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https://github.com/ZDoom/gzdoom.git
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e7aa10b5c8
This was done to ensure that this code only runs when the thinker itself is fully set up. With a constructor there is no control about such things, if some common initialization needs to be done it has to be in the base constructor, but that makes the entire approach chosen here to ensure proper linking into the thinker chains impossible. ZDoom originally did it that way, which resulted in a very inflexible system and required some awful hacks to let the serializer work with it - the corresponding bSerialOverride flag is now gone. The only thinker class still having a constructor is DFraggleThinker, because it contains non-serializable data that needs to be initialized in a piece of code that always runs, regardless of whether the object is created explicitly or from a savegame.
475 lines
14 KiB
C++
475 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Initializes and implements BOOM linedef triggers for
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// Scrollers/Conveyors
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdlib.h>
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#include "actor.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "g_levellocals.h"
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#include "maploader/maploader.h"
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#include "p_spec_thinkers.h"
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IMPLEMENT_CLASS(DScroller, false, true)
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IMPLEMENT_POINTERS_START(DScroller)
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IMPLEMENT_POINTER(m_Interpolations[0])
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IMPLEMENT_POINTER(m_Interpolations[1])
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IMPLEMENT_POINTER(m_Interpolations[2])
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IMPLEMENT_POINTERS_END
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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EScrollPos operator &(EScrollPos one, EScrollPos two)
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{
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return EScrollPos(int(one) & int(two));
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DScroller::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("dx", m_dx)
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("dy", m_dy)
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("sector", m_Sector)
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("side", m_Side)
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("control", m_Controller)
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("lastheight", m_LastHeight)
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("vdx", m_vdx)
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("vdy", m_vdy)
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("accel", m_Accel)
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.Enum("parts", m_Parts)
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.Array("interpolations", m_Interpolations, 3);
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Compensate for rotated sector textures by rotating the scrolling
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// in the opposite direction.
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//
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//-----------------------------------------------------------------------------
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static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy)
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{
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DAngle an = sec->GetAngle(which);
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if (an == 0)
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{
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tdx = dx;
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tdy = dy;
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}
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else
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{
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double ca = -an.Cos();
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double sa = -an.Sin();
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tdx = dx*ca - dy*sa;
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tdy = dy*ca + dx*sa;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// killough 2/28/98:
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//
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// This function, with the help of r_plane.c and r_bsp.c, supports generalized
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// scrolling floors and walls, with optional mobj-carrying properties, e.g.
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// conveyor belts, rivers, etc. A linedef with a special type affects all
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// tagged sectors the same way, by creating scrolling and/or object-carrying
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// properties. Multiple linedefs may be used on the same sector and are
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// cumulative, although the special case of scrolling a floor and carrying
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// things on it, requires only one linedef. The linedef's direction determines
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// the scrolling direction, and the linedef's length determines the scrolling
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// speed. This was designed so that an edge around the sector could be used to
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// control the direction of the sector's scrolling, which is usually what is
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// desired.
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//
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// Process the active scrollers.
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//
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// This is the main scrolling code
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// killough 3/7/98
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//
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//-----------------------------------------------------------------------------
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void DScroller::Tick ()
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{
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double dx = m_dx, dy = m_dy, tdx, tdy;
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if (m_Controller != nullptr)
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{ // compute scroll amounts based on a sector's height changes
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double height = m_Controller->CenterFloor () + m_Controller->CenterCeiling ();
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double delta = height - m_LastHeight;
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m_LastHeight = height;
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dx *= delta;
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dy *= delta;
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}
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// killough 3/14/98: Add acceleration
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if (m_Accel)
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{
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m_vdx = dx += m_vdx;
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m_vdy = dy += m_vdy;
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}
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if (dx == 0 && dy == 0)
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return;
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switch (m_Type)
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{
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case EScroll::sc_side: // killough 3/7/98: Scroll wall texture
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Side->AddTextureXOffset(side_t::top, dx);
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m_Side->AddTextureYOffset(side_t::top, dy);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Side->AddTextureXOffset(side_t::mid, dx);
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m_Side->AddTextureYOffset(side_t::mid, dy);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Side->AddTextureXOffset(side_t::bottom, dx);
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m_Side->AddTextureYOffset(side_t::bottom, dy);
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}
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break;
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case EScroll::sc_floor: // killough 3/7/98: Scroll floor texture
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RotationComp(m_Sector, sector_t::floor, dx, dy, tdx, tdy);
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m_Sector->AddXOffset(sector_t::floor, tdx);
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m_Sector->AddYOffset(sector_t::floor, tdy);
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break;
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case EScroll::sc_ceiling: // killough 3/7/98: Scroll ceiling texture
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RotationComp(m_Sector, sector_t::ceiling, dx, dy, tdx, tdy);
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m_Sector->AddXOffset(sector_t::ceiling, tdx);
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m_Sector->AddYOffset(sector_t::ceiling, tdy);
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break;
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// [RH] Don't actually carry anything here. That happens later.
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case EScroll::sc_carry:
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level.Scrolls[m_Sector->Index()] += { dx, dy };
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// 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.
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for (auto n = m_Sector->touching_thinglist; n; n = n->m_snext)
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{
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n->m_thing->flags8 |= MF8_INSCROLLSEC;
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}
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break;
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case EScroll::sc_carry_ceiling: // to be added later
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break;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Add_Scroller()
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//
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// Add a generalized scroller to the thinker list.
