qzdoom/src/p_switch.cpp
Christoph Oelckers bd7476fb8d - untangled r_defs.h from actor.h
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00

474 lines
12 KiB
C++

/*
** p_switch.cpp
** Switch and button maintenance and animation
**
**---------------------------------------------------------------------------
** 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 "templates.h"
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_3dmidtex.h"
#include "m_random.h"
#include "g_game.h"
#include "s_sound.h"
#include "doomstat.h"
#include "r_state.h"
#include "w_wad.h"
#include "tarray.h"
#include "cmdlib.h"
#include "serializer.h"
#include "p_maputl.h"
#include "p_spec.h"
#include "textures.h"
#include "actor.h"
#include "actorinlines.h"
#include "gi.h"
static FRandom pr_switchanim ("AnimSwitch");
class DActiveButton : public DThinker
{
DECLARE_CLASS (DActiveButton, DThinker)
public:
DActiveButton ();
DActiveButton (side_t *, int, FSwitchDef *, const DVector2 &pos, bool flippable);
void Serialize(FSerializer &arc);
void Tick ();
side_t *m_Side;
int8_t m_Part;
bool bFlippable;
bool bReturning;
FSwitchDef *m_SwitchDef;
int32_t m_Frame;
uint32_t m_Timer;
DVector2 m_Pos;
protected:
bool AdvanceFrame ();
};
//==========================================================================
//
// Start a button counting down till it turns off.
// [RH] Rewritten to remove MAXBUTTONS limit.
//
//==========================================================================
static bool P_StartButton (side_t *side, int Where, FSwitchDef *Switch, const DVector2 &pos, bool useagain)
{
DActiveButton *button;
TThinkerIterator<DActiveButton> iterator;
// See if button is already pressed
while ( (button = iterator.Next ()) )
{
if (button->m_Side == side)
{
button->m_Timer=1; // force advancing to the next frame
return false;
}
}
new DActiveButton (side, Where, Switch, pos, useagain);
return true;
}
//==========================================================================
//
// Checks whether a switch is reachable
// This is optional because old maps can rely on being able to
// use non-reachable switches.
//
//==========================================================================
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos)
{
// Activated from an empty side -> always succeed
side_t *side = line->sidedef[sideno];
if (side == NULL)
return true;
double checktop;
double checkbot;
sector_t *front = side->sector;
FLineOpening open;
int flags = line->flags;
if (!side->GetTexture(side_t::mid).isValid())
{ // Do not force range checks for 3DMIDTEX lines if there is no actual midtexture.
flags &= ~ML_3DMIDTEX;
}
// 3DMIDTEX forces CHECKSWITCHRANGE because otherwise it might cause problems.
if (!(flags & (ML_3DMIDTEX|ML_CHECKSWITCHRANGE)))
return true;
// calculate the point where the user would touch the wall.
divline_t dll, dlu;
double inter;
DVector2 check;
P_MakeDivline (line, &dll);
DVector3 pos = optpos? *optpos : user->PosRelative(line);
dlu.x = pos.X;
dlu.y = pos.Y;
dlu.dx = user->Angles.Yaw.Cos();
dlu.dy = user->Angles.Yaw.Sin();
inter = P_InterceptVector(&dll, &dlu);
// Polyobjects must test the containing sector, not the one they originate from.
if (line->sidedef[0]->Flags & WALLF_POLYOBJ)
{
// Get a check point slightly inside the polyobject so that this still works
// if the polyobject lies directly on a sector boundary
check.X = dll.x + dll.dx * (inter + 0.01);
check.Y = dll.y + dll.dy * (inter + 0.01);
front = P_PointInSector(check);
}
else
{
check.X = dll.x + dll.dx * inter;
check.Y = dll.y + dll.dy * inter;
}
// one sided line or polyobject
if (line->sidedef[1] == NULL || (line->sidedef[0]->Flags & WALLF_POLYOBJ))
{
onesided:
double sectorc = front->ceilingplane.ZatPoint(check);
double sectorf = front->floorplane.ZatPoint(check);
return (user->Top() >= sectorf && user->Z() <= sectorc);
}
// Now get the information from the line.
P_LineOpening(open, NULL, line, check, &pos);
if (open.range <= 0)
goto onesided;
if ((TexMan.FindSwitch(side->GetTexture(side_t::top))) != NULL)
{
// Check 3D floors on back side
{
sector_t * back = line->sidedef[1 - sideno]->sector;
for (auto rover : back->e->XFloor.ffloors)
{
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_UPPERTEXTURE)) continue;
if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
user->Top() < rover->bottom.plane->ZatPoint(check))
continue;
// This 3D floor depicts a switch texture in front of the player's eyes
return true;
}
}
return (user->Top() > open.top);
}
else if ((TexMan.FindSwitch(side->GetTexture(side_t::bottom))) != NULL)
{
// Check 3D floors on back side
{
sector_t * back = line->sidedef[1 - sideno]->sector;
for (unsigned i = 0; i < back->e->XFloor.ffloors.Size(); i++)
{
F3DFloor *rover = back->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (!(rover->flags & FF_LOWERTEXTURE)) continue;
if (user->isAbove(rover->top.plane->ZatPoint(check)) ||
user->Top() < rover->bottom.plane->ZatPoint(check))
continue;
// This 3D floor depicts a switch texture in front of the player's eyes
return true;
}
}
return (user->Z() < open.bottom);
}
else if ((flags & ML_3DMIDTEX) || (TexMan.FindSwitch(side->GetTexture(side_t::mid))) != NULL)
{
// 3DMIDTEX lines will force a mid texture check if no switch is found on this line
// to keep compatibility with Eternity's implementation.
