qzdoom/src/g_shared/a_movingcamera.cpp

686 lines
16 KiB
C++

/*
** a_movingcamera.cpp
** Cameras that move and related neat stuff
**
**---------------------------------------------------------------------------
** 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 "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "doomstat.h"
#include "farchive.h"
/*
== InterpolationPoint: node along a camera's path
==
== args[0] = pitch
== args[1] = time (in octics) to get here from previous node
== args[2] = time (in octics) to stay here before moving to next node
== args[3] = low byte of next node's tid
== args[4] = high byte of next node's tid
*/
class AInterpolationPoint : public AActor
{
DECLARE_CLASS (AInterpolationPoint, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay ();
void HandleSpawnFlags ();
void Tick () {} // Nodes do no thinking
AInterpolationPoint *ScanForLoop ();
void FormChain ();
void Serialize (FArchive &arc);
TObjPtr<AInterpolationPoint> Next;
};
IMPLEMENT_POINTY_CLASS (AInterpolationPoint)
DECLARE_POINTER (Next)
END_POINTERS
void AInterpolationPoint::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Next;
}
void AInterpolationPoint::BeginPlay ()
{
Super::BeginPlay ();
Next = NULL;
}
void AInterpolationPoint::HandleSpawnFlags ()
{
// Spawn flags mean nothing to an interpolation point
}
void AInterpolationPoint::FormChain ()
{
if (flags & MF_AMBUSH)
return;
flags |= MF_AMBUSH;
TActorIterator<AInterpolationPoint> iterator (args[3] + 256 * args[4]);
Next = iterator.Next ();
if (Next == this) // Don't link to self
Next = iterator.Next ();
if (Next == NULL && (args[3] | args[4]))
Printf ("Can't find target for camera node %d\n", tid);
pitch = (signed int)((char)args[0]) * ANGLE_1;
if (pitch <= -ANGLE_90)
pitch = -ANGLE_90 + ANGLE_1;
else if (pitch >= ANGLE_90)
pitch = ANGLE_90 - ANGLE_1;
if (Next != NULL)
Next->FormChain ();
}
// Return the node (if any) where a path loops, relative to this one.
AInterpolationPoint *AInterpolationPoint::ScanForLoop ()
{
AInterpolationPoint *node = this;
while (node->Next && node->Next != this && node->special1 == 0)
{
node->special1 = 1;
node = node->Next;
}
return node->Next == this ? node : NULL;
}
/*
== InterpolationSpecial: Holds a special to execute when a
== PathFollower reaches an InterpolationPoint of the same TID.
*/
class AInterpolationSpecial : public AActor
{
DECLARE_CLASS (AInterpolationSpecial, AActor)
public:
void Tick () {} // Does absolutely nothing itself
};
IMPLEMENT_CLASS (AInterpolationSpecial)
/*
== PathFollower: something that follows a camera path
== Base class for some moving cameras
==
== args[0] = low byte of first node in path's tid
== args[1] = high byte of first node's tid
== args[2] = bit 0 = follow a linear path (rather than curved)
== bit 1 = adjust angle
== bit 2 = adjust pitch
== bit 3 = aim in direction of motion
==
== Also uses:
== target = first node in path
== lastenemy = node prior to first node (if looped)
*/
class APathFollower : public AActor
{
DECLARE_CLASS (APathFollower, AActor)
HAS_OBJECT_POINTERS
public:
void BeginPlay ();
void PostBeginPlay ();
