#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 (); 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 it; AActor *thing; while ((thing = it.Next())) { if (thing->target == this) { thing->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) { 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)); 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; // 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); } } // 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; }