gzdoom/src/g_shared/a_scroll.cpp
2019-01-31 02:51:07 +01:00

475 lines
14 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Initializes and implements BOOM linedef triggers for
// Scrollers/Conveyors
//
//-----------------------------------------------------------------------------
/* For code that originates from ZDoom the following applies:
**
**---------------------------------------------------------------------------
**
** 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 <stdlib.h>
#include "actor.h"
#include "p_spec.h"
#include "serializer.h"
#include "p_lnspec.h"
#include "r_data/r_interpolate.h"
#include "g_levellocals.h"
#include "maploader/maploader.h"
#include "p_spec_thinkers.h"
IMPLEMENT_CLASS(DScroller, false, true)
IMPLEMENT_POINTERS_START(DScroller)
IMPLEMENT_POINTER(m_Interpolations[0])
IMPLEMENT_POINTER(m_Interpolations[1])
IMPLEMENT_POINTER(m_Interpolations[2])
IMPLEMENT_POINTERS_END
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
EScrollPos operator &(EScrollPos one, EScrollPos two)
{
return EScrollPos(int(one) & int(two));
}
//-----------------------------------------------------------------------------
//
//
//
//-----------------------------------------------------------------------------
void DScroller::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc.Enum("type", m_Type)
("dx", m_dx)
("dy", m_dy)
("sector", m_Sector)
("side", m_Side)
("control", m_Controller)
("lastheight", m_LastHeight)
("vdx", m_vdx)
("vdy", m_vdy)
("accel", m_Accel)
.Enum("parts", m_Parts)
.Array("interpolations", m_Interpolations, 3);
}
//-----------------------------------------------------------------------------
//
// [RH] Compensate for rotated sector textures by rotating the scrolling
// in the opposite direction.
//
//-----------------------------------------------------------------------------
static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy)
{
DAngle an = sec->GetAngle(which);
if (an == 0)
{
tdx = dx;
tdy = dy;
}
else
{
double ca = -an.Cos();
double sa = -an.Sin();
tdx = dx*ca - dy*sa;
tdy = dy*ca + dx*sa;
}
}
//-----------------------------------------------------------------------------
//
// killough 2/28/98:
//
// This function, with the help of r_plane.c and r_bsp.c, supports generalized
// scrolling floors and walls, with optional mobj-carrying properties, e.g.
// conveyor belts, rivers, etc. A linedef with a special type affects all
// tagged sectors the same way, by creating scrolling and/or object-carrying
// properties. Multiple linedefs may be used on the same sector and are
// cumulative, although the special case of scrolling a floor and carrying
// things on it, requires only one linedef. The linedef's direction determines
// the scrolling direction, and the linedef's length determines the scrolling
// speed. This was designed so that an edge around the sector could be used to
// control the direction of the sector's scrolling, which is usually what is
// desired.
//
// Process the active scrollers.
//
// This is the main scrolling code
// killough 3/7/98
//
//-----------------------------------------------------------------------------
void DScroller::Tick ()
{
double dx = m_dx, dy = m_dy, tdx, tdy;
if (m_Controller != nullptr)
{ // compute scroll amounts based on a sector's height changes
double height = m_Controller->CenterFloor () + m_Controller->CenterCeiling ();
double delta = height - m_LastHeight;
m_LastHeight = height;
dx *= delta;
dy *= delta;
}
// killough 3/14/98: Add acceleration
if (m_Accel)
{
m_vdx = dx += m_vdx;
m_vdy = dy += m_vdy;
}
if (dx == 0 && dy == 0)
return;
switch (m_Type)
{
case EScroll::sc_side: // killough 3/7/98: Scroll wall texture
if (m_Parts & EScrollPos::scw_top)
{
m_Side->AddTextureXOffset(side_t::top, dx);
m_Side->AddTextureYOffset(side_t::top, dy);
}
if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
!(m_Side->linedef->flags&ML_3DMIDTEX)))
{
m_Side->AddTextureXOffset(side_t::mid, dx);
m_Side->AddTextureYOffset(side_t::mid, dy);
}
if (m_Parts & EScrollPos::scw_bottom)
{
m_Side->AddTextureXOffset(side_t::bottom, dx);
m_Side->AddTextureYOffset(side_t::bottom, dy);
}
break;
case EScroll::sc_floor: // killough 3/7/98: Scroll floor texture
RotationComp(m_Sector, sector_t::floor, dx, dy, tdx, tdy);
m_Sector->AddXOffset(sector_t::floor, tdx);
m_Sector->AddYOffset(sector_t::floor, tdy);
break;
case EScroll::sc_ceiling: // killough 3/7/98: Scroll ceiling texture
RotationComp(m_Sector, sector_t::ceiling, dx, dy, tdx, tdy);
m_Sector->AddXOffset(sector_t::ceiling, tdx);
m_Sector->AddYOffset(sector_t::ceiling, tdy);
break;
// [RH] Don't actually carry anything here. That happens later.
case EScroll::sc_carry:
Level->Scrolls[m_Sector->Index()] += { dx, dy };
// 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.
for (auto n = m_Sector->touching_thinglist; n; n = n->m_snext)
{
n->m_thing->flags8 |= MF8_INSCROLLSEC;
}
break;
case EScroll::sc_carry_ceiling: // to be added later
break;
}
}
//-----------------------------------------------------------------------------
//
// Add_Scroller()
//
// Add a generalized scroller to the thinker list.
