gzdoom-gles/src/g_shared/a_specialspot.cpp

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/*
** a_specialspot.cpp
** Handling for special spot actors
** like BrainTargets, MaceSpawners etc.
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** 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 "a_specialspot.h"
#include "m_random.h"
#include "p_local.h"
#include "statnums.h"
#include "i_system.h"
#include "doomstat.h"
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#include "serializer.h"
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#include "a_pickups.h"
static FRandom pr_spot ("SpecialSpot");
static FRandom pr_spawnmace ("SpawnMace");
IMPLEMENT_CLASS(DSpotState, false, false)
IMPLEMENT_CLASS(ASpecialSpot, false, false)
TObjPtr<DSpotState*> DSpotState::SpotState;
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//----------------------------------------------------------------------------
//
// Spot list
//
//----------------------------------------------------------------------------
struct FSpotList
{
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PClassActor *Type;
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TArray<ASpecialSpot*> Spots;
unsigned Index;
int SkipCount;
int numcalls;
FSpotList()
{
}
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FSpotList(PClassActor *type)
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{
Type = type;
Index = 0;
SkipCount = 0;
numcalls = 0;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool Add(ASpecialSpot *newspot)
{
for(unsigned i = 0; i < Spots.Size(); i++)
{
if (Spots[i] == newspot) return false;
}
Spots.Push(newspot);
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool Remove(ASpecialSpot *spot)
{
for(unsigned i = 0; i < Spots.Size(); i++)
{
if (Spots[i] == spot)
{
Spots.Delete(i);
if (Index > i) Index--;
return true;
}
}
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetNextInList(int skipcounter)
{
if (Spots.Size() > 0 && ++SkipCount > skipcounter)
{
SkipCount = 0;
ASpecialSpot *spot = Spots[Index];
if (++Index >= Spots.Size()) Index = 0;
numcalls++;
return spot;
}
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetSpotWithMinMaxDistance(double x, double y, double mindist, double maxdist)
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{
if (Spots.Size() == 0) return NULL;
int i = pr_spot() % Spots.Size();
int initial = i;
double distance;
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while (true)
{
distance = Spots[i]->Distance2D(x, y);
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if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break;
i = (i+1) % Spots.Size();
if (i == initial) return NULL;
}
numcalls++;
return Spots[i];
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetRandomSpot(bool onlyfirst)
{
if (Spots.Size() && !numcalls)
{
int i = pr_spot() % Spots.Size();
numcalls++;
return Spots[i];
}
else return NULL;
}
};
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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FSerializer &Serialize(FSerializer &arc, const char *key, FSpotList &list, FSpotList *def)
{
if (arc.BeginObject(key))
{
arc("type", list.Type)
("spots", list.Spots)
("index", list.Index)
("skipcount", list.SkipCount)
("numcalls", list.numcalls)
.EndObject();
}
return arc;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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DSpotState::DSpotState ()
: DThinker (STAT_INFO)
{
if (SpotState)
{
I_Error ("Only one SpotState is allowed to exist at a time.\nCheck your code.");
}
else
{
SpotState = this;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DSpotState::OnDestroy ()
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{
SpotLists.Clear();
SpotLists.ShrinkToFit();
SpotState = NULL;
Super::OnDestroy();
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}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DSpotState::Tick ()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DSpotState *DSpotState::GetSpotState(bool create)
{
if (SpotState == NULL && create) SpotState = new DSpotState;
return SpotState;
}
DEFINE_ACTION_FUNCTION(DSpotState, GetSpotState)
{
PARAM_PROLOGUE;
ACTION_RETURN_OBJECT(DSpotState::GetSpotState());
}
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//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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FSpotList *DSpotState::FindSpotList(PClassActor *type)
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{
if (type == nullptr) return nullptr;
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for(unsigned i = 0; i < SpotLists.Size(); i++)
{
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if (SpotLists[i].Type == type) return &SpotLists[i];
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}
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return &SpotLists[SpotLists.Push(FSpotList(type))];
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}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool DSpotState::AddSpot(ASpecialSpot *spot)
{
FSpotList *list = FindSpotList(spot->GetClass());
if (list != NULL) return list->Add(spot);
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool DSpotState::RemoveSpot(ASpecialSpot *spot)
{
FSpotList *list = FindSpotList(spot->GetClass());
if (list != NULL) return list->Remove(spot);
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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void DSpotState::Serialize(FSerializer &arc)
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{
Super::Serialize(arc);
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arc("spots", SpotLists);
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}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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ASpecialSpot *DSpotState::GetNextInList(PClassActor *type, int skipcounter)
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{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetNextInList(skipcounter);
return NULL;
}
DEFINE_ACTION_FUNCTION(DSpotState, GetNextInList)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_CLASS(type, AActor);
PARAM_INT(skipcounter);
ACTION_RETURN_OBJECT(self->GetNextInList(type, skipcounter));
}
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//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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ASpecialSpot *DSpotState::GetSpotWithMinMaxDistance(PClassActor *type, double x, double y, double mindist, double maxdist)
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{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetSpotWithMinMaxDistance(x, y, mindist, maxdist);
return NULL;
}
DEFINE_ACTION_FUNCTION(DSpotState, GetSpotWithMinMaxDistance)
{
PARAM_SELF_PROLOGUE(DSpotState);
PARAM_CLASS(type, AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(mindist);
PARAM_FLOAT(maxdist);
ACTION_RETURN_OBJECT(self->GetSpotWithMinMaxDistance(type, x, y, mindist, maxdist));
}
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//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
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ASpecialSpot *DSpotState::GetRandomSpot(PClassActor *type, bool onlyonce)
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{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetRandomSpot(onlyonce);
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void ASpecialSpot::BeginPlay()
{
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) state->AddSpot(this);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void ASpecialSpot::OnDestroy()
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{
DSpotState *state = DSpotState::GetSpotState(false);
if (state != NULL) state->RemoveSpot(this);
Super::OnDestroy();
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}
// Mace spawn spot ----------------------------------------------------------
// Every mace spawn spot will execute this action. The first one
// will build a list of all mace spots in the level and spawn a
// mace. The rest of the spots will do nothing.
DEFINE_ACTION_FUNCTION(ASpecialSpot, A_SpawnSingleItem)
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{
PARAM_SELF_PROLOGUE(ASpecialSpot);
PARAM_CLASS_NOT_NULL(cls, AActor);
PARAM_INT_DEF (fail_sp)
PARAM_INT_DEF (fail_co)
PARAM_INT_DEF (fail_dm)
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AActor *spot = NULL;
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) spot = state->GetRandomSpot(self->GetClass(), true);
if (spot == NULL) return 0;
if (!multiplayer && pr_spawnmace() < fail_sp)
{ // Sometimes doesn't show up if not in deathmatch
return 0;
}
if (multiplayer && !deathmatch && pr_spawnmace() < fail_co)
{
return 0;
}
if (deathmatch && pr_spawnmace() < fail_dm)
{
return 0;
}
if (cls == NULL)
{
return 0;
}
AActor *spawned = Spawn(cls, self->Pos(), ALLOW_REPLACE);
if (spawned)
{
spawned->SetOrigin (spot->Pos(), false);
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spawned->SetZ(spawned->floorz);
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// We want this to respawn.
if (!(self->flags & MF_DROPPED))
{
spawned->flags &= ~MF_DROPPED;
}
if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
{
static_cast<AInventory*>(spawned)->SpawnPointClass = self->GetClass();
}
}
return 0;
}