gzdoom/src/g_shared/a_bridge.cpp

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#include "actor.h"
#include "info.h"
#include "gi.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
static FRandom pr_orbit ("Orbit");
void A_BridgeOrbit (AActor *);
void A_BridgeInit (AActor *);
// The Hexen (and Heretic) version of the bridge spawns extra floating
// "balls" orbiting the bridge. The Doom version only shows the bridge
// itself.
// Bridge ball -------------------------------------------------------------
class ABridgeBall : public AActor
{
DECLARE_ACTOR (ABridgeBall, AActor)
};
FState ABridgeBall::States[] =
{
S_NORMAL (TLGL, 'A', 2, NULL , &States[1]),
S_NORMAL (TLGL, 'A', 1, A_BridgeOrbit , &States[1])
};
IMPLEMENT_ACTOR (ABridgeBall, Any, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
// The bridge itself -------------------------------------------------------
class ABridge : public AActor
{
DECLARE_ACTOR (ABridge, AActor)
};
FState ABridge::States[] =
{
#define S_DBRIDGE 0
S_BRIGHT (TLGL, 'A', 4, NULL , &States[S_DBRIDGE+1]),
S_BRIGHT (TLGL, 'B', 4, NULL , &States[S_DBRIDGE+2]),
S_BRIGHT (TLGL, 'C', 4, NULL , &States[S_DBRIDGE+3]),
S_BRIGHT (TLGL, 'D', 4, NULL , &States[S_DBRIDGE+4]),
S_BRIGHT (TLGL, 'E', 4, NULL , &States[S_DBRIDGE+0]),
#define S_BRIDGE (S_DBRIDGE+5)
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_BRIDGE+1]),
S_NORMAL (TLGL, 'A', 2, A_BridgeInit , &States[S_BRIDGE+2]),
S_NORMAL (TLGL, 'A', -1, NULL , NULL),
#define S_FREE_BRIDGE (S_BRIDGE+3)
S_NORMAL (TLGL, 'A', 2, NULL , &States[S_FREE_BRIDGE+1]),
S_NORMAL (TLGL, 'A', 300, NULL , NULL)
};
IMPLEMENT_ACTOR (ABridge, Any, 118, 21)
PROP_Flags (MF_SOLID|MF_NOGRAVITY|MF_NOLIFTDROP)
END_DEFAULTS
AT_GAME_SET (Bridge)
{
ABridge *def = GetDefault<ABridge> ();
if (gameinfo.gametype == GAME_Doom)
{
def->SpawnState = &ABridge::States[S_DBRIDGE];
def->radius = 36 * FRACUNIT;
def->height = 4 * FRACUNIT;
def->RenderStyle = STYLE_Normal;
}
else
{
def->SpawnState = &ABridge::States[S_BRIDGE];
def->radius = 32 * FRACUNIT;
def->height = 2 * FRACUNIT;
def->RenderStyle = STYLE_None;
}
}
// Custom bridge --------------------------------------------------------
/*
args[0]: Bridge radius, in mapunits
args[1]: Bridge height, in mapunits
args[2]: Amount of bridge balls (if 0: Doom bridge)
args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
Since an arg is only a byte, it can only go from 0 to 255, while ZDoom's
BAM go from 0 to 65535. Plus, it needs to be able to go either way. So,
up to 128, it goes counterclockwise; 129-255 is clockwise, substracting
256 from it to get the angle. A few example values:
0: Hexen default
11: 15<EFBFBD> / seconds
21: 30<EFBFBD> / seconds
32: 45<EFBFBD> / seconds
64: 90<EFBFBD> / seconds
128: 180<EFBFBD> / seconds
192: -90<EFBFBD> / seconds
223: -45<EFBFBD> / seconds
233: -30<EFBFBD> / seconds
244: -15<EFBFBD> / seconds
This value only matters if args[2] is not zero.
args[4]: Rotation radius of bridge balls, in bridge radius %.
If 0, use Hexen default: ORBIT_RADIUS, regardless of bridge radius.
This value only matters if args[2] is not zero.
*/
class ACustomBridge : public ABridge
{
DECLARE_STATELESS_ACTOR (ACustomBridge, ABridge)
public:
void BeginPlay ();
};
IMPLEMENT_STATELESS_ACTOR (ACustomBridge, Any, 9991, 0)
PROP_SpawnState (S_DBRIDGE)
PROP_SeeState (S_BRIDGE)
PROP_DeathState (S_FREE_BRIDGE)
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
PROP_RenderStyle (STYLE_None)
END_DEFAULTS
void ACustomBridge::BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(FindState(FName("See")));
radius = args[0] ? args[0] << FRACBITS : 32 * FRACUNIT;
height = args[1] ? args[1] << FRACBITS : 2 * FRACUNIT;
}
else // No balls? Then a Doom bridge.
