gzdoom/src/p_doors.cpp
Christoph Oelckers acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00

881 lines
19 KiB
C++

// 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: Door animation code (opening/closing)
// [RH] Removed sliding door code and simplified for Hexen-ish specials
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "c_console.h"
#include "gi.h"
#include "a_keys.h"
#include "i_system.h"
#include "sc_man.h"
IMPLEMENT_CLASS (DDoor)
DDoor::DDoor ()
{
}
void DDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_TopDist
<< m_BotSpot << m_BotDist << m_OldFloorDist
<< m_Speed
<< m_Direction
<< m_TopWait
<< m_TopCountdown
<< m_LightTag;
}
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void DDoor::Tick ()
{
EResult res;
if (m_Sector->floorplane.d != m_OldFloorDist)
{
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
m_OldFloorDist = m_Sector->floorplane.d;
m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
m_Sector->floorplane.ZatPoint (m_BotSpot));
}
}
switch (m_Direction)
{
case 0:
// WAITING
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaise:
m_Direction = -1; // time to go back down
DoorSound (false);
break;
case doorCloseWaitOpen:
m_Direction = 1;
DoorSound (true);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaiseIn5Mins:
m_Direction = 1;
m_Type = doorRaise;
DoorSound (true);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
case doorClose:
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // unlink and free
break;
case doorCloseWaitOpen:
m_Direction = 0;
m_TopCountdown = m_TopWait;
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorClose: // DO NOT GO BACK UP!
break;
default:
m_Direction = 1;
DoorSound (true);
break;
}
}
break;
case 1:
// UP
res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
m_Direction = 0; // wait at top
m_TopCountdown = m_TopWait;
break;
case doorCloseWaitOpen:
case doorOpen:
m_Sector->ceilingdata = NULL; //jff 2/22/98
Destroy (); // unlink and free
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorRaise:
case doorRaiseIn5Mins:
m_Direction = -1;
DoorSound(false);
break;
default:
break;
}
}
break;
}
}
// [RH] DoorSound: Plays door sound depending on direction and speed
void DDoor::DoorSound (bool raise) const
{
int choice;
// For multiple-selection sound sequences, the following choices are used:
// 0 Opening
// 1 Closing
// 2 Opening fast
// 3 Closing fast
choice = !raise;
if (m_Speed >= FRACUNIT*8)
{
choice += 2;
}
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_DOOR, choice, true);
}
else
{
const char *snd;
switch (gameinfo.gametype)
{
default: /* Doom and Hexen */
snd = "DoorNormal";
break;
case GAME_Heretic:
snd = "HereticDoor";
break;
case GAME_Strife:
snd = "DoorSmallMetal";
// Search the front top textures of 2-sided lines on the door sector
// for a door sound to use.
for (int i = 0; i < m_Sector->linecount; ++i)
{
const char *texname;
line_t *line = m_Sector->lines[i];
if (line->backsector == NULL)
continue;
FTexture *tex = TexMan[sides[line->sidenum[0]].GetTexture(side_t::top)];
texname = tex? tex->Name : NULL;
if (texname != NULL && texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
{
switch (texname[3])
{
case 'S':
snd = "DoorStone";
break;
case 'M':
if (texname[4] == 'L')
{
snd = "DoorLargeMetal";
}
break;
case 'W':
if (texname[4] == 'L')
{
snd = "DoorLargeWood";
}
else
{
snd = "DoorSmallWood";
}
break;
}
}
}
break;
}
SN_StartSequence (m_Sector, snd, choice, true);
}
}
DDoor::DDoor (sector_t *sector)
: DMovingCeiling (sector)
{
}
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
// and made them more general to support the new specials.
// [RH] SpawnDoor: Helper function for EV_DoDoor
DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
: DMovingCeiling (sec),
m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
{
vertex_t *spot;
fixed_t height;
if (i_compatflags & COMPATF_NODOORLIGHT)
{
m_LightTag = 0;
}
switch (type)
{
case doorClose:
m_Direction = -1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
DoorSound (false);
break;
case doorOpen:
case doorRaise:
m_Direction = 1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
if (m_TopDist != sec->ceilingplane.d)
DoorSound (true);
break;
case doorCloseWaitOpen:
m_TopDist = sec->ceilingplane.d;
m_Direction = -1;
DoorSound (false);
break;
case doorRaiseIn5Mins:
m_Direction = 2;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
m_TopCountdown = 5 * 60 * TICRATE;
break;
}
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
height = sec->FindHighestFloorPoint (&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
else
{
height = sec->FindLowestCeilingPoint(&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
m_OldFloorDist = sec->floorplane.d;
}
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock, int lightTag)
{
bool rtn = false;
int secnum;
sector_t* sec;
if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
return false;
if (tag == 0)
{ // [RH] manual door
if (!line)
return false;
// if the wrong side of door is pushed, give oof sound
if (line->sidenum[1] == NO_SIDE) // killough
{
S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
return false;
}
// get the sector on the second side of activating linedef
sec = sides[line->sidenum[1]].sector;
secnum = sec-sectors;
// if door already has a thinker, use it
if (sec->ceilingdata)
{
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
{
DDoor *door = barrier_cast<DDoor *>(sec->ceilingdata);
// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
{
if (door->m_Direction == -1)
{
door->m_Direction = 1; // go back up
door->DoorSound (true); // [RH] Make noise
}
else if (!(line->activation & (SPAC_Push|SPAC_MPush)))
// [RH] activate push doors don't go back down when you
// run into them (otherwise opening them would be
// a real pain).
