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acab6d9b30
were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. SVN r1018 (trunk)
370 lines
12 KiB
C++
370 lines
12 KiB
C++
/*
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** p_linkedsectors.cpp
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**
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** Linked sector movement
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**
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**---------------------------------------------------------------------------
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** Copyright 2008 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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enum
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{
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// The different movement types.
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LINK_NONE=0,
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LINK_FLOOR=1,
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LINK_CEILING=2,
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LINK_BOTH=3,
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LINK_FLOORMIRRORFLAG=4,
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LINK_CEILINGMIRRORFLAG=8,
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LINK_FLOORMIRROR=5,
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LINK_CEILINGMIRROR=10,
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LINK_BOTHMIRROR=15,
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LINK_FLAGMASK = 15
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};
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//============================================================================
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//
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// Checks whether the other sector is linked to this one
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// Used to ignore linked sectors in the FindNextLowest/Highest*
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// functions
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//
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// NOTE: After looking at Eternity's code I discovered that this check
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// is not done for the FindNext* function but instead only for
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// FindLowestCeilingSurrounding where IMO it makes much less sense
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// because the most frequent use of this feature is most likely lifts
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// with a more detailed surface. Needs to be investigated!
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//
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//============================================================================
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bool sector_t::IsLinked(sector_t *other, bool ceiling) const
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{
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extsector_t::linked::plane &scrollplane = ceiling? e->Linked.Ceiling : e->Linked.Floor;
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int flag = ceiling? LINK_CEILING : LINK_FLOOR;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (other == scrollplane.Sectors[i].Sector && scrollplane.Sectors[i].Type & flag) return true;
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}
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return false;
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}
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//============================================================================
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//
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// Helper functions for P_MoveLinkedSectors
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//
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//============================================================================
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static bool MoveCeiling(sector_t *sector, int crush, fixed_t move)
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{
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sector->ceilingplane.ChangeHeight (move);
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sector->ceilingtexz += move;
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if (P_ChangeSector(sector, crush, move, 1, true)) return false;
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// Don't let the ceiling go below the floor
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if ((sector->ceilingplane.a | sector->ceilingplane.b |
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sector->floorplane.a | sector->floorplane.b) == 0 &&
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sector->floortexz > sector->ceilingtexz) return false;
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return true;
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}
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static bool MoveFloor(sector_t *sector, int crush, fixed_t move)
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{
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sector->floorplane.ChangeHeight (move);
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sector->floortexz += move;
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if (P_ChangeSector(sector, crush, move, 0, true)) return false;
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// Don't let the floor go above the ceiling
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if ((sector->ceilingplane.a | sector->ceilingplane.b |
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sector->floorplane.a | sector->floorplane.b) == 0 &&
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sector->floortexz > sector->ceilingtexz) return false;
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return true;
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}
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//============================================================================
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//
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// P_MoveLinkedSectors
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//
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// Moves all floors/ceilings linked to the control sector
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// Important: All sectors must complete their movement
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// even if a previous one already failed.
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//
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//============================================================================
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bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
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bool ok = true;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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switch(scrollplane.Sectors[i].Type)
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{
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case LINK_FLOOR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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break;
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case LINK_CEILING:
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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break;
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case LINK_BOTH:
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if (move < 0)
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{
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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}
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else
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{
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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}
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break;
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case LINK_FLOORMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_CEILINGMIRROR:
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_BOTHMIRROR:
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if (move > 0)
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{
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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}
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else
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{
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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}
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break;
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case LINK_FLOOR+LINK_CEILINGMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, -move);
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break;
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case LINK_CEILING+LINK_FLOORMIRROR:
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ok &= MoveFloor(scrollplane.Sectors[i].Sector, crush, -move);
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ok &= MoveCeiling(scrollplane.Sectors[i].Sector, crush, move);
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break;
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default:
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// all other types are invalid and have to be elimintated in the attachment stage
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break;
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}
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}
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return ok;
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}
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//============================================================================
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//
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// P_StartLinkedSectorInterpolations
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//
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// Starts interpolators for every sector plane is being changed by moving
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// this sector
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//
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//============================================================================
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void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? sector->e->Linked.Ceiling : sector->e->Linked.Floor;
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (scrollplane.Sectors[i].Type & LINK_FLOOR)
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{
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list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::FloorMove, false));
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}
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if (scrollplane.Sectors[i].Type & LINK_CEILING)
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{
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list.Push(scrollplane.Sectors[i].Sector->SetInterpolation(sector_t::CeilingMove, false));
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}
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}
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}
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//============================================================================
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//
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// AddSingleSector
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//
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// Adds a single sector to a scroll plane. Checks for invalid
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// flag combinations if the sector is already added and removes it if necessary.