{
radius = args[0] ? args[0] << FRACBITS : 36 * FRACUNIT;
height = args[1] ? args[1] << FRACBITS : 4 * FRACUNIT;
RenderStyle = STYLE_Normal;
}
}
// Action functions for the non-Doom bridge --------------------------------
#define ORBIT_RADIUS 15
// New bridge stuff
// Parent
// special1 true == removing from world
//
// Child
// target pointer to center mobj
// angle angle of ball
void A_BridgeOrbit (AActor *self)
{
if (self->target == NULL)
{ // Don't crash if somebody spawned this into the world
// independantly of a Bridge actor.
return;
}
// Set default values
// Every five tics, Hexen moved the ball 3/256th of a revolution.
int rotationspeed = ANGLE_45/32*3/5;
int rotationradius = ORBIT_RADIUS;
// If the bridge is custom, set non-default values if any.
if (self->target->IsKindOf(PClass::FindClass("CustomBridge")))
{
// Set angular speed; 1--128: counterclockwise rotation ~=1--180<38>; 129--255: clockwise rotation ~= 180--1<>
if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
}
if (self->target->special1)
{
self->SetState (NULL);
}
self->angle += rotationspeed;
self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
self->z = self->target->z;
}
static const PClass *GetBallType()
{
const PClass *balltype = NULL;
int index=CheckIndex(1, NULL);
if (index>=0)
{
balltype = PClass::FindClass((ENamedName)StateParameters[index]);
}
if (balltype == NULL) balltype = PClass::FindClass("BridgeBall");
return balltype;
}
void A_BridgeInit (AActor *self)
{
angle_t startangle;
AActor *ball;
fixed_t cx, cy, cz;
cx = self->x;
cy = self->y;
cz = self->z;
startangle = pr_orbit() << 24;
self->special1 = 0;
// Spawn triad into world -- may be more than a triad now.
int ballcount = ((self->GetClass()==PClass::FindClass("Bridge") || (self->args[2]==0)) ? 3 : self->args[2]);
const PClass *balltype = GetBallType();
for (int i = 0; i < ballcount; i++)
{
ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
ball->angle = startangle + (ANGLE_45/32) * (256/ballcount) * i;
ball->target = self;
A_BridgeOrbit(ball);
}
}
void A_BridgeRemove (AActor *self)
{
self->special1 = true; // Removing the bridge
self->flags &= ~MF_SOLID;
self->SetState (&ABridge::States[S_FREE_BRIDGE]);
}
// Invisible bridge --------------------------------------------------------
class AInvisibleBridge : public ABridge
{
DECLARE_ACTOR (AInvisibleBridge, ABridge)
public:
void BeginPlay ();
void Tick ()
{
Super::Tick ();
}
};
FState AInvisibleBridge::States[] =
{
S_NORMAL (TNT1, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR (AInvisibleBridge, Any, 9990, 0)
PROP_RenderStyle (STYLE_None)
PROP_SpawnState (0)
PROP_RadiusFixed (32)
PROP_HeightFixed (4)
PROP_Flags4 (MF4_ACTLIKEBRIDGE)
END_DEFAULTS
void AInvisibleBridge::BeginPlay ()
{
Super::BeginPlay ();
if (args[0])
radius = args[0] << FRACBITS;
if (args[1])
height = args[1] << FRACBITS;
}
// And some invisible bridges from Skull Tag -------------------------------
class AInvisibleBridge32 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge32, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge32, Any, 5061, 0)
PROP_RadiusFixed (32)
PROP_HeightFixed (8)
END_DEFAULTS
class AInvisibleBridge16 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge16, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge16, Any, 5064, 0)
PROP_RadiusFixed (16)
PROP_HeightFixed (8)
END_DEFAULTS
class AInvisibleBridge8 : public AInvisibleBridge
{
DECLARE_STATELESS_ACTOR (AInvisibleBridge8, AInvisibleBridge)
};
IMPLEMENT_STATELESS_ACTOR (AInvisibleBridge8, Any, 5065, 0)
PROP_RadiusFixed (8)
PROP_HeightFixed (8)
END_DEFAULTS