gzdoom/src/p_switch.cpp
2015-12-05 00:26:39 +01:00

444 lines
12 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 "farchive.h"
#include "gi.h"
static FRandom pr_switchanim ("AnimSwitch");
class DActiveButton : public DThinker
{
DECLARE_CLASS (DActiveButton, DThinker)
public:
DActiveButton ();
DActiveButton (side_t *, int, FSwitchDef *, fixed_t x, fixed_t y, bool flippable);
void Serialize (FArchive &arc);
void Tick ();
side_t *m_Side;
SBYTE m_Part;
bool bFlippable;
bool bReturning;
FSwitchDef *m_SwitchDef;
SDWORD m_Frame;
DWORD m_Timer;
fixed_t m_X, m_Y; // Location of timer sound
protected:
bool AdvanceFrame ();
};
//==========================================================================
//
// Start a button counting down till it turns off.
// [RH] Rewritten to remove MAXBUTTONS limit.
//
//==========================================================================
static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, 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, Switch, x, y, useagain);
return true;
}
//==========================================================================
//
// 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)
{
// Activated from an empty side -> always succeed
side_t *side = line->sidedef[sideno];
if (side == NULL)
return true;
fixed_t checktop;
fixed_t checkbot;
sector_t *front = side->sector;
FLineOpening open;
int flags = line->flags;
if (!side->GetTexture(side_t::mid).isValid())
{ // Do not force range checks for 3DMIDTEX lines if there is no actual midtexture.
flags &= ~ML_3DMIDTEX;
}
// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
if (!(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);
// Polyobjects must test the containing sector, not the one they originate from.
if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
{
// Get a check point slightly inside the polyobject so that this still works
// if the polyobject lies directly on a sector boundary
checkx = dll.x + FixedMul(dll.dx, inter + (FRACUNIT/100));
checky = dll.y + FixedMul(dll.dy, inter + (FRACUNIT/100));
front = P_PointInSector(checkx, checky);
}
else
{
checkx = dll.x + FixedMul(dll.dx, inter);
checky = dll.y + FixedMul(dll.dy, inter);
}
// one sided line or polyobject
if (line->sidedef[1] == NULL || (line->sidedef[0]->Flags & WALLF_POLYOBJ))
{
onesided:
fixed_t sectorc = front->ceilingplane.ZatPoint(checkx, checky);
fixed_t sectorf = front->floorplane.ZatPoint(checkx, checky);
return (user->z + user->height >= sectorf && user->z <= sectorc);
}
// Now get the information from the line.
P_LineOpening(open, NULL, line, checkx, checky, user->x, user->y);
if (open.range <= 0)
goto onesided;
if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL)
{
// Check 3D floors on back side
{
sector_t * back = line->sidedef[1 - sideno]->sector;
for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *rover = back->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_UPPERTEXTURE)) continue;
if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
continue;
// This 3D floor depicts a switch texture in front of the player's eyes
return true;
}
}
return (user->z + user->height > open.top);
}
else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
{
// Check 3D floors on back side
{
sector_t * back = line->sidedef[1 - sideno]->sector;
for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *rover = back->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_LOWERTEXTURE)) continue;
if (user->z > rover->top.plane->ZatPoint(checkx, checky) ||
user->z + user->height < rover->bottom.plane->ZatPoint(checkx, checky))
continue;
// This 3D floor depicts a switch texture in front of the player's eyes
return true;
}
}
return (user->z < open.bottom);
}
else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
{
// 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 sound;
FSwitchDef *Switch;
if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::top))) != NULL)
{
texture = side_t::top;
}
else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::bottom))) != NULL)
{
texture = side_t::bottom;
}
else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::mid))) != NULL)
{
texture = side_t::mid;
}
else
{
if (quest != NULL)
{
*quest = false;
}
return false;
}
// EXIT SWITCH?
if (Switch->Sound != 0)
{
sound = Switch->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 = side->linedef;
bool playsound;
pt[0] = line->v1->x + (line->dx >> 1);
pt[1] = line->v1->y + (line->dy >> 1);
side->SetTexture(texture, Switch->frames[0].Texture);
if (useAgain || Switch->NumFrames > 1)
{
playsound = P_StartButton (side, texture, Switch, 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 = Switch->QuestPanel;
}
return true;
}
//==========================================================================
//
// Button thinker
//
//==========================================================================
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;
bReturning = false;
m_Frame = 0;
}
DActiveButton::DActiveButton (side_t *side, int Where, FSwitchDef *Switch,
fixed_t x, fixed_t y, bool useagain)
{
m_Side = side;
m_Part = SBYTE(Where);
m_X = x;
m_Y = y;
bFlippable = useagain;
bReturning = false;
m_SwitchDef = Switch;
m_Frame = -1;
AdvanceFrame ();
}
//==========================================================================
//
//
//
//==========================================================================
void DActiveButton::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Side << m_Part << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y << bReturning;
}
//==========================================================================
//
//
//
//==========================================================================
void DActiveButton::Tick ()
{
if (m_SwitchDef == NULL)
{
// We lost our definition due to a bad savegame.
Destroy();
return;
}
FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
if (--m_Timer == 0)
{
if (m_Frame == def->NumFrames - 1)
{
bReturning = true;
def = m_SwitchDef->PairDef;
if (def != NULL)
{
m_Frame = -1;
S_Sound (m_X, m_Y, 0, CHAN_VOICE|CHAN_LISTENERZ,
def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"),
1, ATTN_STATIC);
bFlippable = false;
}
else
{
Destroy ();
return;
}
}
bool killme = AdvanceFrame ();
m_Side->SetTexture(m_Part, def->frames[m_Frame].Texture);
if (killme)
{
Destroy ();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
bool DActiveButton::AdvanceFrame ()
{
bool ret = false;
FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
if (++m_Frame == def->NumFrames - 1)
{
if (bFlippable == true)
{
m_Timer = BUTTONTIME;
}
else
{
ret = true;
}
}
else
{
m_Timer = def->frames[m_Frame].TimeMin;
if (def->frames[m_Frame].TimeRnd != 0)
{
m_Timer += pr_switchanim(def->frames[m_Frame].TimeRnd);
}
}
return ret;
}