qzdoom/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");
// 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 AActor
{
DECLARE_CLASS (ACustomBridge, AActor)
public:
void BeginPlay ();
void Destroy();
};
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;
}
}
void ACustomBridge::Destroy()
{
// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
// But this is not safe with custom bridge balls that do not necessarily call that function.
// So the best course of action is to look for all bridge balls here and destroy them ourselves.
TThinkerIterator<AActor> it;
AActor *thing;
while ((thing = it.Next()))
{
if (thing->target == this)
{
thing->Destroy();
}
}
Super::Destroy();
}
// 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)
{
PARAM_ACTION_PROLOGUE;
if (self->target == NULL)
{ // Don't crash if somebody spawned this into the world
// independantly of a Bridge actor.
return 0;
}
// Set default values
// Every five tics, Hexen moved the ball 3/256th of a revolution.
DAngle rotationspeed = 45./32*3/5;
int rotationradius = ORBIT_RADIUS;
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// If the bridge is custom, set non-default values if any.
// Set angular speed; 1--128: counterclockwise rotation ~=1--180<38>; 129--255: clockwise rotation ~= 180--1<>
if (self->target->args[3] > 128) rotationspeed = 45./32 * (self->target->args[3]-256) / TICRATE;
else if (self->target->args[3] > 0) rotationspeed = 45./32 * (self->target->args[3]) / TICRATE;
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// Set rotation radius
if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / 100);
self->Angles.Yaw += rotationspeed;
self->SetOrigin(self->target->Vec3Angle(rotationradius*FRACUNIT, self->_f_angle(), 0), true);
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self->floorz = self->target->floorz;
self->ceilingz = self->target->ceilingz;
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(balltype, AActor) { balltype = NULL; }
AActor *ball;
if (balltype == NULL)
{
balltype = PClass::FindActor("BridgeBall");
}
DAngle startangle = pr_orbit() * (360./256.);
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// 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, self->Pos(), ALLOW_REPLACE);
ball->Angles.Yaw = startangle + (45./32) * (256/ballcount) * i;
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ball->target = self;
CALL_ACTION(A_BridgeOrbit, ball);
}
return 0;
}
// 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;
}