swwmgz_m/zscript/swwm_Polyobjects/PolyobjectHandle.zs

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class swwm_PolyobjectHandle: Thinker
{
// This thinker keeps track of a polyobject's position, angle, movement speed etc.
// Instances of this thinker should only be created by the included map postprocessor
enum EPolyobjType
{
POTYP_NORMAL = 9301, // Normal StartSpot
POTYP_CRUSH = 9302, // Crush StartSpot
POTYP_HURT = 9303 // Hurt StartSpot
}
// Polyobject Number
int PolyobjectNum;
// Line defining the polyobject (Polyobj_StartLine, or one of Polyobj_ExplicitLine)
Line StartLine;
// [MK] All lines belonging to the polyobject
Array<Line> Lines;
// Initial angle of StartLine
double StartAngle;
// Last tic angle of StartLine
double LastAngle;
// Starting positions of StartLine vertices
Vector2[2] VertexStartingPos;
// Last tic positions of StartLine vertices
Vector2[2] VertexLastPos;
// Last tic position of the polyobject
Vector2 LastPos;
// SoundSequence number
int SoundSequenceNum;
// StartSpot position
Vector2 StartSpotPos;
// For bounds checking
double z;
// Sector the polyobject spawns in ()
Sector StartSector;
// Polyobject type (normal, crush, hurt)
EPolyobjType Type;
// Mirror Polyobject
swwm_PolyobjectHandle Mirror;
// Circular linked list of attached Polyobject Effectors
swwm_PolyobjectEffector EffectorList;
// Whether the initalization has finished
bool IsInitialized;
// Creates a PolyobjectHandle
static swwm_PolyobjectHandle Create()
{
swwm_PolyobjectHandle po = swwm_PolyobjectHandle(new('swwm_PolyobjectHandle'));
// Sets the underlying Thinker StatNum to 127 so that LastPos, LastAngle etc. get
// updated after all the other thinkers.
po.ChangeStatNum(127);
return po;
}
// Returns a PolyobjectHandle corresponding to the provided polyobject number
// Returns NULL if no such handler exists.
static swwm_PolyobjectHandle FindPolyobj(int pobjnum)
{
swwm_PolyobjectHandle po;
let it = ThinkerIterator.Create('swwm_PolyobjectHandle');
while ((po = swwm_PolyobjectHandle(it.Next())) != NULL)
{
if (po.PolyobjectNum == pobjnum)
return po;
}
return NULL;
}
// Adds effector to the end of current effector list
void AddEffector(swwm_PolyobjectEffector effector)
{
effector.Polyobject = self;
// If effector list is empty, new effector becomes head of the list
if (EffectorList == NULL)
{
EffectorList = effector;
effector.Next = effector;
}
else
{
swwm_PolyobjectEffector e = EffectorList;
// Go through every effector until the last item
while (e.Next != EffectorList)
{
e = e.Next;
}
effector.Next = EffectorList;
e.Next = effector;
}
if (IsInitialized)
{
// If we're initialized, run the OnAdd effect immediately
effector.OnAdd();
}
}
// Finds effector of specified class, and returns it
swwm_PolyobjectEffector FindEffector(class<swwm_PolyobjectEffector> effectorclass)
{
// No effectors? Nothing to find then
if (EffectorList == NULL)
return NULL;
// Go through each effector
swwm_PolyobjectEffector e = EffectorList;
do
{
// Effector is of specified class, return it
if (e is effectorclass)
return e;
e = e.Next;
}
while (e != EffectorList);
return NULL;
}
override void PostBeginPlay()
{
// Initialization shouldn't happen when reentering the map
if (Level.Time > 0)
return;
// Map has no lines corresponding to this polyobject, destroy the handle
if (StartLine == NULL)
{
Destroy();
return;
}
// Using polyobject linedefs is the only way to track polyobject movements.
// All geometric calculations will be done relative to StartLine.
