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https://github.com/ZDoom/qzdoom.git
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96d328de9b
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
461 lines
12 KiB
C++
461 lines
12 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Initializes and implements BOOM linedef triggers for
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// Wind/Current
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "actor.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "p_lnspec.h"
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#include "c_cvars.h"
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#include "p_maputl.h"
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#include "p_local.h"
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#include "d_player.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
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// phares 3/20/98: added new model of Pushers for push/pull effects
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class DPusher : public DThinker
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{
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DECLARE_CLASS (DPusher, DThinker)
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HAS_OBJECT_POINTERS
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public:
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enum EPusher
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{
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p_push,
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p_pull,
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p_wind,
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p_current
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};
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DPusher ();
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DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
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void Serialize(FSerializer &arc);
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int CheckForSectorMatch (EPusher type, int tag);
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void ChangeValues (int magnitude, int angle)
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{
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DAngle ang = angle * (360. / 256.);
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m_PushVec = ang.ToVector(magnitude);
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m_Magnitude = magnitude;
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}
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void Tick ();
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protected:
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EPusher m_Type;
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TObjPtr<AActor*> m_Source;// Point source if point pusher
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DVector2 m_PushVec;
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double m_Magnitude; // Vector strength for point pusher
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double m_Radius; // Effective radius for point pusher
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int m_Affectee; // Number of affected sector
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friend bool PIT_PushThing (AActor *thing);
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};
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IMPLEMENT_CLASS(DPusher, false, true)
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IMPLEMENT_POINTERS_START(DPusher)
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IMPLEMENT_POINTER(m_Source)
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IMPLEMENT_POINTERS_END
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DPusher::DPusher ()
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{
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}
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void DPusher::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("source", m_Source)
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("pushvec", m_PushVec)
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("magnitude", m_Magnitude)
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("radius", m_Radius)
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("affectee", m_Affectee);
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// PUSH/PULL EFFECT
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//
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// phares 3/20/98: Start of push/pull effects
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//
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// This is where push/pull effects are applied to objects in the sectors.
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//
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// There are four kinds of push effects
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//
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// 1) Pushing Away
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//
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// Pushes you away from a point source defined by the location of an
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// MT_PUSH Thing. The force decreases linearly with distance from the
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// source. This force crosses sector boundaries and is felt w/in a circle
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// whose center is at the MT_PUSH. The force is felt only if the point
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// MT_PUSH can see the target object.
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//
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// 2) Pulling toward
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//
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// Same as Pushing Away except you're pulled toward an MT_PULL point
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// source. This force crosses sector boundaries and is felt w/in a circle
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// whose center is at the MT_PULL. The force is felt only if the point
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// MT_PULL can see the target object.
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//
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// 3) Wind
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//
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// Pushes you in a constant direction. Full force above ground, half
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// force on the ground, nothing if you're below it (water).
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//
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// 4) Current
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//
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// Pushes you in a constant direction. No force above ground, full
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// force if on the ground or below it (water).
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//
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// The magnitude of the force is controlled by the length of a controlling
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// linedef. The force vector for types 3 & 4 is determined by the angle
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// of the linedef, and is constant.
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//
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// For each sector where these effects occur, the sector special type has
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// to have the PUSH_MASK bit set. If this bit is turned off by a switch
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// at run-time, the effect will not occur. The controlling sector for
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// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
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#define PUSH_FACTOR 128
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/////////////////////////////
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//
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// Add a push thinker to the thinker list
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DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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AActor *source, int affectee)
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{
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m_Source = source;
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m_Type = type;
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if (l)
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{
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m_PushVec = l->Delta();
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m_Magnitude = m_PushVec.Length();
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}
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else
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{ // [RH] Allow setting magnitude and angle with parameters
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ChangeValues (magnitude, angle);
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}
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if (source) // point source exist?
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{
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m_Radius = m_Magnitude * 2; // where force goes to zero
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}
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m_Affectee = affectee;
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}
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int DPusher::CheckForSectorMatch (EPusher type, int tag)
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{
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if (m_Type == type && tagManager.SectorHasTag(m_Affectee, tag))
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return m_Affectee;
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else
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return -1;
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}
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/////////////////////////////
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//
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// T_Pusher looks for all objects that are inside the radius of
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// the effect.
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//
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void DPusher::Tick ()
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{
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sector_t *sec;
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AActor *thing;
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msecnode_t *node;
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double ht;
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if (!var_pushers)
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return;
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sec = &level.sectors[m_Affectee];
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// Be sure the special sector type is still turned on. If so, proceed.
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// Else, bail out; the sector type has been changed on us.
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if (!(sec->Flags & SECF_PUSH))
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return;
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// For constant pushers (wind/current) there are 3 situations:
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//
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// 1) Affected Thing is above the floor.
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//
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// Apply the full force if wind, no force if current.
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//
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// 2) Affected Thing is on the ground.
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//
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// Apply half force if wind, full force if current.
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//
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// 3) Affected Thing is below the ground (underwater effect).
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//
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// Apply no force if wind, full force if current.
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//
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// Apply the effect to clipped players only for now.
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//
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// In Phase II, you can apply these effects to Things other than players.
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// [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now.
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if (m_Type == p_push)
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{
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// Seek out all pushable things within the force radius of this
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// point pusher. Crosses sectors, so use blockmap.
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
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FMultiBlockThingsIterator it(check, m_Source, m_Radius);
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FMultiBlockThingsIterator::CheckResult cres;
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while (it.Next(&cres))
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{
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AActor *thing = cres.thing;
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// Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption.