void Tick ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
float Splerp (float p1, float p2, float p3, float p4);
float Lerp (float p1, float p2);
virtual bool Interpolate ();
virtual void NewNode ();
void Serialize (FArchive &arc);
bool bActive, bJustStepped;
TObjPtr<AInterpolationPoint> PrevNode, CurrNode;
float Time; // Runs from 0.0 to 1.0 between CurrNode and CurrNode->Next
int HoldTime;
};
IMPLEMENT_POINTY_CLASS (APathFollower)
DECLARE_POINTER (PrevNode)
DECLARE_POINTER (CurrNode)
END_POINTERS
void APathFollower::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << bActive << bJustStepped << PrevNode << CurrNode << Time << HoldTime;
}
// Interpolate between p2 and p3 along a Catmull-Rom spline
// http://research.microsoft.com/~hollasch/cgindex/curves/catmull-rom.html
float APathFollower::Splerp (float p1, float p2, float p3, float p4)
{
float t = Time;
float res = 2*p2;
res += (p3 - p1) * Time;
t *= Time;
res += (2*p1 - 5*p2 + 4*p3 - p4) * t;
t *= Time;
res += (3*p2 - 3*p3 + p4 - p1) * t;
return 0.5f * res;
}
// Linearly interpolate between p1 and p2
float APathFollower::Lerp (float p1, float p2)
{
return p1 + Time * (p2 - p1);
}
void APathFollower::BeginPlay ()
{
Super::BeginPlay ();
PrevNode = CurrNode = NULL;
bActive = false;
}
void APathFollower::PostBeginPlay ()
{
// Find first node of path
TActorIterator<AInterpolationPoint> iterator (args[0] + 256 * args[1]);
AInterpolationPoint *node = iterator.Next ();
AInterpolationPoint *prevnode;
target = node;
if (node == NULL)
{
Printf ("PathFollower %d: Can't find interpolation pt %d\n",
tid, args[0] + 256 * args[1]);
return;
}
// Verify the path has enough nodes
node->FormChain ();
if (args[2] & 1)
{ // linear path; need 2 nodes
if (node->Next == NULL)
{
Printf ("PathFollower %d: Path needs at least 2 nodes\n", tid);
return;
}
lastenemy = NULL;
}
else
{ // spline path; need 4 nodes
if (node->Next == NULL ||
node->Next->Next == NULL ||
node->Next->Next->Next == NULL)
{
Printf ("PathFollower %d: Path needs at least 4 nodes\n", tid);
return;
}
// If the first node is in a loop, we can start there.
// Otherwise, we need to start at the second node in the path.
prevnode = node->ScanForLoop ();
if (prevnode == NULL || prevnode->Next != node)
{
lastenemy = target;
target = node->Next;
}
else
{
lastenemy = prevnode;
}
}
}
void APathFollower::Deactivate (AActor *activator)
{
bActive = false;
}
void APathFollower::Activate (AActor *activator)
{
if (!bActive)
{
CurrNode = barrier_cast<AInterpolationPoint *>(target);
PrevNode = barrier_cast<AInterpolationPoint *>(lastenemy);
if (CurrNode != NULL)
{
NewNode ();
SetOrigin (CurrNode->x, CurrNode->y, CurrNode->z);
Time = 0.f;
HoldTime = 0;
bJustStepped = true;
bActive = true;
}
}
}
void APathFollower::Tick ()
{
if (!bActive)
return;
if (bJustStepped)
{
bJustStepped = false;
if (CurrNode->args[2])
{
HoldTime = gametic + CurrNode->args[2] * TICRATE / 8;
x = CurrNode->x;
y = CurrNode->y;
z = CurrNode->z;
}
}
if (HoldTime > gametic)
return;
// Splines must have a previous node.
if (PrevNode == NULL && !(args[2] & 1))
{
bActive = false;
return;
}
// All paths must have a current node.