// Store initial position and angle
StartAngle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
VertexStartingPos[0] = VertexLastPos[0] = StartLine.v1.p;
VertexStartingPos[1] = VertexLastPos[1] = StartLine.v2.p;
// Now that the map is loaded, it's safe to call effectors' OnAdd() methods
swwm_PolyobjectEffector e = EffectorList;
if (e != NULL)
{
do
{
e.OnAdd();
e = e.Next;
}
while (e != EffectorList);
}
// Done initializing
IsInitialized = true;
}
override void Tick()
{
// Call PolyTick() for each effector
if (EffectorList != NULL)
{
swwm_PolyobjectEffector e = EffectorList;
do
{
e.PolyTick();
e = e.Next;
}
while (e != EffectorList);
}
// Store current position/angle to be used during the next tic
VertexLastPos[0] = StartLine.v1.p;
VertexLastPos[1] = StartLine.v2.p;
LastAngle = GetAngle();
LastPos = GetPos();
}
override void OnDestroy()
{
// Clean up effectors first
swwm_PolyobjectEffector e = EffectorList;
if (e != NULL)
{
swwm_PolyobjectEffector next;
do
{
next = e.Next;
e.Destroy();
e = next;
}
while (e != EffectorList);
}
}
Sector GetSector()
{
if (StartSector == NULL)
{
Vector2 SpotPos = StartSpotPos;
// Sometimes if StartSpot lies on a one-sided linedef, its position is considered
// out of bounds by GZDoom, which makes Level.PointInSector() produce unexpected
// results. In that case, we need to compensate.
if (!Level.IsPointInLevel((SpotPos, z)))
{
// Look at points in a 5x5 square around the StartSpot
for (int x = -2; x <= 2; x++)
{
for (int y = -2; y <= 2; y++)
{
SpotPos = StartSpotPos + (x, y);
if (Level.IsPointInLevel((SpotPos, z)))
{
// Found a point within bounds, should be good enough
StartSector = Level.PointInSector(SpotPos);
break;
}
}
if (StartSector)
break;
}
}
else
{
StartSector = Level.PointInSector(SpotPos);
}
}
return StartSector;
}
// Returns initial StartSpot position
Vector2 GetOrigin()
{
return StartSpotPos;
}
// Returns current polyobject angle
double GetAngle()
{
double lineangle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
return Actor.DeltaAngle(StartAngle, lineangle);
}
// Returns current polyobject startspot position
Vector2 GetPos()
{
let spotdelta = StartSpotPos - VertexStartingPos[0];
return StartLine.v1.p + Actor.RotateVector(spotdelta, GetAngle());
}
// Returns polyobject coordinates relative to the startspot
Vector2 GetPosDelta()
{
return GetPos() - StartSpotPos;
}
// Returns last polyobject angle
double GetLastAngle()
{
return LastAngle;
}
// Returns last polyobject startspot position
Vector2 GetLastPos()
{
return LastPos;
}
// Returns last coordinates relative to the startspot
Vector2 GetLastPosDelta()
{
return LastPos - StartSpotPos;
}
// Returns current polyobject velocity
Vector2 GetVel()
{
return StartLine.v1.p - VertexLastPos[0];
}
// Returns current polyobject rotation speed
double GetRotationSpeed()
{
return GetAngle() - LastAngle;
}
// Returns whether the polyobject has moved from its spawn position
bool IsAtOrigin()
{
return (VertexStartingPos[0] == StartLine.v1.p && VertexStartingPos[1] == StartLine.v2.p);
}
// Returns whether the polyobject is in motion
bool IsMoving()
{
return (GetPos() != GetLastPos() || GetAngle() != GetLastAngle());
}
// Moves the polyobject to specified location, with specified speed, and plays the
// specified sound of its sound sequence
// (i.e. for a door sound sequence, sndseqmode 0 plays the open sound, 1 plays the
// closing sound)
void MoveTo(Actor activator, Vector2 dest, int Speed, int sndseqmode = 0)
{
// Stop any polyobject movement
Level.ExecuteSpecial(Polyobj_Stop, activator, StartLine, Line.Front, PolyobjectNum);
// Move the polyobject
Level.ExecuteSpecial(Polyobj_OR_MoveTo, activator, StartLine, Line.Front, PolyobjectNum,
Speed, int(dest.x), int(dest.y));
// Polyobj_OR_MoveTo ignores the sound sequence set by the polyobject.
// Play the sound sequence manually inside the sector containing the polyobject.
if (SoundSequenceNum)
{
GetSector().StartSoundSequenceID(CHAN_AUTO, SoundSequenceNum, SeqNode.DOOR, sndseqmode, false);
}
}
}
// Class for iterating over polyobjects
class swwm_PolyobjectIterator: Object
{
private ThinkerIterator it;
static swwm_PolyobjectIterator Create()
{
let it = New('swwm_PolyobjectIterator');
it.it = ThinkerIterator.Create('swwm_PolyobjectHandle');
return it;
}
swwm_PolyobjectHandle Next()
{
return swwm_PolyobjectHandle(it.Next());
}
void Reinit()
{
it.Reinit();
}
}