/* ** p_switch.cpp ** Switch and button maintenance and animation ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 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, 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 "i_system.h" #include "doomdef.h" #include "p_local.h" #include "p_lnspec.h" #include "p_3dmidtex.h" #include "m_random.h" #include "g_game.h" #include "s_sound.h" #include "doomstat.h" #include "r_state.h" #include "w_wad.h" #include "tarray.h" #include "cmdlib.h" #include "sc_man.h" #include "gi.h" #define MAX_FRAMES 128 static FRandom pr_switchanim ("AnimSwitch"); class DActiveButton : public DThinker { DECLARE_CLASS (DActiveButton, DThinker) public: DActiveButton (); DActiveButton (side_t *, int, WORD switchnum, fixed_t x, fixed_t y, bool flippable); void Serialize (FArchive &arc); void Tick (); side_t *m_Side; SBYTE m_Part; WORD m_SwitchDef; WORD m_Frame; WORD m_Timer; bool bFlippable; fixed_t m_X, m_Y; // Location of timer sound protected: bool AdvanceFrame (); }; struct FSwitchDef { int PreTexture; // texture to switch from WORD PairIndex; // switch def to use to return to PreTexture SWORD Sound; // sound to play at start of animation WORD NumFrames; // # of animation frames bool QuestPanel; // Special texture for Strife mission struct frame // Array of times followed by array of textures { // actual length of each array is DWORD Time; int Texture; } u[1]; }; static int STACK_ARGS SortSwitchDefs (const void *a, const void *b); static FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad); static WORD AddSwitchDef (FSwitchDef *def); // // CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE // class DeletingSwitchArray : public TArray { public: ~DeletingSwitchArray() { for(unsigned i=0;i= (list_p[18] & 15)) && ((gameinfo.maxSwitch & ~15) == (list_p[18] & ~15)) && TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags) >= 0) { def1 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def1->PreTexture = def2->u[0].Texture = TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags); def2->PreTexture = def1->u[0].Texture = TexMan.CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags); def1->Sound = def2->Sound = 0; def1->NumFrames = def2->NumFrames = 1; def1->u[0].Time = def2->u[0].Time = 0; def2->PairIndex = AddSwitchDef (def1); def1->PairIndex = AddSwitchDef (def2); } } } SwitchList.ShrinkToFit (); // Sort SwitchList for quick searching origMap = new FSwitchDef *[SwitchList.Size ()]; for (i = 0; i < (int)SwitchList.Size (); i++) { origMap[i] = SwitchList[i]; } qsort (&SwitchList[0], i, sizeof(FSwitchDef *), SortSwitchDefs); // Correct the PairIndex of each switch def, since the sorting broke them for (i = (int)(SwitchList.Size () - 1); i >= 0; i--) { FSwitchDef *def = SwitchList[i]; if (def->PairIndex != 65535) { for (j = (int)(SwitchList.Size () - 1); j >= 0; j--) { if (SwitchList[j] == origMap[def->PairIndex]) { def->PairIndex = (WORD)j; break; } } } } delete[] origMap; } static int STACK_ARGS SortSwitchDefs (const void *a, const void *b) { return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture; } // Parse a switch block in ANIMDEFS and add the definitions to SwitchList void P_ProcessSwitchDef (FScanner &sc) { const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny; FString picname; FSwitchDef *def1, *def2; SWORD picnum; BYTE max; bool quest = false; def1 = def2 = NULL; sc.MustGetString (); if (sc.Compare ("doom")) { max = 0; } else if (sc.Compare ("heretic")) { max = 17; } else if (sc.Compare ("hexen")) { max = 33; } else if (sc.Compare ("strife")) { max = 49; } else if (sc.Compare ("any")) { max = 240; } else { // There is no game specified; just treat as any max = 240; sc.UnGet (); } if (max == 0) { sc.MustGetNumber (); max |= sc.Number & 15; } sc.MustGetString (); picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); picname = sc.String; while (sc.GetString ()) { if (sc.Compare ("quest")) { quest = true; } else if (sc.Compare ("on")) { if (def1 != NULL) { sc.ScriptError ("Switch already has an on state"); } def1 = ParseSwitchDef (sc, picnum == -1); } else if (sc.Compare ("off")) { if (def2 != NULL) { sc.ScriptError ("Switch already has an off state"); } def2 = ParseSwitchDef (sc, picnum == -1); } else { sc.UnGet (); break; } } /* if (def1 == NULL) { sc.ScriptError ("Switch must have an on state"); } */ if (def1 == NULL || picnum == -1 || ((max & 240) != 240 && ((gameinfo.maxSwitch & 240) != (max & 240) || (gameinfo.maxSwitch & 15) < (max & 15)))) { if (def2 != NULL) { free (def2); } if (def1 != NULL) { free (def1); } return; } // If the switch did not have an off state, create one that just returns // it to the original texture without doing anything interesting if (def2 == NULL) { def2 = (FSwitchDef *)M_Malloc (sizeof(FSwitchDef)); def2->Sound = def1->Sound; def2->NumFrames = 1; def2->u[0].Time = 0; def2->u[0].Texture = picnum; } def1->PreTexture = picnum; def2->PreTexture = def1->u[def1->NumFrames-1].Texture; if (def1->PreTexture == def2->PreTexture) { sc.ScriptError ("The on state for switch %s must end with a texture other than %s", picname.GetChars(), picname.GetChars()); } def2->PairIndex = AddSwitchDef (def1); def1->PairIndex = AddSwitchDef (def2); def1->QuestPanel = def2->QuestPanel = quest; } FSwitchDef *ParseSwitchDef (FScanner &sc, bool ignoreBad) { const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny; FSwitchDef *def; TArray frames; FSwitchDef::frame thisframe; int picnum; bool bad; SWORD sound; sound = 0; bad = false; while (sc.GetString ()) { if (sc.Compare ("sound")) { if (sound != 0) { sc.ScriptError ("Switch state already has a sound"); } sc.MustGetString (); sound = S_FindSound (sc.String); } else if (sc.Compare ("pic")) { sc.MustGetString (); picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags); if (picnum < 0 && !ignoreBad) { //Printf ("Unknown switch texture %s\n", sc.String); bad = true; } thisframe.Texture = picnum; sc.MustGetString (); if (sc.Compare ("tics")) { sc.MustGetNumber (); thisframe.Time = sc.Number & 65535; } else if (sc.Compare ("rand")) { int min, max; sc.MustGetNumber (); min = sc.Number & 65535; sc.MustGetNumber (); max = sc.Number & 65535; if (min > max) { swap (min, max); } thisframe.Time = ((max - min + 1) << 16) | min; } else { sc.ScriptError ("Must specify a duration for switch frame"); } frames.Push(thisframe); } else { sc.UnGet (); break; } } if (frames.Size() == 0) { sc.ScriptError ("Switch state needs at least one frame"); } if (bad) { return NULL; } def = (FSwitchDef *)M_Malloc (myoffsetof (FSwitchDef, u[0]) + frames.Size()*sizeof(frames[0])); def->Sound = sound; def->NumFrames = frames.Size(); memcpy (&def->u[0], &frames[0], frames.Size() * sizeof(frames[0])); def->PairIndex = 65535; return def; } static WORD AddSwitchDef (FSwitchDef *def) { unsigned int i; for (i = SwitchList.Size (); i-- > 0; ) { if (SwitchList[i]->PreTexture == def->PreTexture) { free (SwitchList[i]); SwitchList[i] = def; return (WORD)i; } } return (WORD)SwitchList.Push (def); } // // Start a button counting down till it turns off. // [RH] Rewritten to remove MAXBUTTONS limit. // static bool P_StartButton (side_t *side, int Where, int switchnum, fixed_t x, fixed_t y, bool useagain) { DActiveButton *button; TThinkerIterator iterator; // See if button is already pressed while ( (button = iterator.Next ()) ) { if (button->m_Side == side) { button->m_Timer=1; // force advancing to the next frame return false; } } new DActiveButton (side, Where, switchnum, x, y, useagain); return true; } static int TryFindSwitch (side_t *side, int Where) { int mid, low, high; int texture = side->GetTexture(Where); high = (int)(SwitchList.Size () - 1); if (high >= 0) { low = 0; do { mid = (high + low) / 2; if (SwitchList[mid]->PreTexture == texture) { return mid; } else if (texture < SwitchList[mid]->PreTexture) { high = mid - 1; } else { low = mid + 1; } } while (low <= high); } return -1; } // // Checks whether a switch is reachable // This is optional because old maps can rely on being able to // use non-reachable switches. // bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno) { fixed_t checktop; fixed_t checkbot; side_t *side = &sides[line->sidenum[sideno]]; sector_t *front = sides[line->sidenum[sideno]].sector; sector_t *back = sides[line->sidenum[1-sideno]].sector; FLineOpening open; // 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems. if (!