dx); m_Side->AddTextureYOffset(side_t::mid, dy); } if (m_Parts & EScrollPos::scw_bottom) { m_Side->AddTextureXOffset(side_t::bottom, dx); m_Side->AddTextureYOffset(side_t::bottom, dy); } break; case EScroll::sc_floor: // killough 3/7/98: Scroll floor texture RotationComp(m_Sector, sector_t::floor, dx, dy, tdx, tdy); m_Sector->AddXOffset(sector_t::floor, tdx); m_Sector->AddYOffset(sector_t::floor, tdy); break; case EScroll::sc_ceiling: // killough 3/7/98: Scroll ceiling texture RotationComp(m_Sector, sector_t::ceiling, dx, dy, tdx, tdy); m_Sector->AddXOffset(sector_t::ceiling, tdx); m_Sector->AddYOffset(sector_t::ceiling, tdy); break; // [RH] Don't actually carry anything here. That happens later. case EScroll::sc_carry: level.Scrolls[m_Sector->Index()] += { dx, dy }; // mark all potentially affected things here so that the very expensive calculation loop in AActor::Tick does not need to run for actors which do not touch a scrolling sector. for (auto n = m_Sector->touching_thinglist; n; n = n->m_snext) { n->m_thing->flags8 |= MF8_INSCROLLSEC; } break; case EScroll::sc_carry_ceiling: // to be added later break; } } //----------------------------------------------------------------------------- // // Add_Scroller() // // Add a generalized scroller to the thinker list. // // type: the enumerated type of scrolling: floor, ceiling, floor carrier, // wall, floor carrier & scroller // // (dx,dy): the direction and speed of the scrolling or its acceleration // // control: the sector whose heights control this scroller's effect // remotely, or -1 if no control sector // // affectee: the index of the affected object (sector or sidedef) // // accel: non-zero if this is an accelerative effect // //----------------------------------------------------------------------------- void DScroller::Construct (EScroll type, double dx, double dy, sector_t *ctrl, sector_t *sec, side_t *side, int accel, EScrollPos scrollpos) { m_Type = type; m_dx = dx; m_dy = dy; m_Accel = accel; m_Parts = scrollpos; m_vdx = m_vdy = 0; m_LastHeight = 0; if ((m_Controller = ctrl) != nullptr) { m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling(); } m_Side = side; m_Sector = sec; m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr; switch (type) { case EScroll::sc_carry: assert(sec != nullptr); level.AddScroller (sec->Index()); break; case EScroll::sc_side: assert(side != nullptr); side->Flags |= WALLF_NOAUTODECALS; if (m_Parts & EScrollPos::scw_top) { m_Interpolations[0] = m_Side->SetInterpolation(side_t::top); } if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr || !(m_Side->linedef->flags&ML_3DMIDTEX))) { m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid); } if (m_Parts & EScrollPos::scw_bottom) { m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom); } break; case EScroll::sc_floor: assert(sec != nullptr); m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::FloorScroll, false); break; case EScroll::sc_ceiling: assert(sec != nullptr); m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::CeilingScroll, false); break; default: break; } } void DScroller::OnDestroy () { for(int i=0;i<3;i++) { if (m_Interpolations[i] != nullptr) { m_Interpolations[i]->DelRef(); m_Interpolations[i] = nullptr; } } Super::OnDestroy(); } //----------------------------------------------------------------------------- // // Adds wall scroller. Scroll amount is rotated with respect to wall's // linedef first, so that scrolling towards the wall in a perpendicular // direction is translated into vertical motion, while scrolling along // the wall in a parallel direction is translated into horizontal motion. // // killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff // //----------------------------------------------------------------------------- void DScroller::Construct(double dx, double dy, const line_t *l, sector_t * control, int accel, EScrollPos scrollpos) { double x = fabs(l->Delta().X), y = fabs(l->Delta().Y), d; if (y > x) d = x, x = y, y = d; d = x / g_sin(g_atan2(y, x) + M_PI / 2); x = -(dy * l->Delta().Y + dx * l->Delta().X) / d; y = -(dx * l->Delta().Y - dy * l->Delta().X) / d; m_Type = EScroll::sc_side; m_dx = x; m_dy = y; m_vdx = m_vdy = 0; m_Accel = accel; m_Parts = scrollpos; m_LastHeight = 0; if ((m_Controller = control) != nullptr) { m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling(); } m_Sector = nullptr; m_Side = l->sidedef[0]; m_Side->Flags |= WALLF_NOAUTODECALS; m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr; if (m_Parts & EScrollPos::scw_top) { m_Interpolations[0] = m_Side->SetInterpolation(side_t::top); } if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr || !(m_Side->linedef->flags&ML_3DMIDTEX))) { m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid); } if (m_Parts & EScrollPos::scw_bottom) { m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom); } } //----------------------------------------------------------------------------- // // Modify a wall scroller // //----------------------------------------------------------------------------- void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, double dy, EScrollPos Where) { Where = Where & scw_all; if (Where == 0) return; if (dx == 0 && dy == 0) { // Special case: Remove the scroller, because the deltas are both 0. TThinkerIterator iterator (STAT_SCROLLER); DScroller *scroller; while ( (scroller = iterator.Next ()) ) { auto wall = scroller->GetWall (); if (wall != nullptr && Level->LineHasId(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts()) { scroller->Destroy (); } } } else { // Find scrollers already attached to the matching walls, and change // their rates. TArray Collection; { TThinkerIterator iterator (STAT_SCROLLER); DScroller *scroll; while ( (scroll = iterator.Next ()) ) { auto wall = scroll->GetWall(); if (wall != nullptr) { auto line = wall->linedef; if (Level->LineHasId(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts()) { scroll->SetRate(dx, dy); Collection.Push(scroll); } } } } size_t numcollected = Collection.Size (); int linenum; // Now create scrollers for any walls that don't already have them. auto itr = Level->GetLineIdIterator(id); while ((linenum = itr.Next()) >= 0) { side_t *side = Level->lines[linenum].sidedef[sidechoice]; if (side != nullptr) { if (Collection.FindEx([=](const DScroller *element) { return element->GetWall() == side; }) == Collection.Size()) { Level->CreateThinker (EScroll::sc_side, dx, dy, nullptr, nullptr, side, 0, Where); } } } } } void SetScroller (FLevelLocals *Level, int tag, EScroll type, double dx, double dy) { TThinkerIterator iterator (STAT_SCROLLER); DScroller *scroller; int i; // Check if there is already a scroller for this tag // If at least one sector with this tag is scrolling, then they all are. // If the deltas are both 0, we don't remove the scroller, because a // displacement/accelerative scroller might have been set up, and there's // no way to create one after the level is fully loaded. i = 0; while ( (scroller = iterator.Next ()) ) { if (scroller->IsType (type)) { if (Level->SectorHasTag(scroller->GetSector(), tag)) { i++; scroller->SetRate (dx, dy); } } } if (i > 0 || (dx == 0 && dy == 0)) { return; } // Need to create scrollers for the sector(s) auto itr = Level->GetSectorTagIterator(tag); while ((i = itr.Next()) >= 0) { Level->CreateThinker (type, dx, dy, nullptr, &Level->sectors[i], nullptr, 0); } }