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- Added DavidPH's A_Teleport submission but removed the now redundant GetSpotWithMinDistance functions.
SVN r2451 (trunk)
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f430881a54
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6 changed files with 100 additions and 6 deletions
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@ -139,7 +139,7 @@ void P_DSparilTeleport (AActor *actor)
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DSpotState *state = DSpotState::GetSpotState();
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if (state == NULL) return;
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spot = state->GetSpotWithMinDistance(PClass::FindClass("BossSpot"), actor->x, actor->y, 128*FRACUNIT);
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spot = state->GetSpotWithMinMaxDistance(PClass::FindClass("BossSpot"), actor->x, actor->y, 128*FRACUNIT, 0);
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if (spot == NULL) return;
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prevX = actor->x;
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@ -147,14 +147,20 @@ struct FSpotList
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//
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//----------------------------------------------------------------------------
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ASpecialSpot *GetSpotWithMinDistance(fixed_t x, fixed_t y, fixed_t distance)
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ASpecialSpot *GetSpotWithMinMaxDistance(fixed_t x, fixed_t y, fixed_t mindist, fixed_t 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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while (P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y) < distance)
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fixed_t distance;
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while (true)
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{
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distance = P_AproxDistance(Spots[i]->x - x, Spots[i]->y - 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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@ -329,10 +335,10 @@ ASpecialSpot *DSpotState::GetNextInList(const PClass *type, int skipcounter)
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//
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//----------------------------------------------------------------------------
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ASpecialSpot *DSpotState::GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance)
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ASpecialSpot *DSpotState::GetSpotWithMinMaxDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t mindist, fixed_t maxdist)
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{
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FSpotList *list = FindSpotList(type);
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if (list != NULL) return list->GetSpotWithMinDistance(x, y, distance);
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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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@ -36,7 +36,7 @@ public:
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bool RemoveSpot(ASpecialSpot *spot);
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void Serialize(FArchive &arc);
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ASpecialSpot *GetNextInList(const PClass *type, int skipcounter);
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ASpecialSpot *GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance);
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ASpecialSpot *GetSpotWithMinMaxDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t mindist, fixed_t maxdist);
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ASpecialSpot *GetRandomSpot(const PClass *type, bool onlyonce = false);
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};
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@ -66,6 +66,7 @@
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#include "v_font.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "g_shared/a_specialspot.h"
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static FRandom pr_camissile ("CustomActorfire");
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@ -81,6 +82,7 @@ static FRandom pr_spawndebris ("SpawnDebris");
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static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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static FRandom pr_monsterrefire ("MonsterRefire");
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static FRandom pr_teleport("Teleport");
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//==========================================================================
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@ -3194,6 +3196,87 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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((int *)(reinterpret_cast<BYTE *>(self) + var->offset))[pos] = value;
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}
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//===========================================================================
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//
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// A_Teleport(optional state teleportstate, optional class targettype,
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// optional class fogtype, optional int flags, optional fixed mindist,
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// optional fixed maxdist)
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//
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// Attempts to teleport to a targettype at least mindist away and at most
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// maxdist away (0 means unlimited). If successful, spawn a fogtype at old
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// location and place calling actor in teleportstate.
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//
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//===========================================================================
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enum T_Flags
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{
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TF_TELEFRAG = 1, // Allow telefrag in order to teleport.
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TF_RANDOMDECIDE = 2, // Randomly fail based on health. (A_Srcr2Decide)
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
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{
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ACTION_PARAM_START(6);
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ACTION_PARAM_STATE(TeleportState, 0);
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ACTION_PARAM_CLASS(TargetType, 1);
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ACTION_PARAM_CLASS(FogType, 2);
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ACTION_PARAM_INT(Flags, 3);
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ACTION_PARAM_FIXED(MinDist, 4);
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ACTION_PARAM_FIXED(MaxDist, 5);
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// Randomly choose not to teleport like A_Srcr2Decide.
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if (Flags & TF_RANDOMDECIDE)
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{
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static const int chance[] =
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{
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192, 120, 120, 120, 64, 64, 32, 16, 0
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};
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unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
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if (chanceindex >= countof(chance))
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{
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chanceindex = countof(chance) - 1;
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}
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if (pr_teleport() >= chance[chanceindex]) return;
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}
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if (TeleportState == NULL)
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{
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// Default to Teleport.
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TeleportState = self->FindState("Teleport");
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// If still nothing, then return.
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if (!TeleportState) return;
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}
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DSpotState *state = DSpotState::GetSpotState();
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if (state == NULL) return;
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if (!TargetType) TargetType = PClass::FindClass("BossSpot");
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AActor * spot = state->GetSpotWithMinMaxDistance(TargetType, self->x, self->y, MinDist, MaxDist);
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if (spot == NULL) return;
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fixed_t prevX = self->x;
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fixed_t prevY = self->y;
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fixed_t prevZ = self->z;
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if (P_TeleportMove (self, spot->x, spot->y, spot->z, Flags & TF_TELEFRAG))
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{
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (FogType)
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{
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Spawn(FogType, prevX, prevY, prevZ, ALLOW_REPLACE);
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}
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ACTION_JUMP(TeleportState);
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self->z = self->floorz;
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self->angle = spot->angle;
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self->velx = self->vely = self->velz = 0;
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}
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}
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//===========================================================================
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//
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// A_Turn
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@ -224,6 +224,7 @@ ACTOR Actor native //: Thinker
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action native A_CheckCeiling(state label);
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action native A_PlayerSkinCheck(state label);
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action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
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action native A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 128, float maxdist = 0);
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action native A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
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action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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@ -95,6 +95,10 @@ const int CPF_USEAMMO = 1;
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const int CPF_DAGGER = 2;
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const int CPF_PULLIN = 4;
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// Flags for A_Teleport
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const int TF_TELEFRAG = 1;
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const int TF_RANDOMDECIDE = 2;
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// Activation flags
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enum
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{
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