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https://github.com/ZDoom/gzdoom-gles.git
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f22aaca74d
This only had two simple native methods so the class is not fully scripted.
344 lines
8.5 KiB
C++
344 lines
8.5 KiB
C++
/*
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** a_specialspot.cpp
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** Handling for special spot actors
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** like BrainTargets, MaceSpawners etc.
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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 "a_specialspot.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "statnums.h"
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#include "i_system.h"
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#include "doomstat.h"
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#include "serializer.h"
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#include "a_pickups.h"
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#include "vm.h"
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static FRandom pr_spot ("SpecialSpot");
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IMPLEMENT_CLASS(DSpotState, false, false)
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TObjPtr<DSpotState*> DSpotState::SpotState;
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//----------------------------------------------------------------------------
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//
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// Spot list
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//
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//----------------------------------------------------------------------------
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struct FSpotList
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{
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PClassActor *Type;
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TArray<AActor*> Spots;
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unsigned Index;
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int SkipCount;
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int numcalls;
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FSpotList()
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{
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}
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FSpotList(PClassActor *type)
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{
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Type = type;
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Index = 0;
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SkipCount = 0;
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numcalls = 0;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool Add(AActor *newspot)
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{
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for(unsigned i = 0; i < Spots.Size(); i++)
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{
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if (Spots[i] == newspot) return false;
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}
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Spots.Push(newspot);
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return true;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool Remove(AActor *spot)
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{
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for(unsigned i = 0; i < Spots.Size(); i++)
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{
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if (Spots[i] == spot)
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{
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Spots.Delete(i);
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if (Index > i) Index--;
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return true;
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}
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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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//
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//
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//----------------------------------------------------------------------------
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AActor *GetNextInList(int skipcounter)
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{
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if (Spots.Size() > 0 && ++SkipCount > skipcounter)
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{
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SkipCount = 0;
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AActor *spot = Spots[Index];
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if (++Index >= Spots.Size()) Index = 0;
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numcalls++;
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return spot;
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}
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return NULL;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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AActor *GetSpotWithMinMaxDistance(double x, double y, double mindist, double maxdist)
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{
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if (Spots.Size() == 0) return NULL;
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int i = pr_spot() % Spots.Size();
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int initial = i;
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double distance;
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while (true)
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{
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distance = Spots[i]->Distance2D(x, y);
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if ((distance >= mindist) && ((maxdist == 0) || (distance <= maxdist))) break;
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i = (i+1) % Spots.Size();
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if (i == initial) return NULL;
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}
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numcalls++;
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return Spots[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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//----------------------------------------------------------------------------
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AActor *GetRandomSpot(bool onlyfirst)
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{
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if (Spots.Size() && !numcalls)
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{
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int i = pr_spot() % Spots.Size();
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numcalls++;
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return Spots[i];
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}
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else return NULL;
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}
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};
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FSerializer &Serialize(FSerializer &arc, const char *key, FSpotList &list, FSpotList *def)
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{
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if (arc.BeginObject(key))
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{
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arc("type", list.Type)
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("spots", list.Spots)
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("index", list.Index)
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("skipcount", list.SkipCount)
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("numcalls", list.numcalls)
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.EndObject();
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}
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return arc;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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DSpotState::DSpotState ()
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: DThinker (STAT_INFO)
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{
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if (SpotState)
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{
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I_Error ("Only one SpotState is allowed to exist at a time.\nCheck your code.");
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}
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else
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{
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SpotState = this;
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}
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DSpotState::OnDestroy ()
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{
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SpotLists.Reset();
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SpotState = NULL;
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Super::OnDestroy();
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void DSpotState::Tick ()
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{
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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DSpotState *DSpotState::GetSpotState(bool create)
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{
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if (SpotState == NULL && create) SpotState = Create<DSpotState>();
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return SpotState;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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FSpotList *DSpotState::FindSpotList(PClassActor *type)
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{
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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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{
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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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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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bool DSpotState::AddSpot(AActor *spot)
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{
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FSpotList *list = FindSpotList(spot->GetClass());
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if (list != NULL) return list->Add(spot);
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return 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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//----------------------------------------------------------------------------
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bool DSpotState::RemoveSpot(AActor *spot)
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{
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FSpotList *list = FindSpotList(spot->GetClass());
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if (list != NULL) return list->Remove(spot);
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return 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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//----------------------------------------------------------------------------
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void DSpotState::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("spots", SpotLists);
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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AActor *DSpotState::GetNextInList(PClassActor *type, int skipcounter)
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{
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FSpotList *list = FindSpotList(type);
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if (list != NULL) return list->GetNextInList(skipcounter);
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return NULL;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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AActor *DSpotState::GetSpotWithMinMaxDistance(PClassActor *type, double x, double y, double mindist, double maxdist)
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{
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FSpotList *list = FindSpotList(type);
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if (list != NULL) return list->GetSpotWithMinMaxDistance(x, y, mindist, maxdist);
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return NULL;
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}
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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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AActor *DSpotState::GetRandomSpot(PClassActor *type, bool onlyonce)
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{
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FSpotList *list = FindSpotList(type);
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if (list != NULL) return list->GetRandomSpot(onlyonce);
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return NULL;
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}
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