vkdoom_m/src/playsim/mapthinkers/a_doors.cpp
RockstarRaccoonAlt b8bf812433 Fix obscure error in Animated Doors where the Actor can be NULL
This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL.  Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason.  This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.

I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 09:06:58 +02:00

832 lines
20 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// 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 "gi.h"
#include "a_keys.h"
#include "serializer_doom.h"
#include "d_player.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "animations.h"
#include "texturemanager.h"
//============================================================================
//
// VERTICAL DOORS
//
//============================================================================
IMPLEMENT_CLASS(DDoor, false, false)
void DDoor::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc.Enum("type", m_Type)
("topdist", m_TopDist)
("botspot", m_BotSpot)
("botdist", m_BotDist)
("oldfloordist", m_OldFloorDist)
("speed", m_Speed)
("direction", m_Direction)
("topwait", m_TopWait)
("topcountdown", m_TopCountdown)
("lighttag", m_LightTag);
}
//============================================================================
//
// T_VerticalDoor
//
//============================================================================
void DDoor::Tick ()
{
EMoveResult res;
// Adjust bottom height - but only if there isn't an active lift attached to the floor.
if (m_Sector->floorplane.fD() != m_OldFloorDist)
{
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
m_OldFloorDist = m_Sector->floorplane.fD();
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 doorWaitRaise:
m_Direction = 1;
m_Type = doorRaise;
DoorSound (true);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = m_Sector->MoveCeiling (m_Speed, m_BotDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.fD())
{
Level->EV_LightTurnOnPartway (m_LightTag,
(m_Sector->ceilingplane.fD() + m_Sector->floorplane.fD()) / (m_TopDist + m_Sector->floorplane.fD()));
}
if (res == EMoveResult::pastdest)
{
SN_StopSequence (m_Sector, CHAN_CEILING);
switch (m_Type)
{
case doorRaise:
case doorClose:
m_Sector->ceilingdata = nullptr; //jff 2/22/98
Destroy (); // unlink and free
break;
case doorCloseWaitOpen:
m_Direction = 0;
m_TopCountdown = m_TopWait;
break;
default:
break;
}
}
else if (res == EMoveResult::crushed)
{
switch (m_Type)
{
case doorClose: // DO NOT GO BACK UP!
break;
default:
m_Direction = 1;
DoorSound (true);
break;
}
}
break;
case 1:
// UP
res = m_Sector->MoveCeiling (m_Speed, m_TopDist, -1, m_Direction, false);
// killough 10/98: implement gradual lighting effects
if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.fD())
{
Level->EV_LightTurnOnPartway (m_LightTag,
(m_Sector->ceilingplane.fD() + m_Sector->floorplane.fD()) / (m_TopDist + m_Sector->floorplane.fD()));
}
if (res == EMoveResult::pastdest)
{
SN_StopSequence (m_Sector, CHAN_CEILING);
switch (m_Type)
{
case doorRaise:
m_Direction = 0; // wait at top
m_TopCountdown = m_TopWait;
break;
case doorCloseWaitOpen:
case doorOpen:
m_Sector->ceilingdata = nullptr; //jff 2/22/98
Destroy (); // unlink and free
break;
default:
break;
}
}
else if (res == EMoveResult::crushed)
{
switch (m_Type)
{
case doorRaise:
case doorWaitRaise:
m_Direction = -1;
DoorSound(false);
break;
default:
break;
}
}
break;
}
}
//============================================================================
//
// [RH] DoorSound: Plays door sound depending on direction and speed
//
// If curseq is non-NULL, then it will check if the desired sound sequence
// will result in a different command stream than the current one. If not,
// then it does nothing.
