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383 lines
12 KiB
C++
383 lines
12 KiB
C++
/*
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** p_linkedsectors.cpp
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**
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** Linked sector movement
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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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 "templates.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_spec.h"
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enum
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{
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// The different movement types.
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LINK_NONE=0,
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LINK_FLOOR=1,
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LINK_CEILING=2,
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LINK_BOTH=3,
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LINK_FLOORMIRRORFLAG=4,
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LINK_CEILINGMIRRORFLAG=8,
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LINK_FLOORMIRROR=5,
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LINK_CEILINGMIRROR=10,
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LINK_BOTHMIRROR=15,
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LINK_FLOORBITS=5,
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LINK_CEILINGBITS=10,
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LINK_FLAGMASK = 15
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};
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//============================================================================
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//
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// Checks whether the other sector is linked to this one
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// Used to ignore linked sectors in the FindNextLowest/Highest*
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// functions
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//
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// NOTE: After looking at Eternity's code I discovered that this check
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// is not done for the FindNext* function but instead only for
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// FindLowestCeilingSurrounding where IMO it makes much less sense
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// because the most frequent use of this feature is most likely lifts
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// with a more detailed surface. Needs to be investigated!
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//
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//============================================================================
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bool sector_t::IsLinked(sector_t *other, bool ceiling) const
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{
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extsector_t::linked::plane &scrollplane = ceiling? e->Linked.Ceiling : e->Linked.Floor;
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int flag = ceiling? LINK_CEILING : LINK_FLOOR;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (other == scrollplane.Sectors[i].Sector && scrollplane.Sectors[i].Type & flag) return true;
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}
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return false;
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}
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//============================================================================
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//
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// Helper functions for P_MoveLinkedSectors
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//
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//============================================================================
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static bool MoveCeiling(sector_t *sector, int crush, fixed_t move)
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{
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sector->ceilingplane.ChangeHeight (move);
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sector->ChangePlaneTexZ(sector_t::ceiling, move);
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if (P_ChangeSector(sector, crush, move, 1, true)) return false;
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// Don't let the ceiling go below the floor
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if ((sector->ceilingplane.a | sector->ceilingplane.b |
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sector->floorplane.a | sector->floorplane.b) == 0 &&
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sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false;
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return true;
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}
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static bool MoveFloor(sector_t *sector, int crush, fixed_t move)
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{
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sector->floorplane.ChangeHeight (move);
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sector->ChangePlaneTexZ(sector_t::floor, move);
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if (P_ChangeSector(sector, crush, move, 0, true)) return false;
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// Don't let the floor go above the ceiling
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if ((sector->ceilingplane.a | sector->ceilingplane.b |
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sector->floorplane.a | sector->floorplane.b) == 0 &&
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sector->GetPlaneTexZ(sector_t::floor) > sector->GetPlaneTexZ(sector_t::ceiling)) return false;
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return true;
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}
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//============================================================================
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//
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// P_MoveLinkedSectors
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//
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// Moves all floors/ceilings linked to the control sector
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// Important: All sectors must complete their movement
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// even if a previous one already failed.
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//
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//============================================================================
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bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
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bool ok = true;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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switch(scrollplane.Sectors[i].Type)
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{
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case LINK_FLOOR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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break;
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case LINK_CEILING:
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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break;
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case LINK_BOTH:
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if (move < 0)
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{
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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}
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else
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{
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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}
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break;
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case LINK_FLOORMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_CEILINGMIRROR:
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_BOTHMIRROR:
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if (move > 0)
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{
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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}
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else
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{
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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}
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break;
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case LINK_FLOOR+LINK_CEILINGMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_CEILING+LINK_FLOORMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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break;
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default:
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// all other types are invalid and have to be elimintated in the attachment stage
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break;
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}
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}
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return ok;
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}
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//============================================================================
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//
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// P_StartLinkedSectorInterpolations
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//
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// Starts interpolators for every sector plane is being changed by moving
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// this sector
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//
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//============================================================================
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void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (scrollplane.Sectors[i].Type & LINK_FLOOR)
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{
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list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::FloorMove, false));
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}
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if (scrollplane.Sectors[i].Type & LINK_CEILING)
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{
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list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::CeilingMove, false));
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}
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}
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}
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//============================================================================
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//
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// AddSingleSector
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//
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// Adds a single sector to a scroll plane. Checks for invalid
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// flag combinations if the sector is already added and removes it if necessary.
