qzdoom/src/p_doors.cpp
Randy Heit 7e7ab6b4ec - Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
  deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
  compatible: Custom door sounds can now use different opening and closing
  sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
  it's implemented the way it is.
    <http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
  which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
  be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
  select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
  their names rather than on their connection order. Using connection
  order was sensible when -net was the only way to start a network game,
  but with -host/-join, it's not so nice. Also, if there aren't enough
  players in the save, then the extra players will be spawned normally,
  so you can continue a saved game with more players than you started it
  with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
  ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
  delayonce, and restart. With these, it is basically possible to obsolete
  all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
  ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
  act like a redundant playrepeat. I have removed all the logic that
  caused playloop to play repeating sounds, and now it acts like an
  infinite sequence of play/delay commands until the sequence is
  stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
  the delay commands were timed incorrectly and varied depending on your
  framerate. Since this is useful for restarting looping sounds that got
  cut off, I have not changed this. Instead, the delay commands now
  record the tic when execution should resume, not the number of tics
  left to delay.


SVN r57 (trunk)
2006-04-21 01:22:55 +00:00

839 lines
18 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION: Door animation code (opening/closing)
// [RH] Removed sliding door code and simplified for Hexen-ish specials
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "c_console.h"
#include "gi.h"
#include "a_keys.h"
#include "i_system.h"
#include "sc_man.h"
IMPLEMENT_CLASS (DDoor)
DDoor::DDoor ()
{
}
void DDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Type
<< m_TopDist
<< m_BotSpot << m_BotDist << m_OldFloorDist
<< m_Speed
<< m_Direction
<< m_TopWait
<< m_TopCountdown
<< m_LightTag;
}
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void DDoor::Tick ()
{
EResult res;
if (m_Sector->floorplane.d != m_OldFloorDist)
{
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!((DPlat*)m_Sector->floordata)->IsLift())
{
m_OldFloorDist = m_Sector->floorplane.d;
m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
m_Sector->floorplane.ZatPoint (m_BotSpot));
}
}
switch (m_Direction)
{
case 0:
// WAITING
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaise:
m_Direction = -1; // time to go back down
DoorSound (false);
break;
case doorCloseWaitOpen:
m_Direction = 1;
DoorSound (true);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--m_TopCountdown)
{
switch (m_Type)
{
case doorRaiseIn5Mins:
m_Direction = 1;
m_Type = doorRaise;
DoorSound (true);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
case doorClose:
m_Sector->ceilingdata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorCeiling, m_Sector);
Destroy (); // unlink and free
break;
case doorCloseWaitOpen:
m_Direction = 0;
m_TopCountdown = m_TopWait;
break;
default:
break;
}
}
else if (res == crushed)
{
switch (m_Type)
{
case doorClose: // DO NOT GO BACK UP!
break;
default:
m_Direction = 1;
DoorSound (true);
break;
}
}
break;
case 1:
// UP
res = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
{
EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
m_TopDist + m_Sector->floorplane.d));
}
if (res == pastdest)
{
SN_StopSequence (m_Sector);
switch (m_Type)
{
case doorRaise:
m_Direction = 0; // wait at top
m_TopCountdown = m_TopWait;
break;
case doorCloseWaitOpen:
case doorOpen:
m_Sector->ceilingdata = NULL; //jff 2/22/98
stopinterpolation (INTERP_SectorCeiling, m_Sector);
Destroy (); // unlink and free
break;
default:
break;
}
}
break;
}
}
// [RH] DoorSound: Plays door sound depending on direction and speed
void DDoor::DoorSound (bool raise) const
{
int choice;
// For multiple-selection sound sequences, the following choices are used:
// 0 Opening
// 1 Closing
// 2 Opening fast
// 3 Closing fast
choice = !raise;
if (m_Speed >= FRACUNIT*8)
{
choice += 2;
}
if (m_Sector->seqType >= 0)
{
SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_DOOR, choice);
}
else
{
const char *snd;
switch (gameinfo.gametype)
{
default: /* Doom and Hexen */
snd = "DoorNormal";
break;
case GAME_Heretic:
snd = "HereticDoor";
break;
case GAME_Strife:
snd = "DoorSmallMetal";
// Search the front top textures of 2-sided lines on the door sector
// for a door sound to use.
