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445 lines
11 KiB
C++
445 lines
11 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 "thingdef/thingdef.h"
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#include "doomstat.h"
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#include "farchive.h"
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#include "a_pickups.h"
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static FRandom pr_spot ("SpecialSpot");
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static FRandom pr_spawnmace ("SpawnMace");
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IMPLEMENT_CLASS(DSpotState)
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IMPLEMENT_CLASS (ASpecialSpot)
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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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const PClass *Type;
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TArray<ASpecialSpot*> 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(const PClass *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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void Serialize(FArchive &arc)
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{
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arc << Type << Spots << Index << SkipCount << numcalls;
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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(ASpecialSpot *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(ASpecialSpot *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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ASpecialSpot *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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ASpecialSpot *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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ASpecialSpot *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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ASpecialSpot *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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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::Destroy ()
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{
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for(unsigned i = 0; i < SpotLists.Size(); i++)
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{
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delete SpotLists[i];
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}
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SpotLists.Clear();
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SpotLists.ShrinkToFit();
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SpotState = NULL;
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Super::Destroy();
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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 = new 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(const PClass *type)
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{
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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(new 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(ASpecialSpot *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(ASpecialSpot *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(FArchive &arc)
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{
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Super::Serialize(arc);
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if (arc.IsStoring())
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{
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arc.WriteCount(SpotLists.Size());
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for(unsigned i = 0; i < SpotLists.Size(); i++)
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{
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SpotLists[i]->Serialize(arc);
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}
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}
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else
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{
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unsigned c = arc.ReadCount();
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SpotLists.Resize(c);
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for(unsigned i = 0; i < SpotLists.Size(); i++)
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{
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SpotLists[i] = new FSpotList;
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SpotLists[i]->Serialize(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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//
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//----------------------------------------------------------------------------
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ASpecialSpot *DSpotState::GetNextInList(const PClass *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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ASpecialSpot *DSpotState::GetSpotWithMinMaxDistance(const PClass *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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ASpecialSpot *DSpotState::GetRandomSpot(const PClass *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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//----------------------------------------------------------------------------
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//
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//
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//
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//----------------------------------------------------------------------------
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void ASpecialSpot::BeginPlay()
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{
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DSpotState *state = DSpotState::GetSpotState();
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if (state != NULL) state->AddSpot(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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void ASpecialSpot::Destroy()
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{
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DSpotState *state = DSpotState::GetSpotState(false);
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if (state != NULL) state->RemoveSpot(this);
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Super::Destroy();
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}
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// Mace spawn spot ----------------------------------------------------------
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// Every mace spawn spot will execute this action. The first one
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// will build a list of all mace spots in the level and spawn a
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// mace. The rest of the spots will do nothing.
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS (cls, AActor);
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PARAM_INT_OPT (fail_sp) { fail_sp = 0; }
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PARAM_INT_OPT (fail_co) { fail_co = 0; }
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PARAM_INT_OPT (fail_dm) { fail_dm = 0; }
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AActor *spot = NULL;
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DSpotState *state = DSpotState::GetSpotState();
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if (state != NULL) spot = state->GetRandomSpot(self->GetClass(), true);
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if (spot == NULL) return 0;
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if (!multiplayer && pr_spawnmace() < fail_sp)
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{ // Sometimes doesn't show up if not in deathmatch
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return 0;
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}
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if (multiplayer && !deathmatch && pr_spawnmace() < fail_co)
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{
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return 0;
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}
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if (deathmatch && pr_spawnmace() < fail_dm)
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{
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return 0;
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}
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if (cls == NULL)
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{
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return 0;
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}
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AActor *spawned = Spawn(cls, self->Pos(), ALLOW_REPLACE);
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if (spawned)
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{
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spawned->SetOrigin (spot->Pos(), false);
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spawned->SetZ(spawned->floorz);
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// We want this to respawn.
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if (!(self->flags & MF_DROPPED))
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{
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spawned->flags &= ~MF_DROPPED;
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}
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if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
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{
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static_cast<AInventory*>(spawned)->SpawnPointClass = self->GetClass();
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}
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}
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return 0;
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}
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