gzdoom/src/p_switch.cpp
Christoph Oelckers 505031fa5a - removed gamemission variable because it wasn't used anywhere.
- removed gamemode variable. All it was used for were some checks that
  really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
  is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
  the data that is needed to decide which WADs to autoload.


SVN r1497 (trunk)
2009-03-22 11:37:56 +00:00

700 lines
17 KiB
C++

/*
** 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
{
FTextureID PreTexture; // texture to switch from
WORD PairIndex; // switch def to use to return to PreTexture
WORD NumFrames; // # of animation frames
FSoundID Sound; // sound to play at start of animation
bool QuestPanel; // Special texture for Strife mission
struct frame // Array of times followed by array of textures
{ // actual length of each array is <NumFrames>
DWORD Time;
FTextureID 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<FSwitchDef *>
{
public:
~DeletingSwitchArray()
{
for(unsigned i=0;i<Size();i++)
{
if ((*this)[i] != NULL)
{
M_Free((*this)[i]);
(*this)[i] = NULL;
}
}
}
};
static DeletingSwitchArray SwitchList;
//
// P_InitSwitchList
// Only called at game initialization.
//
// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
// MAXSWITCHES limit.
void P_InitSwitchList ()
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
int lump = Wads.CheckNumForName ("SWITCHES");
FSwitchDef **origMap;
int i, j;
if (lump != -1)
{
FMemLump lumpdata = Wads.ReadLump (lump);
const char *alphSwitchList = (const char *)lumpdata.GetMem();
const char *list_p;
FSwitchDef *def1, *def2;
for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
{
// [RH] Check for switches that aren't really switches
if (stricmp (list_p, list_p+9) == 0)
{
Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
continue;
}
// [RH] Skip this switch if its textures can't be found.
if (TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags).Exists() &&
TexMan.CheckForTexture (list_p + 9 /* .name2 */, FTexture::TEX_Wall, texflags).Exists())
{
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;
FTextureID picnum;
int gametype;
bool quest = false;
def1 = def2 = NULL;
sc.MustGetString ();
if (sc.Compare ("doom"))
{
gametype = GAME_DoomChex;
sc.CheckNumber(); // skip the gamemission filter
}
else if (sc.Compare ("heretic"))
{
gametype = GAME_Heretic;
}
else if (sc.Compare ("hexen"))
{
gametype = GAME_Hexen;
}
else if (sc.Compare ("strife"))
{
gametype = GAME_Strife;
}
else if (sc.Compare ("any"))
{
gametype = GAME_Any;
}
else
{
// There is no game specified; just treat as any
//max = 240;
gametype = GAME_Any;
sc.UnGet ();
}
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.Exists());
}
else if (sc.Compare ("off"))
{
if (def2 != NULL)
{
sc.ScriptError ("Switch already has an off state");
}
def2 = ParseSwitchDef (sc, !picnum.Exists());
}
else
{
sc.UnGet ();
break;
}
}
if (def1 == NULL || !picnum.Exists() ||
(gametype != GAME_Any && !(gametype & gameinfo.gametype)))
{
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<FSwitchDef::frame> frames;
FSwitchDef::frame thisframe;
FTextureID picnum;
bool bad;
FSoundID sound;
bad = false;
while (sc.GetString ())
{
if (sc.Compare ("sound"))
{
if (sound != 0)
{
sc.ScriptError ("Switch state already has a sound");
}
sc.MustGetString ();
sound = sc.String;
}
else if (sc.Compare ("pic"))
{
sc.MustGetString ();
picnum = TexMan.CheckForTexture (sc.String, FTexture::TEX_Wall, texflags);
if (!picnum.Exists() && !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
{
thisframe.Time = 0; // Shush, GCC.
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<DActiveButton> 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;
FTextureID 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)
{
// if this line is one sided this function must always return success.
if (line->sidenum[0] == NO_SIDE || line->sidenum[1] == NO_SIDE) return true;
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[2];
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_Sound (pt[0], pt[1], 0, CHAN_VOICE|CHAN_LISTENERZ, 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)
{
m_SwitchDef = def->PairIndex;
if (m_SwitchDef != 65535)
{
def = SwitchList[def->PairIndex];
m_Frame = 65535;
S_Sound (m_X, m_Y, 0, CHAN_VOICE|CHAN_LISTENERZ,
def->Sound != 0 ? def->Sound : FSoundID("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;
}