/* ** 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 "thingdef/thingdef.h" static FRandom pr_spot ("SpecialSpot"); static FRandom pr_spawnmace ("SpawnMace"); IMPLEMENT_CLASS(DSpotState) IMPLEMENT_CLASS (ASpecialSpot) TObjPtr DSpotState::SpotState; //---------------------------------------------------------------------------- // // Spot list // //---------------------------------------------------------------------------- struct FSpotList { const PClass *Type; TArray Spots; unsigned Index; int SkipCount; int numcalls; FSpotList() { } FSpotList(const PClass *type) { Type = type; Index = 0; SkipCount = 0; numcalls = 0; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- void Serialize(FArchive &arc) { arc << Type << Spots << Index << SkipCount << numcalls; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- 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 (++SkipCount > skipcounter) { SkipCount = 0; ASpecialSpot *spot = Spots[Index]; if (++Index >= Spots.Size()) Index = 0; numcalls++; return spot; } return NULL; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- ASpecialSpot *GetSpotWithMinDistance(fixed_t x, fixed_t y, fixed_t distance) { if (Spots.Size() == 0) return NULL; int i = pr_spot() % Spots.Size(); int initial = i; while (P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y) < distance) { 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; } }; //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- 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::Destroy () { for(unsigned i = 0; i < SpotLists.Size(); i++) { delete SpotLists[i]; } SpotLists.Clear(); SpotLists.ShrinkToFit(); SpotState = NULL; Super::Destroy(); } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- void DSpotState::Tick () { } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- DSpotState *DSpotState::GetSpotState(bool create) { if (SpotState == NULL && create) SpotState = new DSpotState; return SpotState; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- FSpotList *DSpotState::FindSpotList(const PClass *type) { for(unsigned i = 0; i < SpotLists.Size(); i++) { if (SpotLists[i]->Type == type) return SpotLists[i]; } return SpotLists[SpotLists.Push(new FSpotList(type))]; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- bool DSpotState::AddSpot(ASpecialSpot *spot) { FSpotList *list = FindSpotList(RUNTIME_TYPE(spot)); if (list != NULL) return list->Add(spot); return false; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- bool DSpotState::RemoveSpot(ASpecialSpot *spot) { FSpotList *list = FindSpotList(RUNTIME_TYPE(spot)); if (list != NULL) return list->Remove(spot); return false; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- void DSpotState::Serialize(FArchive &arc) { Super::Serialize(arc); if (arc.IsStoring()) { arc.WriteCount(SpotLists.Size()); for(unsigned i = 0; i < SpotLists.Size(); i++) { SpotLists[i]->Serialize(arc); } } else { unsigned c = arc.ReadCount(); SpotLists.Resize(c); for(unsigned i = 0; i < SpotLists.Size(); i++) { SpotLists[i] = new FSpotList; SpotLists[i]->Serialize(arc); } } } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- ASpecialSpot *DSpotState::GetNextInList(const PClass *type, int skipcounter) { FSpotList *list = FindSpotList(type); if (list != NULL) return list->GetNextInList(skipcounter); return NULL; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- ASpecialSpot *DSpotState::GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance) { FSpotList *list = FindSpotList(type); if (list != NULL) return list->GetSpotWithMinDistance(x, y, distance); return NULL; } //---------------------------------------------------------------------------- // // // //---------------------------------------------------------------------------- ASpecialSpot *DSpotState::GetRandomSpot(const PClass *type, bool onlyonce) { 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::Destroy() { DSpotState *state = DSpotState::GetSpotState(false); if (state != NULL) state->RemoveSpot(this); Super::Destroy(); } // 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_PARAMS(AActor, A_SpawnSingleItem) { AActor *spot = NULL; DSpotState *state = DSpotState::GetSpotState(); if (state != NULL) spot = state->GetRandomSpot(RUNTIME_TYPE(self), true); if (spot == NULL) return; int index=CheckIndex(4); if (index<0) return; ENamedName SpawnType = (ENamedName)StateParameters[index]; int fail_sp = EvalExpressionI (StateParameters[index+1], self); int fail_co = EvalExpressionI (StateParameters[index+2], self); int fail_dm = EvalExpressionI (StateParameters[index+3], self); if (!multiplayer && pr_spawnmace() < fail_sp) { // Sometimes doesn't show up if not in deathmatch return; } if (multiplayer && !deathmatch && pr_spawnmace() < fail_co) { return; } if (deathmatch && pr_spawnmace() < fail_dm) { return; } const PClass *cls = PClass::FindClass(SpawnType); if (cls == NULL) { return; } AActor *spawned = Spawn(cls, self->x, self->y, self->z, ALLOW_REPLACE); if (spawned) { spawned->SetOrigin (spot->x, spot->y, spot->z); spawned->z = spawned->floorz; // We want this to respawn. if (!(self->flags & MF_DROPPED)) { spawned->flags &= ~MF_DROPPED; } if (spawned->IsKindOf(RUNTIME_CLASS(AInventory))) { static_cast(spawned)->SpawnPointClass = RUNTIME_TYPE(self); } } }