//
//============================================================================
void DDoor::DoorSound(bool raise, DSeqNode *curseq) 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_Sector->Flags & SECF_SILENTMOVE) return;
if (m_Speed >= 8)
{
choice += 2;
}
if (m_Sector->seqType >= 0)
{
if (curseq == NULL || !SN_AreModesSame(m_Sector->seqType, SEQ_DOOR, choice, curseq->GetModeNum()))
{
SN_StartSequence(m_Sector, CHAN_CEILING, m_Sector->seqType, SEQ_DOOR, choice);
}
}
else if (m_Sector->SeqName != NAME_None)
{
if (curseq == NULL || !SN_AreModesSame(m_Sector->SeqName, choice, curseq->GetModeNum()))
{
SN_StartSequence(m_Sector, CHAN_CEILING, m_Sector->SeqName, 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 (auto line : m_Sector->Lines)
{
const char *texname;
if (line->backsector == NULL)
continue;
auto tex = TexMan.GetGameTexture(line->sidedef[0]->GetTexture(side_t::top));
texname = tex ? tex->GetName().GetChars() : NULL;
if (texname != NULL && 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;
}
if (curseq == NULL || !SN_AreModesSame(snd, choice, curseq->GetModeNum()))
{
SN_StartSequence(m_Sector, CHAN_CEILING, snd, choice);
}
}
}
void DDoor::Construct(sector_t *sector)
{
Super::Construct(sector);
}
//============================================================================
//
// [RH] SpawnDoor: Helper function for EV_DoDoor
//
//============================================================================
void DDoor::Construct(sector_t *sec, EVlDoor type, double speed, int delay, int lightTag, int topcountdown)
{
vertex_t *spot;
double height;
Super::Construct(sec);
m_Type = type;
m_Speed = speed;
m_TopWait = delay;
m_TopCountdown = topcountdown;
m_LightTag = lightTag;
if (Level->i_compatflags & COMPATF_NODOORLIGHT)
{
m_LightTag = 0;
}
switch (type)
{
case doorClose:
m_Direction = -1;
height = FindLowestCeilingSurrounding (sec, &spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
DoorSound (false);
break;
case doorOpen:
case doorRaise:
m_Direction = 1;
height = FindLowestCeilingSurrounding (sec, &spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
if (m_TopDist != sec->ceilingplane.fD())
DoorSound (true);
break;
case doorCloseWaitOpen:
m_TopDist = sec->ceilingplane.fD();
m_Direction = -1;
DoorSound (false);
break;
case doorWaitRaise:
m_Direction = 2;
height = FindLowestCeilingSurrounding (sec, &spot);
m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
break;
case doorWaitClose:
m_Direction = 0;
m_Type = DDoor::doorRaise;
height = FindHighestFloorPoint (sec, &m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
m_OldFloorDist = sec->floorplane.fD();
m_TopDist = sec->ceilingplane.fD();
break;
}
if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
!(barrier_cast<DPlat*>(m_Sector->floordata))->IsLift())
{
height = FindHighestFloorPoint (sec, &m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
else
{
height = FindLowestCeilingPoint(sec, &m_BotSpot);
m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
}
m_OldFloorDist = sec->floorplane.fD();
}
//============================================================================
//
// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
// and made them more general to support the new specials.
//
//============================================================================
bool FLevelLocals::EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, double speed, int delay, int lock, int lightTag, bool boomgen, int topcountdown)
{
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->sidedef[1] == NULL) // killough
{
S_Sound (thing, CHAN_VOICE, 0, "*usefail", 1, ATTN_NORM);
return false;
}
// get the sector on the second side of activating linedef
sec = line->sidedef[1]->sector;
secnum = sec->sectornum;
// if door already has a thinker, use it
if (sec->PlaneMoving(sector_t::ceiling))
{
// Boom used remote door logic for generalized doors, even if they are manual
if (boomgen)
return false;
if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
{
DDoor *door = barrier_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 (!(line->activation & (SPAC_Push|SPAC_MPush)))
// [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->Bot != NULL)
return false; // JDC: bad guys never close doors
//Added by MC: Neither do bots.
door->m_Direction = -1; // start going down immediately
// Start the door close sequence.
door->DoorSound(false, SN_CheckSequence(sec, CHAN_CEILING));
return true;
}
else
{
return false;
}
}
}
return false;
}
if (CreateThinker<DDoor> (sec, type, speed, delay, lightTag, topcountdown))
rtn = true;
}
else
{ // [RH] Remote door
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sec = &sectors[secnum];
// if the ceiling is already moving, don't start the door action
if (sec->PlaneMoving(sector_t::ceiling))
continue;
if (CreateThinker<DDoor>(sec, type, speed, delay, lightTag, topcountdown))
rtn = true;
}
}
return rtn;
}
//============================================================================
//
// animated doors
//
//============================================================================
IMPLEMENT_CLASS(DAnimatedDoor, false, false)
void DAnimatedDoor::Construct(sector_t *sec)
{
Super::Construct(sec, false);
}
void DAnimatedDoor::Serialize(FSerializer &arc)
{
Super::Serialize (arc);
arc("line1", m_Line1)
("line2", m_Line2)
("frame", m_Frame)
("timer", m_Timer)
("botdist", m_BotDist)
("status", m_Status)
("speed", m_Speed)
("delay", m_Delay)
("dooranim", m_DoorAnim)
("setblock1", m_SetBlocking1)
("setblock2", m_SetBlocking2)
("type", m_Type);
}
//============================================================================
//
// Starts a closing action on an animated door
//
//============================================================================
bool DAnimatedDoor::StartClosing ()
{
// CAN DOOR CLOSE?
if (m_Sector->touching_thinglist != NULL)
{
return false;
}
double topdist = m_Sector->ceilingplane.fD();
if (m_Sector->MoveCeiling (2048., m_BotDist, 0, -1, false) == EMoveResult::crushed)
{
return false;
}
m_Sector->MoveCeiling (2048., topdist, 1);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
if (m_DoorAnim->CloseSound != NAME_None)
{
SN_StartSequence (m_Sector, CHAN_CEILING, m_DoorAnim->CloseSound, 1);
}
m_Status = Closing;
m_Timer = m_Speed;
return true;
}
//============================================================================
//
//
//
//============================================================================
void DAnimatedDoor::Tick ()
{
if (m_DoorAnim == NULL)
{
// can only happen when a bad savegame is loaded.