{
if (!thing->player || thing->player->isbot)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.
door->m_Direction = -1; // start going down immediately
// [RH] If this sector doesn't have a specific sound
// attached to it, start the door close sequence.
// Otherwise, just let the current one continue.
if (sec->seqType == -1)
{
door->DoorSound (false);
}
return true;
}
else
{
return false;
}
}
}
return false;
}
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
else
{ // [RH] Remote door
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
{
sec = &sectors[secnum];
// if the ceiling already moving, don't start the door action
if (sec->ceilingdata)
continue;
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
}
return rtn;
}
//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30 (sector_t *sec)
{
fixed_t height;
DDoor *door = new DDoor (sec);
sec->special = 0;
door->m_Sector = sec;
door->m_Direction = 0;
door->m_Type = DDoor::doorRaise;
door->m_Speed = FRACUNIT*2;
door->m_TopCountdown = 30 * TICRATE;
height = sec->FindHighestFloorPoint (&door->m_BotSpot);
door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
door->m_OldFloorDist = sec->floorplane.d;
door->m_TopDist = sec->ceilingplane.d;
door->m_LightTag = 0;
}
//
// Spawn a door that opens after 5 minutes
//
void P_SpawnDoorRaiseIn5Mins (sector_t *sec)
{
sec->special = 0;
new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
}
// Strife's animated doors. Based on Doom's unused sliding doors, but slightly different.
class DeletingDoorArray : public TArray<FDoorAnimation>
{
public:
~DeletingDoorArray()
{
for(unsigned i=0;i<Size();i++)
{
FDoorAnimation *ani = &((*this)[i]);
if (ani->TextureFrames != NULL)
{
delete [] ani->TextureFrames;
ani->TextureFrames = NULL;
}
if (ani->OpenSound != NULL)
{
delete [] ani->OpenSound;
ani->OpenSound = NULL;
}
if (ani->CloseSound != NULL)
{
delete [] ani->CloseSound;
ani->CloseSound = NULL;
}
}
}
};
DeletingDoorArray DoorAnimations;
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
//
// Return index into "DoorAnimations" array for which door type to use
//
static int P_FindSlidingDoorType (int picnum)
{
unsigned int i;
for (i = 0; i < DoorAnimations.Size(); ++i)
{
if (picnum == DoorAnimations[i].BaseTexture)
return i;
}
return -1;
}
bool DAnimatedDoor::StartClosing ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
// CAN DOOR CLOSE?
if (m_Sector->touching_thinglist != NULL)
{
return false;
}
fixed_t topdist = m_Sector->ceilingplane.d;
if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1, false) == crushed)
{
return false;
}
MoveCeiling (2048*FRACUNIT, topdist, 1);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
if (ani.CloseSound != NULL)
{
SN_StartSequence (m_Sector, ani.CloseSound, 1, true);
}
m_Status = Closing;
m_Timer = m_Speed;
return true;
}
void DAnimatedDoor::Tick ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
switch (m_Status)
{
case Dead:
m_Sector->ceilingdata = NULL;
Destroy ();
break;
case Opening:
if (!m_Timer--)
{
if (++m_Frame >= ani.NumTextureFrames)
{
// IF DOOR IS DONE OPENING...
m_Line1->flags &= ~ML_BLOCKING;
m_Line2->flags &= ~ML_BLOCKING;
if (m_Delay == 0)
{
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
m_Timer = m_Delay;
m_Status = Waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line1->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
}
}
break;
case Waiting:
// IF DOOR IS DONE WAITING...
if (!m_Timer--)
{
if (!StartClosing())
{
m_Timer = m_Delay;
}
}
break;
case Closing:
if (!m_Timer--)
{
if (--m_Frame < 0)
{
// IF DOOR IS DONE CLOSING...