if (CurrNode->Next == NULL)
{
bActive = false;
return;
}
if (Interpolate ())
{
Time += 8.f / ((float)CurrNode->args[1] * (float)TICRATE);
if (Time > 1.f)
{
Time -= 1.f;
bJustStepped = true;
PrevNode = CurrNode;
CurrNode = CurrNode->Next;
if (CurrNode != NULL)
NewNode ();
if (CurrNode == NULL || CurrNode->Next == NULL)
Deactivate (this);
if ((args[2] & 1) == 0 && CurrNode->Next->Next == NULL)
Deactivate (this);
}
}
}
void APathFollower::NewNode ()
{
TActorIterator<AInterpolationSpecial> iterator (CurrNode->tid);
AInterpolationSpecial *spec;
while ( (spec = iterator.Next ()) )
{
P_ExecuteSpecial(spec->special, NULL, NULL, false, spec->args[0],
spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
}
}
bool APathFollower::Interpolate ()
{
fixed_t dx = 0, dy = 0, dz = 0;
if ((args[2] & 8) && Time > 0.f)
{
dx = x;
dy = y;
dz = z;
}
if (CurrNode->Next==NULL) return false;
UnlinkFromWorld ();
if (args[2] & 1)
{ // linear
x = FLOAT2FIXED(Lerp (FIXED2FLOAT(CurrNode->x), FIXED2FLOAT(CurrNode->Next->x)));
y = FLOAT2FIXED(Lerp (FIXED2FLOAT(CurrNode->y), FIXED2FLOAT(CurrNode->Next->y)));
z = FLOAT2FIXED(Lerp (FIXED2FLOAT(CurrNode->z), FIXED2FLOAT(CurrNode->Next->z)));
}
else
{ // spline
if (CurrNode->Next->Next==NULL) return false;
x = FLOAT2FIXED(Splerp (FIXED2FLOAT(PrevNode->x), FIXED2FLOAT(CurrNode->x),
FIXED2FLOAT(CurrNode->Next->x), FIXED2FLOAT(CurrNode->Next->Next->x)));
y = FLOAT2FIXED(Splerp (FIXED2FLOAT(PrevNode->y), FIXED2FLOAT(CurrNode->y),
FIXED2FLOAT(CurrNode->Next->y), FIXED2FLOAT(CurrNode->Next->Next->y)));
z = FLOAT2FIXED(Splerp (FIXED2FLOAT(PrevNode->z), FIXED2FLOAT(CurrNode->z),
FIXED2FLOAT(CurrNode->Next->z), FIXED2FLOAT(CurrNode->Next->Next->z)));
}
LinkToWorld ();
if (args[2] & 6)
{
if (args[2] & 8)
{
if (args[2] & 1)
{ // linear
dx = CurrNode->Next->x - CurrNode->x;
dy = CurrNode->Next->y - CurrNode->y;
dz = CurrNode->Next->z - CurrNode->z;
}
else if (Time > 0.f)
{ // spline
dx = x - dx;
dy = y - dy;
dz = z - dz;
}
else
{
int realarg = args[2];
args[2] &= ~(2|4|8);
Time += 0.1f;
dx = x;
dy = y;
dz = z;
Interpolate ();
Time -= 0.1f;
args[2] = realarg;
dx = x - dx;
dy = y - dy;
dz = z - dz;
x -= dx;
y -= dy;
z -= dz;
}
if (args[2] & 2)
{ // adjust yaw
angle = R_PointToAngle2 (0, 0, dx, dy);
}
if (args[2] & 4)
{ // adjust pitch; use floats for precision
float fdx = FIXED2FLOAT(dx);
float fdy = FIXED2FLOAT(dy);
float fdz = FIXED2FLOAT(-dz);
float dist = (float)sqrt (fdx*fdx + fdy*fdy);
float ang = dist != 0.f ? (float)atan2 (fdz, dist) : 0;
pitch = (angle_t)(ang * 2147483648.f / PI);
}
}
else
{
if (args[2] & 2)
{ // interpolate angle
float angle1 = (float)CurrNode->angle;
float angle2 = (float)CurrNode->Next->angle;
if (angle2 - angle1 <= -2147483648.f)
{
float lerped = Lerp (angle1, angle2 + 4294967296.f);
if (lerped >= 4294967296.f)
{
angle = (angle_t)(lerped - 4294967296.f);
}
else
{
angle = (angle_t)lerped;
}
}
else if (angle2 - angle1 >= 2147483648.f)
{
float lerped = Lerp (angle1, angle2 - 4294967296.f);
if (lerped < 0.f)
{
angle = (angle_t)(lerped + 4294967296.f);
}
else
{
angle = (angle_t)lerped;
}
}
else
{
angle = (angle_t)Lerp (angle1, angle2);
}
}
if (args[2] & 1)
{ // linear
if (args[2] & 4)
{ // interpolate pitch
pitch = FLOAT2FIXED(Lerp (FIXED2FLOAT(CurrNode->pitch), FIXED2FLOAT(CurrNode->Next->pitch)));
}
}
else
{ // spline
if (args[2] & 4)
{ // interpolate pitch
pitch = FLOAT2FIXED(Splerp (FIXED2FLOAT(PrevNode->pitch), FIXED2FLOAT(CurrNode->pitch),