for (int i = 0; i < m_Sector->linecount; ++i)
{
const char *texname;
line_t *line = m_Sector->lines[i];
if (line->backsector == NULL)
continue;
texname = TexMan[sides[line->sidenum[0]].toptexture]->Name;
if (texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
{
switch (texname[3])
{
case 'S':
snd = "DoorStone";
break;
case 'M':
if (texname[4] == 'L')
{
snd = "DoorLargeMetal";
}
break;
case 'W':
if (texname[4] == 'L')
{
snd = "DoorLargeWood";
}
else
{
snd = "DoorSmallWood";
}
break;
}
}
}
break;
}
SN_StartSequence (m_Sector, snd, choice);
}
}
DDoor::DDoor (sector_t *sector)
: DMovingCeiling (sector)
{
}
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
// and made them more general to support the new specials.
// [RH] SpawnDoor: Helper function for EV_DoDoor
DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
: DMovingCeiling (sec),
m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
{
vertex_t *spot;
fixed_t height;
if (compatflags & COMPATF_NODOORLIGHT)
{
m_LightTag = 0;
}
switch (type)
{
case doorClose:
m_Direction = -1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
DoorSound (false);
break;
case doorOpen:
case doorRaise:
m_Direction = 1;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
if (m_TopDist != sec->ceilingplane.d)
DoorSound (true);
break;
case doorCloseWaitOpen:
m_TopDist = sec->ceilingplane.d;
m_Direction = -1;
DoorSound (false);
break;
case doorRaiseIn5Mins:
m_Direction = 2;
height = sec->FindLowestCeilingSurrounding (&spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
m_TopCountdown = 5 * 60 * TICRATE;
break;
}
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!((DPlat*)m_Sector->floordata)->IsLift())
{
height = sec->FindHighestFloorPoint (&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
else
{
height = sec->FindLowestCeilingPoint(&m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
m_OldFloorDist = sec->floorplane.d;
}
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock, int lightTag)
{
bool rtn = false;
int secnum;
sector_t* sec;
if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
return false;
if (tag == 0)
{ // [RH] manual door
if (!line)
return false;
// if the wrong side of door is pushed, give oof sound
if (line->sidenum[1] == NO_SIDE) // killough
{
S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
return false;
}
// get the sector on the second side of activating linedef
sec = sides[line->sidenum[1]].sector;
secnum = sec-sectors;
// if door already has a thinker, use it
if (sec->ceilingdata)
{
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
{
DDoor *door = static_cast<DDoor *>(sec->ceilingdata);
// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
{
if (door->m_Direction == -1)
{
door->m_Direction = 1; // go back up
door->DoorSound (true); // [RH] Make noise
}
else if (GET_SPAC(line->flags) != SPAC_PUSH)
// [RH] activate push doors don't go back down when you
// run into them (otherwise opening them would be
// a real pain).
{
if (!thing->player || thing->player->isbot)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.
door->m_Direction = -1; // start going down immediately
// [RH] If this sector doesn't have a specific sound
// attached to it, start the door close sequence.
