- Added Gez's submission for custom bridge things.

- Fixed: ASpecialSpot must check the array's size before dividing by it.


SVN r1103 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-02 16:17:19 +00:00
parent 76a0086744
commit 8d3e67ac88
4 changed files with 107 additions and 22 deletions

View file

@ -1,4 +1,6 @@
August 2, 2008 (Changes by Graf Zahl)
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
- Fixed: The mugshot drawe ignored the accuracy parameter.
- Fixed: The Alt HUD's weapon drawer didn't check properly for invalid icons.
- Added DECORATE conversions for Hexen's Cleric Mace, Firedemon and fog by

View file

@ -166,3 +166,6 @@ ACTOR(ItBurnsItBurns)
ACTOR(CrispyPlayer)
ACTOR(DropFire)
// Special code pointers for bridge things
ACTOR(BridgeInit)
ACTOR(BridgeOrbit)

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@ -2,6 +2,7 @@
#include "info.h"
#include "gi.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
static FRandom pr_orbit ("Orbit");
@ -81,6 +82,63 @@ AT_GAME_SET (Bridge)
}
}
// 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° / seconds
21: 30° / seconds
32: 45° / seconds
64: 90° / seconds
128: 180° / seconds
192: -90° / seconds
223: -45° / seconds
233: -30° / seconds
244: -15° / 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
@ -100,21 +158,48 @@ void A_BridgeOrbit (AActor *self)
// 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°; 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);
}
// Every five tics, Hexen moved the ball 3/256th of a revolution.
self->angle += ANGLE_45/32*3/5;
self->x = self->target->x + ORBIT_RADIUS * finecosine[self->angle >> ANGLETOFINESHIFT];
self->y = self->target->y + ORBIT_RADIUS * finesine[self->angle >> ANGLETOFINESHIFT];
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 *ball1, *ball2, *ball3;
AActor *ball;
fixed_t cx, cy, cz;
cx = self->x;
@ -123,22 +208,16 @@ void A_BridgeInit (AActor *self)
startangle = pr_orbit() << 24;
self->special1 = 0;
// Spawn triad into world
ball1 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
ball1->angle = startangle;
ball1->target = self;
ball2 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
ball2->angle = startangle + ANGLE_45/32*85;
ball2->target = self;
ball3 = Spawn<ABridgeBall> (cx, cy, cz, ALLOW_REPLACE);
ball3->angle = startangle + (angle_t)ANGLE_45/32*170;
ball3->target = self;
A_BridgeOrbit (ball1);
A_BridgeOrbit (ball2);
A_BridgeOrbit (ball3);
// 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)

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@ -146,6 +146,7 @@ struct FSpotList
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;
@ -166,7 +167,7 @@ struct FSpotList
ASpecialSpot *GetRandomSpot(bool onlyfirst)
{
if (!numcalls)
if (Spots.Size() && !numcalls)
{
int i = pr_spot() % Spots.Size();
numcalls++;