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bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP));
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// MBF allows any sentient or shootable thing to be affected, but players with a fly cheat aren't.
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if (compatflags & COMPATF_MBFMONSTERMOVE)
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{
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pusharound = ((pusharound || (thing->IsSentient()) || (thing->flags & MF_SHOOTABLE)) // Add categories here
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&& (!(thing->player && (thing->flags & (MF_NOGRAVITY))))); // Exclude flying players here
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}
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if ((pusharound) )
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{
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DVector2 pos = m_Source->Vec2To(thing);
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double dist = pos.Length();
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double speed = (m_Magnitude - (dist/2)) / (PUSH_FACTOR * 2);
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// If speed <= 0, you're outside the effective radius. You also have
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// to be able to see the push/pull source point.
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if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
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{
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DAngle pushangle = pos.Angle();
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if (m_Source->GetClass()->TypeName == NAME_PointPuller) pushangle += 180;
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thing->Thrust(pushangle, speed);
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}
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}
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}
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return;
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}
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// constant pushers p_wind and p_current
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node = sec->touching_thinglist; // things touching this sector
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for ( ; node ; node = node->m_snext)
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{
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thing = node->m_thing;
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if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP))
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continue;
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sector_t *hsec = sec->GetHeightSec();
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DVector3 pos = thing->PosRelative(sec);
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DVector2 pushvel;
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if (m_Type == p_wind)
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->Z() > thing->floorz) // above ground
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{
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pushvel = m_PushVec; // full force
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}
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else // on ground
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{
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pushvel = m_PushVec / 2; // half force
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}
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(pos);
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if (thing->Z() > ht) // above ground
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{
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pushvel = m_PushVec; // full force
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}
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else if (thing->player->viewz < ht) // underwater
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{
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pushvel.Zero(); // no force
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}
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else // wading in water
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{
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pushvel = m_PushVec / 2; // full force
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}
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}
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}
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else // p_current
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{
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const secplane_t *floor;
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if (hsec == NULL)
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{ // NOT special water sector
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floor = &sec->floorplane;
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}
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else
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->Z() > floor->ZatPoint(pos))
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{ // above ground
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pushvel.Zero(); // no force
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}
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else
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{ // on ground/underwater
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pushvel = m_PushVec; // full force
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}
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}
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thing->Vel += pushvel / PUSH_FACTOR;
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}
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}
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/////////////////////////////
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//
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// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
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// NULL otherwise.
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AActor *P_GetPushThing (int s)
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{
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AActor* thing;
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sector_t* sec;
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sec = &level.sectors[s];
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thing = sec->thinglist;
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while (thing &&
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thing->GetClass()->TypeName != NAME_PointPusher &&
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thing->GetClass()->TypeName != NAME_PointPuller)
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{
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thing = thing->snext;
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}
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return thing;
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}
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/////////////////////////////
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//
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// Initialize the sectors where pushers are present
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//
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void P_SpawnPushers ()
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{
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line_t *l = &level.lines[0];
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int s;
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for (unsigned i = 0; i < level.lines.Size(); i++, l++)
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{
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switch (l->special)
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{
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case Sector_SetWind: // wind
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{
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FSectorTagIterator itr(l->args[0]);
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while ((s = itr.Next()) >= 0)
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Create<DPusher>(DPusher::p_wind, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
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l->special = 0;
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break;
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}
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case Sector_SetCurrent: // current
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{
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FSectorTagIterator itr(l->args[0]);
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while ((s = itr.Next()) >= 0)
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Create<DPusher>(DPusher::p_current, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
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l->special = 0;
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break;
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}
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case PointPush_SetForce: // push/pull
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if (l->args[0]) { // [RH] Find thing by sector
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FSectorTagIterator itr(l->args[0]);
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while ((s = itr.Next()) >= 0)
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{
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AActor *thing = P_GetPushThing (s);
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if (thing) { // No MT_P* means no effect
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// [RH] Allow narrowing it down by tid
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if (!l->args[1] || l->args[1] == thing->tid)
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Create<DPusher> (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
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0, thing, s);
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}
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}
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} else { // [RH] Find thing by tid
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AActor *thing;
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FActorIterator iterator (l->args[1]);
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while ( (thing = iterator.Next ()) )
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{
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if (thing->GetClass()->TypeName == NAME_PointPusher ||
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thing->GetClass()->TypeName == NAME_PointPuller)
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{
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Create<DPusher> (DPusher::p_push, l->args[3] ? l : NULL, l->args[2], 0, thing, thing->Sector->Index());
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}
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}
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}
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l->special = 0;
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break;
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}
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}
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}
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void AdjustPusher (int tag, int magnitude, int angle, bool wind)
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{
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DPusher::EPusher type = wind? DPusher::p_wind : DPusher::p_current;
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// Find pushers already attached to the sector, and change their parameters.
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TArray<FThinkerCollection> Collection;
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{
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TThinkerIterator<DPusher> iterator;
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FThinkerCollection collect;
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while ( (collect.Obj = iterator.Next ()) )
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{
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if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
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{
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((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
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Collection.Push (collect);
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}
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}
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}
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size_t numcollected = Collection.Size ();
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int secnum;
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// Now create pushers for any sectors that don't already have them.
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FSectorTagIterator itr(tag);
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while ((secnum = itr.Next()) >= 0)
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{
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unsigned int i;
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for (i = 0; i < numcollected; i++)
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{
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if (Collection[i].RefNum == secnum)
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break;
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}
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if (i == numcollected)
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{
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Create<DPusher> (type, nullptr, magnitude, angle, nullptr, secnum);
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}
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}
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}
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