// Otherwise, just let the current one continue.
if (sec->seqType == -1)
{
door->DoorSound (false);
}
return true;
}
else
{
return false;
}
}
}
return false;
}
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
else
{ // [RH] Remote door
secnum = -1;
while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
{
sec = &sectors[secnum];
// if the ceiling already moving, don't start the door action
if (sec->ceilingdata)
continue;
if (new DDoor (sec, type, speed, delay, lightTag))
rtn = true;
}
}
return rtn;
}
//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30 (sector_t *sec)
{
fixed_t height;
DDoor *door = new DDoor (sec);
sec->special = 0;
door->m_Sector = sec;
door->m_Direction = 0;
door->m_Type = DDoor::doorRaise;
door->m_Speed = FRACUNIT*2;
door->m_TopCountdown = 30 * TICRATE;
height = sec->FindHighestFloorPoint (&door->m_BotSpot);
door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
door->m_OldFloorDist = sec->floorplane.d;
door->m_TopDist = sec->ceilingplane.d;
door->m_LightTag = 0;
}
//
// Spawn a door that opens after 5 minutes
//
void P_SpawnDoorRaiseIn5Mins (sector_t *sec)
{
sec->special = 0;
new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
}
// Strife's animated doors. Based on Doom's unused sliding doors, but slightly different.
TArray<FDoorAnimation> DoorAnimations;
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
//
// Return index into "DoorAnimatinos" array for which door type to use
//
static int P_FindSlidingDoorType (int picnum)
{
unsigned int i;
for (i = 0; i < DoorAnimations.Size(); ++i)
{
if (picnum == DoorAnimations[i].BaseTexture)
return i;
}
return -1;
}
bool DAnimatedDoor::StartClosing ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
// CAN DOOR CLOSE?
if (m_Sector->touching_thinglist != NULL)
{
return false;
}
fixed_t topdist = m_Sector->ceilingplane.d;
if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1) == crushed)
{
return false;
}
MoveCeiling (2048*FRACUNIT, topdist, 1);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
if (ani.CloseSound != NULL)
{
SN_StartSequence (m_Sector, ani.CloseSound, 1);
}
m_Status = Closing;
m_Timer = m_Speed;
return true;
}
void DAnimatedDoor::Tick ()
{
FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
switch (m_Status)
{
case Dead:
m_Sector->ceilingdata = NULL;
Destroy ();
break;
case Opening:
if (!m_Timer--)
{
if (++m_Frame >= ani.NumTextureFrames)
{
// IF DOOR IS DONE OPENING...
m_Line1->flags &= ~ML_BLOCKING;
m_Line2->flags &= ~ML_BLOCKING;
if (m_Delay == 0)
{
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
m_Timer = m_Delay;
m_Status = Waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].midtexture =
sides[m_Line1->sidenum[1]].midtexture =
sides[m_Line2->sidenum[0]].midtexture =
sides[m_Line2->sidenum[1]].midtexture =
ani.TextureFrames[m_Frame];
}
}
break;
case Waiting:
// IF DOOR IS DONE WAITING...
if (!m_Timer--)
{
if (!StartClosing())
{
m_Timer = m_Delay;
}
}
break;
case Closing:
if (!m_Timer--)
{
if (--m_Frame < 0)
{
// IF DOOR IS DONE CLOSING...
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
m_Sector->ceilingdata = NULL;
Destroy ();
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
sides[m_Line1->sidenum[0]].midtexture =
sides[m_Line1->sidenum[1]].midtexture =
sides[m_Line2->sidenum[0]].midtexture =
sides[m_Line2->sidenum[1]].midtexture =
ani.TextureFrames[m_Frame];
}
}
break;
}
}
IMPLEMENT_CLASS (DAnimatedDoor)
DAnimatedDoor::DAnimatedDoor ()
{
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
: DMovingCeiling (sec)
{
}
void DAnimatedDoor::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Line1 << m_Line2
<< m_Frame
<< m_Timer
<< m_BotDist
<< m_Status
<< m_Speed
<< m_Delay;
if (arc.IsStoring())
{
TexMan.WriteTexture (arc, DoorAnimations[m_WhichDoorIndex].BaseTexture);
}
else
{
int picnum = TexMan.ReadTexture (arc);
m_WhichDoorIndex = P_FindSlidingDoorType (picnum);
if (m_WhichDoorIndex == -1)
{ // Oh no! The door animation doesn't exist anymore!
m_WhichDoorIndex = 0;
}
}
}
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
: DMovingCeiling (sec)
{
fixed_t topdist;
int picnum;
// The DMovingCeiling constructor automatically sets up an interpolation for us.