Destroy();
return;
}
switch (m_Status)
{
case Dead:
m_Sector->ceilingdata = nullptr;
Destroy ();
break;
case Opening:
if (!m_Timer--)
{
if (++m_Frame >= m_DoorAnim->NumTextureFrames)
{
// IF DOOR IS DONE OPENING...
m_Line1->flags &= ~ML_BLOCKING;
m_Line2->flags &= ~ML_BLOCKING;
if (m_Delay == 0)
{
m_Sector->ceilingdata = nullptr;
Destroy ();
break;
}
m_Timer = m_Delay;
m_Status = Waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
}
}
break;
case Waiting:
// IF DOOR IS DONE WAITING...
if (m_Type == adClose || !m_Timer--)
{
if (!StartClosing())
{
m_Timer = m_Delay;
}
}
break;
case Closing:
if (!m_Timer--)
{
if (--m_Frame < 0)
{
// IF DOOR IS DONE CLOSING...
m_Sector->MoveCeiling (2048., m_BotDist, -1);
m_Sector->ceilingdata = nullptr;
Destroy ();
// Unset blocking flags on lines that didn't start with them. Since the
// ceiling is down now, we shouldn't need this flag anymore to keep things
// from getting through.
if (!m_SetBlocking1)
{
m_Line1->flags &= ~ML_BLOCKING;
}
if (!m_SetBlocking2)
{
m_Line2->flags &= ~ML_BLOCKING;
}
break;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
m_Timer = m_Speed;
m_Line1->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line1->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line2->sidedef[0]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
m_Line2->sidedef[1]->SetTexture(side_t::mid, m_DoorAnim->TextureFrames[m_Frame]);
}
}
break;
}
}
//============================================================================
//
//
//
//============================================================================
void DAnimatedDoor::Construct(sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim, DAnimatedDoor::EADType type)
{
double topdist;
FTextureID picnum;
Super::Construct(sec, false);
m_DoorAnim = anim;
m_Line1 = line;
m_Line2 = line;
for (auto l : sec->Lines)
{
if (l == line)
continue;
if (l->sidedef[0]->GetTexture(side_t::top) == line->sidedef[0]->GetTexture(side_t::top))
{
m_Line2 = l;
break;
}
}
auto &tex1 = m_Line1->sidedef[0]->textures;
tex1[side_t::mid].InitFrom(tex1[side_t::top]);
auto &tex2 = m_Line2->sidedef[0]->textures;
tex2[side_t::mid].InitFrom(tex2[side_t::top]);
picnum = tex1[side_t::top].texture;
auto tex = TexMan.GetGameTexture(picnum);
topdist = tex ? tex->GetDisplayHeight() : 64;
topdist = m_Sector->ceilingplane.fD() - topdist * m_Sector->ceilingplane.fC();
m_Type = type;
m_Status = type == adClose? Waiting : Opening;
m_Speed = speed;
m_Delay = delay;
m_Timer = m_Speed;
m_Frame = 0;
m_SetBlocking1 = !!(m_Line1->flags & ML_BLOCKING);
m_SetBlocking2 = !!(m_Line2->flags & ML_BLOCKING);
m_Line1->flags |= ML_BLOCKING;
m_Line2->flags |= ML_BLOCKING;
m_BotDist = m_Sector->ceilingplane.fD();
m_Sector->MoveCeiling (2048., topdist, 1);
if (type == adOpenClose)
{
if (m_DoorAnim->OpenSound != NAME_None)
{
SN_StartSequence(m_Sector, CHAN_INTERIOR, m_DoorAnim->OpenSound, 1);
}
}
}
//============================================================================
//
// EV_SlidingDoor : slide a door horizontally
// (animate midtexture, then set noblocking line)
//
//============================================================================
bool FLevelLocals::EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay, DAnimatedDoor::EADType type)
{
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 == NULL || actor->player == NULL)
return false;
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
return door->StartClosing();
}
}
return false;
}
// Do not attempt to close the door if it already is
else if (type == DAnimatedDoor::adClose)
return false;
FDoorAnimation *anim = TexAnim.FindAnimatedDoor (line->sidedef[0]->GetTexture(side_t::top));
if (anim != NULL)
{
CreateThinker<DAnimatedDoor>(sec, line, speed, delay, anim, type);
return true;
}
return false;
}
auto it = GetSectorTagIterator(tag);
while ((secnum = it.Next()) >= 0)
{
sec = &sectors[secnum];
if (sec->ceilingdata != NULL)
{
// Check if the animated door is already open and waiting, if so, close it.
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
{
DAnimatedDoor *door = barrier_cast<DAnimatedDoor *>(sec->ceilingdata);
if (door->m_Status == DAnimatedDoor::Waiting)
{
door->StartClosing();
}
}
continue;
}
// Do not attempt to close the door if it already is
else if (type == DAnimatedDoor::adClose)
continue;
for (auto line : sec->Lines)
{
if (line->backsector == NULL)
{
continue;
}
FDoorAnimation *anim = TexAnim.FindAnimatedDoor (line->sidedef[0]->GetTexture(side_t::top));
if (anim != NULL)
{
rtn = true;
CreateThinker<DAnimatedDoor>(sec, line, speed, delay, anim, type);
break;
}
}
}
return rtn;
}