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line1->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
sides[m_Line2->sidenum[1]].SetTexture(side_t::mid, ani.TextureFrames[m_Frame]);
}
}
break;
}
}
IMPLEMENT_CLASS (DAnimatedDoor)
DAnimatedDoor::DAnimatedDoor ()
{
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
: DMovingCeiling (sec)
{
}
void DAnimatedDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Line1 << m_Line2
<< m_Frame
<< m_Timer
<< m_BotDist
<< m_Status
<< m_Speed
<< m_Delay;
if (arc.IsStoring())
{
TexMan.WriteTexture (arc, DoorAnimations[m_WhichDoorIndex].BaseTexture);
}
else
{
int picnum = TexMan.ReadTexture (arc);
m_WhichDoorIndex = P_FindSlidingDoorType (picnum);
if (m_WhichDoorIndex == -1)
{ // Oh no! The door animation doesn't exist anymore!
m_WhichDoorIndex = 0;
}
}
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
: DMovingCeiling (sec)
{
fixed_t topdist;
int picnum;
// The DMovingCeiling constructor automatically sets up an interpolation for us.
// Stop it, since the ceiling is moving instantly here.
StopInterpolation();
m_WhichDoorIndex = P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top));
if (m_WhichDoorIndex < 0)
{
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
m_Status = Dead;
return;
}
m_Line1 = line;
m_Line2 = line;
for (int i = 0; i < sec->linecount; ++i)
{
if (sec->lines[i] == line)
continue;
if (sides[sec->lines[i]->sidenum[0]].GetTexture(side_t::top) == sides[line->sidenum[0]].GetTexture(side_t::top))
{
m_Line2 = sec->lines[i];
break;
}
}
picnum = sides[m_Line1->sidenum[0]].GetTexture(side_t::top);
sides[m_Line1->sidenum[0]].SetTexture(side_t::mid, picnum);
sides[m_Line2->sidenum[0]].SetTexture(side_t::mid, picnum);
// don't forget texture scaling here!
FTexture *tex = TexMan[picnum];
topdist = tex ? tex->GetScaledHeight() : 64;
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
m_Status = Opening;
m_Speed = speed;
m_Delay = delay;
m_Timer = m_Speed;
m_Frame = 0;
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
m_BotDist = m_Sector->ceilingplane.d;
MoveCeiling (2048*FRACUNIT, topdist, 1);
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NULL)
{
SN_StartSequence (m_Sector, DoorAnimations[m_WhichDoorIndex].OpenSound, 1, true);
}
}
//============================================================================
//
// EV_SlidingDoor
//
//============================================================================
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
{
sector_t *sec;
int secnum;
bool rtn;
secnum = -1;
rtn = false;
if (tag == 0)
{
// Manual sliding door
sec = line->backsector;
// Make sure door isn't already being animated
if (sec->ceilingdata != NULL)
{
if (actor->player == NULL)
return false;
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
return door->StartClosing();
}
}
return false;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top)) >= 0)
{
new DAnimatedDoor (sec, line, speed, delay);
return true;
}
return false;
}
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->ceilingdata != NULL)
{
continue;
}
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
{
line = sec->lines[i];
if (line->backsector == NULL)
{
continue;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].GetTexture(side_t::top)) >= 0)
{
rtn = true;
new DAnimatedDoor (sec, line, speed, delay);
}
}
}
return rtn;
}
void P_ParseAnimatedDoor(FScanner &sc)
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FDoorAnimation anim;
TArray<int> frames;
bool error = false;
int v;
sc.MustGetString();
anim.BaseTexture = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
anim.OpenSound = NULL;
anim.CloseSound = NULL;
if (anim.BaseTexture == -1)
{
error = true;
}
while (sc.GetString ())
{
if (sc.Compare ("opensound"))
{
sc.MustGetString ();
anim.OpenSound = copystring (sc.String);
}
else if (sc.Compare ("closesound"))
{
sc.MustGetString ();
anim.CloseSound = copystring (sc.String);
}
else if (sc.Compare ("pic"))
{
sc.MustGetString ();
if (IsNum (sc.String))
{
v = atoi(sc.String) + anim.BaseTexture -1;
}
else
{
v = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (v == -1 && anim.BaseTexture >= 0 && !error)
{
sc.ScriptError ("Unknown texture %s", sc.String);
}
frames.Push (v);
}
}
else
{
sc.UnGet ();
break;
}
}
if (!error)
{
anim.TextureFrames = new int[frames.Size()];
memcpy (anim.TextureFrames, &frames[0], sizeof(int) * frames.Size());
anim.NumTextureFrames = frames.Size();
DoorAnimations.Push (anim);
}
else
{
if (anim.OpenSound!=NULL) delete [] anim.OpenSound;
if (anim.CloseSound!=NULL) delete [] anim.CloseSound;
}
}