gzdoom/src/g_shared/a_bridge.cpp
Christoph Oelckers 1c034c1150 - Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp.
- fixed: A_FreezeDeathChunks crashed when a player's head got spawned.


SVN r1168 (trunk)
2008-08-13 22:54:24 +00:00

160 lines
4.4 KiB
C++

#include "actor.h"
#include "info.h"
#include "gi.h"
#include "m_random.h"
#include "thingdef/thingdef.h"
static FRandom pr_orbit ("Orbit");
// 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 AActor
{
DECLARE_CLASS (ACustomBridge, AActor)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS(ACustomBridge)
void ACustomBridge::BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(SeeState);
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
DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
{
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.
// 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);
}
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;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
{
angle_t startangle;
AActor *ball;
fixed_t cx, cy, cz;
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(balltype, 0);
if (balltype == NULL) balltype = PClass::FindClass("BridgeBall");
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->args[2]==0 ? 3 : self->args[2];
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;
CALL_ACTION(A_BridgeOrbit, ball);
}
}
/* never used
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 AActor
{
DECLARE_CLASS (AInvisibleBridge, AActor)
public:
void BeginPlay ();
};
IMPLEMENT_CLASS(AInvisibleBridge)
void AInvisibleBridge::BeginPlay ()
{
Super::BeginPlay ();
if (args[0])
radius = args[0] << FRACBITS;
if (args[1])
height = args[1] << FRACBITS;
}