(line->flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE))) return true; // calculate the point where the user would touch the wall. divline_t dll, dlu; fixed_t inter, checkx, checky; P_MakeDivline (line, &dll); dlu.x = user->x; dlu.y = user->y; dlu.dx = finecosine[user->angle >> ANGLETOFINESHIFT]; dlu.dy = finesine[user->angle >> ANGLETOFINESHIFT]; inter = P_InterceptVector(&dll, &dlu); checkx = dll.x + FixedMul(dll.dx, inter); checky = dll.y + FixedMul(dll.dy, inter); // Now get the information from the line. P_LineOpening(open, NULL, line, checkx, checky, user->x, user->y); if (open.range <= 0) return true; if ((TryFindSwitch (side, side_t::top)) != -1) { return (user->z + user->height >= open.top); } else if ((TryFindSwitch (side, side_t::bottom)) != -1) { return (user->z <= open.bottom); } else if ((line->flags & (ML_3DMIDTEX)) || (TryFindSwitch (side, side_t::mid)) != -1) { // 3DMIDTEX lines will force a mid texture check if no switch is found on this line // to keep compatibility with Eternity's implementation. if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot)) return false; return user->z < checktop || user->z + user->height > checkbot; } else { // no switch found. Check whether the player can touch either top or bottom texture return (user->z + user->height >= open.top) || (user->z <= open.bottom); } } // // Function that changes wall texture. // Tell it if switch is ok to use again (1=yes, it's a button). // bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest) { int texture; int i, sound; if ((i = TryFindSwitch (side, side_t::top)) != -1) { texture = side_t::top; } else if ((i = TryFindSwitch (side, side_t::bottom)) != -1) { texture = side_t::bottom; } else if ((i = TryFindSwitch (side, side_t::mid)) != -1) { texture = side_t::mid; } else { if (quest != NULL) { *quest = false; } return false; } // EXIT SWITCH? if (SwitchList[i]->Sound != 0) { sound = SwitchList[i]->Sound; } else { sound = S_FindSound ( special == Exit_Normal || special == Exit_Secret || special == Teleport_NewMap || special == Teleport_EndGame ? "switches/exitbutn" : "switches/normbutn"); } // [RH] The original code played the sound at buttonlist->soundorg, // which wasn't necessarily anywhere near the switch if it was // facing a big sector (and which wasn't necessarily for the // button just activated, either). fixed_t pt[3]; line_t *line = &lines[side->linenum]; bool playsound; pt[0] = line->v1->x + (line->dx >> 1); pt[1] = line->v1->y + (line->dy >> 1); side->SetTexture(texture, SwitchList[i]->u[0].Texture); if (useAgain || SwitchList[i]->NumFrames > 1) playsound = P_StartButton (side, texture, i, pt[0], pt[1], !!useAgain); else playsound = true; if (playsound) S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE, sound, 1, ATTN_STATIC); if (quest != NULL) { *quest = SwitchList[i]->QuestPanel; } return true; } IMPLEMENT_CLASS (DActiveButton) DActiveButton::DActiveButton () { m_Side = NULL; m_Part = -1; m_SwitchDef = 0; m_Timer = 0; m_X = 0; m_Y = 0; bFlippable = false; } DActiveButton::DActiveButton (side_t *side, int Where, WORD switchnum, fixed_t x, fixed_t y, bool useagain) { m_Side = side; m_Part = SBYTE(Where); m_X = x; m_Y = y; bFlippable = useagain; m_SwitchDef = switchnum; m_Frame = 65535; AdvanceFrame (); } void DActiveButton::Serialize (FArchive &arc) { SDWORD sidenum; Super::Serialize (arc); if (arc.IsStoring ()) { sidenum = m_Side ? m_Side - sides : -1; } arc << sidenum << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y; if (arc.IsLoading ()) { m_Side = sidenum >= 0 ? sides + sidenum : NULL; } } void DActiveButton::Tick () { if (--m_Timer == 0) { FSwitchDef *def = SwitchList[m_SwitchDef]; if (m_Frame == def->NumFrames - 1) { fixed_t pt[3]; m_SwitchDef = def->PairIndex; if (m_SwitchDef != 65535) { def = SwitchList[def->PairIndex]; m_Frame = 65535; pt[0] = m_X; pt[1] = m_Y; S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE, def->Sound != 0 ? def->Sound : S_FindSound ("switches/normbutn"), 1, ATTN_STATIC); bFlippable = false; } else { Destroy (); return; } } bool killme = AdvanceFrame (); m_Side->SetTexture(m_Part, def->u[m_Frame].Texture); if (killme) { Destroy (); } } } bool DActiveButton::AdvanceFrame () { bool ret = false; FSwitchDef *def = SwitchList[m_SwitchDef]; if (++m_Frame == def->NumFrames - 1) { if (bFlippable == true) { m_Timer = BUTTONTIME; } else { ret = true; } } else { if (def->u[m_Frame].Time & 0xffff0000) { int t = pr_switchanim(); m_Timer = (WORD)((((t | (pr_switchanim() << 8)) % def->u[m_Frame].Time) >> 16) + (def->u[m_Frame].Time & 0xffff)); } else { m_Timer = (WORD)def->u[m_Frame].Time; } } return ret; }