//
// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
// wall, floor carrier & scroller
//
// (dx,dy): the direction and speed of the scrolling or its acceleration
//
// control: the sector whose heights control this scroller's effect
// remotely, or -1 if no control sector
//
// affectee: the index of the affected object (sector or sidedef)
//
// accel: non-zero if this is an accelerative effect
//
//-----------------------------------------------------------------------------
void DScroller::Construct (EScroll type, double dx, double dy, sector_t *ctrl, sector_t *sec, side_t *side, int accel, EScrollPos scrollpos)
{
m_Type = type;
m_dx = dx;
m_dy = dy;
m_Accel = accel;
m_Parts = scrollpos;
m_vdx = m_vdy = 0;
m_LastHeight = 0;
if ((m_Controller = ctrl) != nullptr)
{
m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
}
m_Side = side;
m_Sector = sec;
m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
switch (type)
{
case EScroll::sc_carry:
assert(sec != nullptr);
Level->AddScroller (sec->Index());
break;
case EScroll::sc_side:
assert(side != nullptr);
side->Flags |= WALLF_NOAUTODECALS;
if (m_Parts & EScrollPos::scw_top)
{
m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
}
if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
!(m_Side->linedef->flags&ML_3DMIDTEX)))
{
m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
}
if (m_Parts & EScrollPos::scw_bottom)
{
m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
}
break;
case EScroll::sc_floor:
assert(sec != nullptr);
m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::FloorScroll, false);
break;
case EScroll::sc_ceiling:
assert(sec != nullptr);
m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::CeilingScroll, false);
break;
default:
break;
}
}
void DScroller::OnDestroy ()
{
for(int i=0;i<3;i++)
{
if (m_Interpolations[i] != nullptr)
{
m_Interpolations[i]->DelRef();
m_Interpolations[i] = nullptr;
}
}
Super::OnDestroy();
}
//-----------------------------------------------------------------------------
//
// Adds wall scroller. Scroll amount is rotated with respect to wall's
// linedef first, so that scrolling towards the wall in a perpendicular
// direction is translated into vertical motion, while scrolling along
// the wall in a parallel direction is translated into horizontal motion.
//
// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
//
//-----------------------------------------------------------------------------
void DScroller::Construct(double dx, double dy, const line_t *l, sector_t * control, int accel, EScrollPos scrollpos)
{
double x = fabs(l->Delta().X), y = fabs(l->Delta().Y), d;
if (y > x) d = x, x = y, y = d;
d = x / g_sin(g_atan2(y, x) + M_PI / 2);
x = -(dy * l->Delta().Y + dx * l->Delta().X) / d;
y = -(dx * l->Delta().Y - dy * l->Delta().X) / d;
m_Type = EScroll::sc_side;
m_dx = x;
m_dy = y;
m_vdx = m_vdy = 0;
m_Accel = accel;
m_Parts = scrollpos;
m_LastHeight = 0;
if ((m_Controller = control) != nullptr)
{
m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
}
m_Sector = nullptr;
m_Side = l->sidedef[0];
m_Side->Flags |= WALLF_NOAUTODECALS;
m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
if (m_Parts & EScrollPos::scw_top)
{
m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
}
if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
!(m_Side->linedef->flags&ML_3DMIDTEX)))
{
m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
}
if (m_Parts & EScrollPos::scw_bottom)
{
m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
}
}
//-----------------------------------------------------------------------------
//
// Modify a wall scroller
//
//-----------------------------------------------------------------------------
void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, double dy, EScrollPos Where)
{
Where = Where & scw_all;
if (Where == 0) return;
if (dx == 0 && dy == 0)
{
// Special case: Remove the scroller, because the deltas are both 0.
auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
DScroller *scroller;
while ( (scroller = iterator.Next ()) )
{
auto wall = scroller->GetWall ();
if (wall != nullptr && Level->LineHasId(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts())
{
scroller->Destroy ();
}
}
}
else
{
// Find scrollers already attached to the matching walls, and change
// their rates.
TArray<DScroller *> Collection;
{
auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
DScroller *scroll;
while ( (scroll = iterator.Next ()) )
{
auto wall = scroll->GetWall();
if (wall != nullptr)
{
auto line = wall->linedef;
if (Level->LineHasId(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts())
{
scroll->SetRate(dx, dy);
Collection.Push(scroll);
}
}
}
}
size_t numcollected = Collection.Size ();
int linenum;
// Now create scrollers for any walls that don't already have them.
auto itr = Level->GetLineIdIterator(id);
while ((linenum = itr.Next()) >= 0)
{
side_t *side = Level->lines[linenum].sidedef[sidechoice];
if (side != nullptr)
{
if (Collection.FindEx([=](const DScroller *element) { return element->GetWall() == side; }) == Collection.Size())
{
Level->CreateThinker<DScroller> (EScroll::sc_side, dx, dy, nullptr, nullptr, side, 0, Where);
}
}
}
}
}
void SetScroller (FLevelLocals *Level, int tag, EScroll type, double dx, double dy)
{
auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
DScroller *scroller;
int i;
// Check if there is already a scroller for this tag
// If at least one sector with this tag is scrolling, then they all are.
// If the deltas are both 0, we don't remove the scroller, because a
// displacement/accelerative scroller might have been set up, and there's
// no way to create one after the level is fully loaded.
i = 0;
while ( (scroller = iterator.Next ()) )
{
if (scroller->IsType (type))
{
if (Level->SectorHasTag(scroller->GetSector(), tag))
{
i++;
scroller->SetRate (dx, dy);
}
}
}
if (i > 0 || (dx == 0 && dy == 0))
{
return;
}
// Need to create scrollers for the sector(s)
auto itr = Level->GetSectorTagIterator(tag);
while ((i = itr.Next()) >= 0)
{
Level->CreateThinker<DScroller> (type, dx, dy, nullptr, &Level->sectors[i], nullptr, 0);
}
}