if (!P_GetMidTexturePosition(line, sideno, &checktop, &checkbot))
return false;
return user->isBelow(checktop) && user->Top() > checkbot;
}
else
{
// no switch found. Check whether the player can touch either top or bottom texture
return (user->Top() > open.top) || (user->isBelow(open.bottom));
}
}
//==========================================================================
//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
//==========================================================================
bool P_ChangeSwitchTexture (side_t *side, int useAgain, uint8_t special, bool *quest)
{
int texture;
int sound;
FSwitchDef *Switch;
if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::top))) != NULL)
{
texture = side_t::top;
}
else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::bottom))) != NULL)
{
texture = side_t::bottom;
}
else if ((Switch = TexMan.FindSwitch (side->GetTexture(side_t::mid))) != NULL)
{
texture = side_t::mid;
}
else
{
if (quest != NULL)
{
*quest = false;
}
return false;
}
// EXIT SWITCH?
if (Switch->Sound != 0)
{
sound = Switch->Sound;
}
else
{
sound = S_FindSound (
special == Exit_Normal ||
special == Exit_Secret ||
special == Teleport_NewMap ||
special == Teleport_EndGame
? "switches/exitbutn" : "switches/normbutn");
}
// [RH] The original code played the sound at buttonlist->soundorg,
// which wasn't necessarily anywhere near the switch if it was
// facing a big sector (and which wasn't necessarily for the
// button just activated, either).
DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2);
bool playsound;
side->SetTexture(texture, Switch->frames[0].Texture);
if (useAgain || Switch->NumFrames > 1)
{
playsound = P_StartButton (side, texture, Switch, pt, !!useAgain);
}
else
{
playsound = true;
}
if (playsound)
{
S_Sound (DVector3(pt, 0), CHAN_VOICE|CHAN_LISTENERZ, sound, 1, ATTN_STATIC);
}
if (quest != NULL)
{
*quest = Switch->QuestPanel;
}
return true;
}
//==========================================================================
//
// Button thinker
//
//==========================================================================
IMPLEMENT_CLASS(DActiveButton, false, false)
DActiveButton::DActiveButton ()
{
m_Side = NULL;
m_Part = -1;
m_SwitchDef = 0;
m_Timer = 0;
m_Pos = { 0,0 };
bFlippable = false;
bReturning = false;
m_Frame = 0;
}
DActiveButton::DActiveButton (side_t *side, int Where, FSwitchDef *Switch,
const DVector2 &pos, bool useagain)
{
m_Side = side;
m_Part = int8_t(Where);
m_Pos = pos;
bFlippable = useagain;
bReturning = false;
m_SwitchDef = Switch;
m_Frame = -1;
AdvanceFrame ();
}
//==========================================================================
//
// operator<<
//
//==========================================================================
template<> FSerializer &Serialize (FSerializer &arc, const char *key, FSwitchDef* &Switch, FSwitchDef **def)
{
if (arc.isWriting())
{
Serialize(arc, key, Switch->PreTexture, nullptr);
}
else
{
FTextureID tex;
tex.SetInvalid();
Serialize(arc, key, tex, nullptr);
Switch = TexMan.FindSwitch(tex);
}
return arc;
}
//==========================================================================
//
//
//
//==========================================================================
void DActiveButton::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("side", m_Side)
("part", m_Part)
("switchdef", m_SwitchDef)
("frame", m_Frame)
("timer", m_Timer)
("fippable", bFlippable)
("pos", m_Pos)
("returning", bReturning);
}
//==========================================================================
//
//
//
//==========================================================================
void DActiveButton::Tick ()
{
if (m_SwitchDef == NULL)
{
// We lost our definition due to a bad savegame.
Destroy();
return;
}
FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
if (--m_Timer == 0)
{
if (m_Frame == def->NumFrames - 1)
{
bReturning = true;
def = m_SwitchDef->PairDef;
if (def != NULL)
{
m_Frame = -1;
S_Sound (DVector3(m_Pos, 0), CHAN_VOICE|CHAN_LISTENERZ,
def->Sound != 0 ? FSoundID(def->Sound) : FSoundID("switches/normbutn"),
1, ATTN_STATIC);
bFlippable = false;
}
else
{
Destroy ();
return;
}
}
bool killme = AdvanceFrame ();
m_Side->SetTexture(m_Part, def->frames[m_Frame].Texture);
if (killme)
{
Destroy ();
}
}
}
//==========================================================================
//
//
//
//==========================================================================
bool DActiveButton::AdvanceFrame ()
{
bool ret = false;
FSwitchDef *def = bReturning? m_SwitchDef->PairDef : m_SwitchDef;
if (++m_Frame == def->NumFrames - 1)
{
if (bFlippable == true)
{
m_Timer = BUTTONTIME;
}
else
{
ret = true;
}
}
else
{
m_Timer = def->frames[m_Frame].TimeMin;
if (def->frames[m_Frame].TimeRnd != 0)
{
m_Timer += pr_switchanim(def->frames[m_Frame].TimeRnd);
}
}
return ret;
}