FIXED2FLOAT(CurrNode->Next->pitch), FIXED2FLOAT(CurrNode->Next->Next->pitch)));
}
}
}
}
return true;
}
/*
== ActorMover: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[2], bit 7: make nonsolid
== args[3] = tid of thing to move
==
== also uses:
== tracer = thing to move
*/
class AActorMover : public APathFollower
{
DECLARE_CLASS (AActorMover, APathFollower)
public:
void BeginPlay();
void PostBeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
protected:
bool Interpolate ();
};
IMPLEMENT_CLASS (AActorMover)
void AActorMover::BeginPlay()
{
ChangeStatNum(STAT_ACTORMOVER);
}
void AActorMover::PostBeginPlay ()
{
Super::PostBeginPlay ();
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
if (tracer == NULL)
{
Printf ("ActorMover %d: Can't find target %d\n", tid, args[3]);
}
else
{
special1 = tracer->flags;
special2 = tracer->flags2;
}
}
bool AActorMover::Interpolate ()
{
if (tracer == NULL)
return true;
if (Super::Interpolate ())
{
fixed_t savedz = tracer->z;
tracer->z = z;
if (!P_TryMove (tracer, x, y, true))
{
tracer->z = savedz;
return false;
}
if (args[2] & 2)
tracer->angle = angle;
if (args[2] & 4)
tracer->pitch = pitch;
return true;
}
return false;
}
void AActorMover::Activate (AActor *activator)
{
if (tracer == NULL || bActive)
return;
Super::Activate (activator);
special1 = tracer->flags;
special2 = tracer->flags2;
tracer->flags |= MF_NOGRAVITY;
if (args[2] & 128)
{
tracer->UnlinkFromWorld ();
tracer->flags |= MF_NOBLOCKMAP;
tracer->flags &= ~MF_SOLID;
tracer->LinkToWorld ();
}
if (tracer->flags3 & MF3_ISMONSTER)
{
tracer->flags2 |= MF2_INVULNERABLE | MF2_DORMANT;
}
// Don't let the renderer interpolate between the actor's
// old position and its new position.
Interpolate ();
tracer->PrevX = tracer->x;
tracer->PrevY = tracer->y;
tracer->PrevZ = tracer->z;
tracer->PrevAngle = tracer->angle;
}
void AActorMover::Deactivate (AActor *activator)
{
if (bActive)
{
Super::Deactivate (activator);
if (tracer != NULL)
{
tracer->UnlinkFromWorld ();
tracer->flags = special1;
tracer->LinkToWorld ();
tracer->flags2 = special2;
}
}
}
/*
== MovingCamera: Moves any actor along a camera path
==
== Same as PathFollower, except
== args[3] = tid of thing to look at (0 if none)
==
== Also uses:
== tracer = thing to look at
*/
class AMovingCamera : public APathFollower
{
DECLARE_CLASS (AMovingCamera, APathFollower)
HAS_OBJECT_POINTERS
public:
void PostBeginPlay ();
void Serialize (FArchive &arc);
protected:
bool Interpolate ();
TObjPtr<AActor> Activator;
};
IMPLEMENT_POINTY_CLASS (AMovingCamera)
DECLARE_POINTER (Activator)
END_POINTERS
void AMovingCamera::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << Activator;
}
void AMovingCamera::PostBeginPlay ()
{
Super::PostBeginPlay ();
Activator = NULL;
if (args[3] != 0)
{
TActorIterator<AActor> iterator (args[3]);
tracer = iterator.Next ();
if (tracer == NULL)
{
Printf ("MovingCamera %d: Can't find thing %d\n", tid, args[3]);
}
}
}
bool AMovingCamera::Interpolate ()
{
if (tracer == NULL)
return Super::Interpolate ();
if (Super::Interpolate ())
{
angle = R_PointToAngle2 (x, y, tracer->x, tracer->y);
if (args[2] & 4)
{ // Also aim camera's pitch; use floats for precision
float dx = FIXED2FLOAT(x - tracer->x);
float dy = FIXED2FLOAT(y - tracer->y);
float dz = FIXED2FLOAT(z - tracer->z - tracer->height/2);
float dist = (float)sqrt (dx*dx + dy*dy);
float ang = dist != 0.f ? (float)atan2 (dz, dist) : 0;
pitch = (angle_t)(ang * 2147483648.f / PI);
}
return true;
}
return false;
}