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//
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//============================================================================
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static void AddSingleSector(extsector_t::linked::plane &scrollplane, sector_t *sector, int movetype)
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{
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// First we have to check the list if the sector is already in it
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// If so the move type must be adjusted
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (scrollplane.Sectors[i].Sector == sector)
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{
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if (movetype & LINK_FLOORBITS)
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{
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scrollplane.Sectors[i].Type &= ~LINK_FLOORBITS;
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}
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if (movetype & LINK_CEILINGBITS)
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{
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scrollplane.Sectors[i].Type &= ~LINK_CEILINGBITS;
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}
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scrollplane.Sectors[i].Type |= movetype;
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return;
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}
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}
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// The sector hasn't been attached yet so do it now
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FLinkedSector newlink = {sector, movetype};
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scrollplane.Sectors.Push(newlink);
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}
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//============================================================================
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//
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// RemoveTaggedSectors
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//
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// Remove all sectors with the given tag from the link list
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//
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//============================================================================
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static void RemoveTaggedSectors(extsector_t::linked::plane &scrollplane, int tag)
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{
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for(int i = scrollplane.Sectors.Size()-1; i>=0; i--)
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{
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if (tagManager.SectorHasTag(scrollplane.Sectors[i].Sector, tag))
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{
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scrollplane.Sectors.Delete(i);
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}
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}
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}
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//============================================================================
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//
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// P_AddSectorLink
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//
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// Links sector planes to a control sector based on the sector's tag
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//
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//============================================================================
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bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype)
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{
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int param = movetype;
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// can't be done if the control sector is moving.
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if ((ceiling && control->PlaneMoving(sector_t::ceiling)) ||
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(!ceiling && control->PlaneMoving(sector_t::floor))) return false;
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// Make sure we have only valid combinations
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movetype &= LINK_FLAGMASK;
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if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
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if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
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// Don't remove any sector if the parameter is invalid.
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// Addition may still be performed based on the given value.
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if (param != 0 && movetype == 0) return false;
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extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
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if (movetype > 0)
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{
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int sec;
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FSectorTagIterator itr(tag);
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while ((sec = itr.Next()) >= 0)
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{
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// Don't attach to self!
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if (control != §ors[sec])
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{
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AddSingleSector(scrollplane, §ors[sec], movetype);
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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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RemoveTaggedSectors(scrollplane, tag);
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}
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return true;
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}
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//============================================================================
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//
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// P_AddSectorLinksByID
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//
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// Links sector planes to a control sector based on a control linedef
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// touching the sectors. This is the method Eternity uses and is here
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// mostly so that the Eternity line types can be emulated
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//
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//============================================================================
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void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
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FLineIdIterator itr(id);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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line_t *ld = &lines[line];
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if (ld->special == Static_Init && ld->args[1] == Init_SectorLink)
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{
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int movetype = ld->args[3];
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// [GZ] Eternity does allow the attached sector to be the control sector,
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// this permits elevator effects (ceiling attached to floors), so instead
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// of checking whether the two sectors are the same, we prevent a plane
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// from being attached to itself. This should be enough to do the trick.
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if (ld->frontsector == control)
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{
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if (ceiling) movetype &= ~LINK_CEILING;
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else movetype &= ~LINK_FLOOR;
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}
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// Make sure we have only valid combinations
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movetype &= LINK_FLAGMASK;
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if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
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if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
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if (movetype != 0 && ld->frontsector != NULL)//&& ld->frontsector != control) Needs to be allowed!
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{
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AddSingleSector(scrollplane, ld->frontsector, movetype);
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}
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}
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}
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}
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