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//
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// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
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// wall, floor carrier & scroller
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//
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// (dx,dy): the direction and speed of the scrolling or its acceleration
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//
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// control: the sector whose heights control this scroller's effect
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// remotely, or -1 if no control sector
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//
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// affectee: the index of the affected object (sector or sidedef)
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//
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// accel: non-zero if this is an accelerative effect
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//
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//-----------------------------------------------------------------------------
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void DScroller::Construct (EScroll type, double dx, double dy, sector_t *ctrl, sector_t *sec, side_t *side, int accel, EScrollPos scrollpos)
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{
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m_Type = type;
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m_dx = dx;
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m_dy = dy;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_vdx = m_vdy = 0;
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m_LastHeight = 0;
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if ((m_Controller = ctrl) != nullptr)
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{
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m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
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}
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m_Side = side;
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m_Sector = sec;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
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switch (type)
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{
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case EScroll::sc_carry:
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assert(sec != nullptr);
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level.AddScroller (sec->Index());
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break;
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case EScroll::sc_side:
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assert(side != nullptr);
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side->Flags |= WALLF_NOAUTODECALS;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
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}
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break;
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case EScroll::sc_floor:
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assert(sec != nullptr);
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m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::FloorScroll, false);
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break;
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case EScroll::sc_ceiling:
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assert(sec != nullptr);
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m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::CeilingScroll, false);
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break;
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default:
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break;
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}
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}
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void DScroller::OnDestroy ()
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{
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for(int i=0;i<3;i++)
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{
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if (m_Interpolations[i] != nullptr)
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{
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m_Interpolations[i]->DelRef();
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m_Interpolations[i] = nullptr;
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}
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}
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Super::OnDestroy();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds wall scroller. Scroll amount is rotated with respect to wall's
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// linedef first, so that scrolling towards the wall in a perpendicular
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// direction is translated into vertical motion, while scrolling along
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// the wall in a parallel direction is translated into horizontal motion.
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//
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// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
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//
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//-----------------------------------------------------------------------------
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void DScroller::Construct(double dx, double dy, const line_t *l, sector_t * control, int accel, EScrollPos scrollpos)
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{
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double x = fabs(l->Delta().X), y = fabs(l->Delta().Y), d;
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if (y > x) d = x, x = y, y = d;
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d = x / g_sin(g_atan2(y, x) + M_PI / 2);
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x = -(dy * l->Delta().Y + dx * l->Delta().X) / d;
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y = -(dx * l->Delta().Y - dy * l->Delta().X) / d;
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m_Type = EScroll::sc_side;
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m_dx = x;
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m_dy = y;
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m_vdx = m_vdy = 0;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_LastHeight = 0;
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if ((m_Controller = control) != nullptr)
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{
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m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
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}
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m_Sector = nullptr;
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m_Side = l->sidedef[0];
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m_Side->Flags |= WALLF_NOAUTODECALS;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Modify a wall scroller
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//
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//-----------------------------------------------------------------------------
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void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, double dy, EScrollPos Where)
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{
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Where = Where & scw_all;
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if (Where == 0) return;
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if (dx == 0 && dy == 0)
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{
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// Special case: Remove the scroller, because the deltas are both 0.
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TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
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DScroller *scroller;
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while ( (scroller = iterator.Next ()) )
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{
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auto wall = scroller->GetWall ();
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if (wall != nullptr && Level->LineHasId(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts())
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{
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scroller->Destroy ();
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}
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}
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}
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else
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{
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// Find scrollers already attached to the matching walls, and change
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// their rates.
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TArray<DScroller *> Collection;
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{
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TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
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DScroller *scroll;
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while ( (scroll = iterator.Next ()) )
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{
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auto wall = scroll->GetWall();
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if (wall != nullptr)
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{
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auto line = wall->linedef;
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if (Level->LineHasId(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts())
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{
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scroll->SetRate(dx, dy);
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Collection.Push(scroll);
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}
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}
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}
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}
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size_t numcollected = Collection.Size ();
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int linenum;
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// Now create scrollers for any walls that don't already have them.
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auto itr = Level->GetLineIdIterator(id);
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while ((linenum = itr.Next()) >= 0)
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{
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side_t *side = Level->lines[linenum].sidedef[sidechoice];
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if (side != nullptr)
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{
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if (Collection.FindEx([=](const DScroller *element) { return element->GetWall() == side; }) == Collection.Size())
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{
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Level->CreateThinker<DScroller> (EScroll::sc_side, dx, dy, nullptr, nullptr, side, 0, Where);
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}
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}
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}
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}
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}
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void SetScroller (FLevelLocals *Level, int tag, EScroll type, double dx, double dy)
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{
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TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
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DScroller *scroller;
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int i;
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// Check if there is already a scroller for this tag
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// If at least one sector with this tag is scrolling, then they all are.
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// If the deltas are both 0, we don't remove the scroller, because a
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// displacement/accelerative scroller might have been set up, and there's
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// no way to create one after the level is fully loaded.
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i = 0;
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while ( (scroller = iterator.Next ()) )
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{
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if (scroller->IsType (type))
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{
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if (Level->SectorHasTag(scroller->GetSector(), tag))
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{
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i++;
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scroller->SetRate (dx, dy);
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}
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}
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}
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if (i > 0 || (dx == 0 && dy == 0))
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{
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return;
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}
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// Need to create scrollers for the sector(s)
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auto itr = Level->GetSectorTagIterator(tag);
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while ((i = itr.Next()) >= 0)
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{
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Level->CreateThinker<DScroller> (type, dx, dy, nullptr, &Level->sectors[i], nullptr, 0);
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}
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}
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