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//
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//============================================================================
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static void AddSingleSector(extsector_t::linked::plane &scrollplane, sector_t *sector, int movetype)
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{
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// First we have to check the list if the sector is already in it
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// If so the move type may have to be adjusted or the link to be removed
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for(unsigned i = 0; i < scrollplane.Sectors.Size(); i++)
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{
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if (scrollplane.Sectors[i].Sector == sector)
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{
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int oldtype = scrollplane.Sectors[i].Type;
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if ((oldtype & (LINK_FLOOR|LINK_FLOORMIRROR)) &&
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(movetype & (LINK_FLOORMIRROR|LINK_FLOOR)))
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{
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// Invalid combination for floor.
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movetype &= ~(LINK_FLOOR + LINK_FLOORMIRROR);
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}
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if ((oldtype & (LINK_CEILING|LINK_CEILINGMIRROR)) &&
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(movetype == LINK_CEILINGMIRROR || movetype == LINK_CEILING))
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{
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// Invalid combination for CEILING.
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movetype &= ~(LINK_CEILING + LINK_CEILINGMIRROR);
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}
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scrollplane.Sectors[i].Type |= movetype;
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return;
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}
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}
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// The sector hasn't been attached yet so do it now
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FLinkedSector newlink = {sector, movetype};
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scrollplane.Sectors.Push(newlink);
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}
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//============================================================================
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//
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// RemoveTaggedSectors
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//
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// Remove all sectors with the given tag from the link list
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//
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//============================================================================
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static void RemoveTaggedSectors(extsector_t::linked::plane &scrollplane, int tag)
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{
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for(int i = scrollplane.Sectors.Size()-1; i>=0; i--)
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{
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if (scrollplane.Sectors[i].Sector->tag == tag)
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{
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scrollplane.Sectors.Delete(i);
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}
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}
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}
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//============================================================================
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//
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// P_AddSectorLink
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//
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// Links sector planes to a control sector based on the sector's tag
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//
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//============================================================================
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bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype)
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{
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int param = movetype;
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// can't be done if the control sector is moving.
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if ((ceiling && control->ceilingdata) || (!ceiling && control->floordata)) return false;
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// Make sure we have only valid combinations
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movetype &= LINK_FLAGMASK;
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if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
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if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
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// Don't remove any sector if the parameter is invalid.
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// Addition may still be performed based on the given value.
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if (param != 0 && movetype == 0) return false;
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extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
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if (movetype > 0)
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{
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for(int sec = -1; (sec = P_FindSectorFromTag(tag, sec)) >= 0; )
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{
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// Don't attach to self!
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if (control != §ors[sec])
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{
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AddSingleSector(scrollplane, §ors[sec], movetype);
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}
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}
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}
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else
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{
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RemoveTaggedSectors(scrollplane, tag);
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}
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return true;
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}
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//============================================================================
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//
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// P_AddSectorLinksByID
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//
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// Links sector planes to a control sector based on a control linedef
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// touching the sectors. This is the method Eternity uses and is here
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// mostly so that the Eternity line types can be emulated
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//
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//============================================================================
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void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling)
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{
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extsector_t::linked::plane &scrollplane = ceiling? control->e->Linked.Ceiling : control->e->Linked.Floor;
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for(int line = -1; (line = P_FindLineFromID(id, line)) >= 0; )
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{
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line_t *ld = &lines[line];
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if (ld->special == Static_Init && ld->args[1] == Init_SectorLink)
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{
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int movetype = ld->args[3];
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// Make sure we have only valid combinations
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movetype &= LINK_FLAGMASK;
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if ((movetype & LINK_FLOORMIRROR) == LINK_FLOORMIRRORFLAG) movetype &= ~LINK_FLOORMIRRORFLAG;
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if ((movetype & LINK_CEILINGMIRROR) == LINK_CEILINGMIRRORFLAG) movetype &= ~LINK_CEILINGMIRRORFLAG;
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if (movetype != 0 && ld->frontsector != NULL && ld->frontsector != control)
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{
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AddSingleSector(scrollplane, ld->frontsector, movetype);
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}
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}
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}
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}
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