// Stop it, since the ceiling is moving instantly here.
stopinterpolation (INTERP_SectorCeiling, sec);
m_WhichDoorIndex = P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture);
if (m_WhichDoorIndex < 0)
{
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
m_Status = Dead;
return;
}
m_Line1 = line;
m_Line2 = line;
for (int i = 0; i < sec->linecount; ++i)
{
if (sec->lines[i] == line)
continue;
if (sides[sec->lines[i]->sidenum[0]].toptexture == sides[line->sidenum[0]].toptexture)
{
m_Line2 = sec->lines[i];
break;
}
}
picnum = sides[m_Line1->sidenum[0]].toptexture;
sides[m_Line1->sidenum[0]].midtexture = picnum;
sides[m_Line2->sidenum[0]].midtexture = picnum;
// don't forget texture scaling here!
FTexture *tex = TexMan[picnum];
topdist = tex ? (tex->GetHeight() * 8 / (tex->ScaleY ? tex->ScaleY : 8)) : 64;
//topdist = TexMan[picnum]->GetHeight(); // old non-scaling sensitive code!
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
m_Status = Opening;
m_Speed = speed;
m_Delay = delay;
m_Timer = m_Speed;
m_Frame = 0;
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
m_BotDist = m_Sector->ceilingplane.d;
MoveCeiling (2048*FRACUNIT, topdist, 1);
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NULL)
{
SN_StartSequence (m_Sector, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
}
}
//============================================================================
//
// EV_SlidingDoor
//
//============================================================================
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
{
sector_t *sec;
int secnum;
bool rtn;
secnum = -1;
rtn = false;
if (tag == 0)
{
// Manual sliding door
sec = line->backsector;
// Make sure door isn't already being animated
if (sec->ceilingdata != NULL)
{
if (actor->player == NULL)
return false;
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = static_cast<DAnimatedDoor *> (sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
return door->StartClosing();
}
}
return false;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
{
new DAnimatedDoor (sec, line, speed, delay);
return true;
}
return false;
}
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->ceilingdata != NULL)
{
continue;
}
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
{
line = sec->lines[i];
if (line->backsector == NULL)
{
continue;
}
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
{
rtn = true;
new DAnimatedDoor (sec, line, speed, delay);
}
}
}
return rtn;
}
void P_ParseAnimatedDoor()
{
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
FDoorAnimation anim;
TArray<int> frames;
bool error = false;
int v;
SC_MustGetString();
anim.BaseTexture = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
anim.OpenSound = NULL;
anim.CloseSound = NULL;
if (anim.BaseTexture == -1)
{
error = true;
}
while (SC_GetString ())
{
if (SC_Compare ("opensound"))
{
SC_MustGetString ();
anim.OpenSound = copystring (sc_String);
}
else if (SC_Compare ("closesound"))
{
SC_MustGetString ();
anim.CloseSound = copystring (sc_String);
}
else if (SC_Compare ("pic"))
{
SC_MustGetString ();
if (IsNum (sc_String))
{
v = atoi(sc_String) + anim.BaseTexture -1;
}
else
{
v = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
if (v == -1 && anim.BaseTexture >= 0 && !error)
{
SC_ScriptError ("Unknown texture %s", sc_String);
}
frames.Push (v);
}
}
else
{
SC_UnGet ();
break;
}
}
anim.TextureFrames = new int[frames.Size()];
memcpy (anim.TextureFrames, &frames[0], sizeof(int) * frames.Size());
anim.NumTextureFrames = frames.Size();
if (!error)
{
DoorAnimations.Push (anim);
}
}