mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
2a0d5a621a
Note: This commit does not handle z-spawn positions correctly.
632 lines
14 KiB
C++
632 lines
14 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);
|
|
|
|
Angles.Pitch = (double)clamp<int>((signed char)args[0], -89, 89);
|
|
|
|
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:
|
|
double Splerp (double p1, double p2, double p3, double p4);
|
|
double Lerp (double p1, double 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
|
|
double APathFollower::Splerp (double p1, double p2, double p3, double p4)
|
|
{
|
|
double t = Time;
|
|
double 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
|
|
double APathFollower::Lerp (double p1, double 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->Pos(), false);
|
|
Time = 0.f;
|
|
HoldTime = 0;
|
|
bJustStepped = true;
|
|
bActive = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void APathFollower::Tick ()
|
|
{
|
|
if (!bActive)
|
|
return;
|
|
|
|
if (bJustStepped)
|
|
{
|
|
bJustStepped = false;
|
|
if (CurrNode->args[2])
|
|
{
|
|
HoldTime = level.time + CurrNode->args[2] * TICRATE / 8;
|
|
SetXYZ(CurrNode->Pos());
|
|
}
|
|
}
|
|
|
|
if (HoldTime > level.time)
|
|
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 += float(8.f / ((double)CurrNode->args[1] * (double)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 ()
|
|
{
|
|
DVector3 dpos(0, 0, 0);
|
|
|
|
if ((args[2] & 8) && Time > 0.f)
|
|
{
|
|
dpos = Pos();
|
|
}
|
|
|
|
if (CurrNode->Next==NULL) return false;
|
|
|
|
UnlinkFromWorld ();
|
|
DVector3 newpos;
|
|
if (args[2] & 1)
|
|
{ // linear
|
|
newpos.X = Lerp(CurrNode->X(), CurrNode->Next->X());
|
|
newpos.Y = Lerp(CurrNode->Y(), CurrNode->Next->Y());
|
|
newpos.Z = Lerp(CurrNode->Z(), CurrNode->Next->Z());
|
|
}
|
|
else
|
|
{ // spline
|
|
if (CurrNode->Next->Next==NULL) return false;
|
|
|
|
newpos.X = Splerp(PrevNode->X(), CurrNode->X(), CurrNode->Next->X(), CurrNode->Next->Next->X());
|
|
newpos.X = Splerp(PrevNode->Y(), CurrNode->Y(), CurrNode->Next->Y(), CurrNode->Next->Next->Y());
|
|
newpos.X = Splerp(PrevNode->Z(), CurrNode->Z(), CurrNode->Next->Z(), CurrNode->Next->Next->Z());
|
|
}
|
|
SetXYZ(newpos);
|
|
LinkToWorld ();
|
|
|
|
if (args[2] & 6)
|
|
{
|
|
if (args[2] & 8)
|
|
{
|
|
if (args[2] & 1)
|
|
{ // linear
|
|
dpos.X = CurrNode->Next->X() - CurrNode->X();
|
|
dpos.Y = CurrNode->Next->Y() - CurrNode->Y();
|
|
dpos.Z = CurrNode->Next->Z() - CurrNode->Z();
|
|
}
|
|
else if (Time > 0.f)
|
|
{ // spline
|
|
dpos = newpos - dpos;
|
|
}
|
|
else
|
|
{
|
|
int realarg = args[2];
|
|
args[2] &= ~(2|4|8);
|
|
Time += 0.1f;
|
|
dpos = newpos;
|
|
Interpolate ();
|
|
Time -= 0.1f;
|
|
args[2] = realarg;
|
|
dpos = newpos - dpos;
|
|
newpos -= dpos;
|
|
SetXYZ(newpos);
|
|
}
|
|
if (args[2] & 2)
|
|
{ // adjust yaw
|
|
Angles.Yaw = dpos.Angle();
|
|
}
|
|
if (args[2] & 4)
|
|
{ // adjust pitch; use floats for precision
|
|
double dist = dpos.XY().Length();
|
|
Angles.Pitch = dist != 0.f ? VecToAngle(dist, -dpos.Z) : 0.;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (args[2] & 2)
|
|
{ // interpolate angle
|
|
DAngle angle1 = CurrNode->Angles.Yaw.Normalized180();
|
|
DAngle angle2 = angle1 + deltaangle(angle1, CurrNode->Next->Angles.Yaw);
|
|
Angles.Yaw = Lerp(angle1.Degrees, angle2.Degrees);
|
|
}
|
|
if (args[2] & 1)
|
|
{ // linear
|
|
if (args[2] & 4)
|
|
{ // interpolate pitch
|
|
Angles.Pitch = Lerp(CurrNode->Angles.Pitch.Degrees, CurrNode->Next->Angles.Pitch.Degrees);
|
|
}
|
|
}
|
|
else
|
|
{ // spline
|
|
if (args[2] & 4)
|
|
{ // interpolate pitch
|
|
Angles.Pitch = Splerp(PrevNode->Angles.Pitch.Degrees, CurrNode->Angles.Pitch.Degrees,
|
|
CurrNode->Next->Angles.Pitch.Degrees, CurrNode->Next->Next->Angles.Pitch.Degrees);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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 ())
|
|
{
|
|
double savedz = tracer->Z();
|
|
tracer->SetZ(Z());
|
|
if (!P_TryMove (tracer, Pos(), true))
|
|
{
|
|
tracer->SetZ(savedz);
|
|
return false;
|
|
}
|
|
|
|
if (args[2] & 2)
|
|
tracer->Angles.Yaw = Angles.Yaw;
|
|
if (args[2] & 4)
|
|
tracer->Angles.Pitch = Angles.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->ClearInterpolation();
|
|
}
|
|
|
|
void AActorMover::Deactivate (AActor *activator)
|
|
{
|
|
if (bActive)
|
|
{
|
|
Super::Deactivate (activator);
|
|
if (tracer != NULL)
|
|
{
|
|
tracer->UnlinkFromWorld ();
|
|
tracer->flags = ActorFlags::FromInt (special1);
|
|
tracer->LinkToWorld ();
|
|
tracer->flags2 = ActorFlags2::FromInt (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 ())
|
|
{
|
|
Angles.Yaw = AngleTo(tracer, true);
|
|
|
|
if (args[2] & 4)
|
|
{ // Also aim camera's pitch;
|
|
DVector3 diff = Pos() - tracer->PosPlusZ(tracer->Height / 2);
|
|
double dist = diff.XY().Length();
|
|
Angles.Pitch = dist != 0.f ? VecToAngle(dist, diff.Z) : 0.;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|