qzdoom/src/g_shared/a_specialspot.cpp
Christoph Oelckers 1983b5c586 - Changed action function definition so that they have to be defined with a
DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


SVN r1148 (trunk)
2008-08-10 20:48:55 +00:00

437 lines
11 KiB
C++

/*
** a_specialspot.cpp
** Handling for special spot actors
** like BrainTargets, MaceSpawners etc.
**
**---------------------------------------------------------------------------
** Copyright 2008 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "a_specialspot.h"
#include "m_random.h"
#include "p_local.h"
#include "statnums.h"
#include "i_system.h"
#include "thingdef/thingdef.h"
static FRandom pr_spot ("SpecialSpot");
static FRandom pr_spawnmace ("SpawnMace");
IMPLEMENT_CLASS(DSpotState)
IMPLEMENT_CLASS (ASpecialSpot)
TObjPtr<DSpotState> DSpotState::SpotState;
//----------------------------------------------------------------------------
//
// Spot list
//
//----------------------------------------------------------------------------
struct FSpotList
{
const PClass *Type;
TArray<ASpecialSpot*> Spots;
unsigned Index;
int SkipCount;
int numcalls;
FSpotList()
{
}
FSpotList(const PClass *type)
{
Type = type;
Index = 0;
SkipCount = 0;
numcalls = 0;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void Serialize(FArchive &arc)
{
arc << Type << Spots << Index << SkipCount << numcalls;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool Add(ASpecialSpot *newspot)
{
for(unsigned i = 0; i < Spots.Size(); i++)
{
if (Spots[i] == newspot) return false;
}
Spots.Push(newspot);
return true;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool Remove(ASpecialSpot *spot)
{
for(unsigned i = 0; i < Spots.Size(); i++)
{
if (Spots[i] == spot)
{
Spots.Delete(i);
if (Index > i) Index--;
return true;
}
}
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetNextInList(int skipcounter)
{
if (++SkipCount > skipcounter)
{
SkipCount = 0;
ASpecialSpot *spot = Spots[Index];
if (++Index >= Spots.Size()) Index = 0;
numcalls++;
return spot;
}
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetSpotWithMinDistance(fixed_t x, fixed_t y, fixed_t distance)
{
if (Spots.Size() == 0) return NULL;
int i = pr_spot() % Spots.Size();
int initial = i;
while (P_AproxDistance(Spots[i]->x - x, Spots[i]->y - y) < distance)
{
i = (i+1) % Spots.Size();
if (i == initial) return NULL;
}
numcalls++;
return Spots[i];
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *GetRandomSpot(bool onlyfirst)
{
if (Spots.Size() && !numcalls)
{
int i = pr_spot() % Spots.Size();
numcalls++;
return Spots[i];
}
else return NULL;
}
};
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DSpotState::DSpotState ()
: DThinker (STAT_INFO)
{
if (SpotState)
{
I_Error ("Only one SpotState is allowed to exist at a time.\nCheck your code.");
}
else
{
SpotState = this;
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DSpotState::Destroy ()
{
for(unsigned i = 0; i < SpotLists.Size(); i++)
{
delete SpotLists[i];
}
SpotLists.Clear();
SpotLists.ShrinkToFit();
SpotState = NULL;
Super::Destroy();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DSpotState::Tick ()
{
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
DSpotState *DSpotState::GetSpotState(bool create)
{
if (SpotState == NULL && create) SpotState = new DSpotState;
return SpotState;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
FSpotList *DSpotState::FindSpotList(const PClass *type)
{
for(unsigned i = 0; i < SpotLists.Size(); i++)
{
if (SpotLists[i]->Type == type) return SpotLists[i];
}
return SpotLists[SpotLists.Push(new FSpotList(type))];
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool DSpotState::AddSpot(ASpecialSpot *spot)
{
FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
if (list != NULL) return list->Add(spot);
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
bool DSpotState::RemoveSpot(ASpecialSpot *spot)
{
FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
if (list != NULL) return list->Remove(spot);
return false;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void DSpotState::Serialize(FArchive &arc)
{
Super::Serialize(arc);
if (arc.IsStoring())
{
arc.WriteCount(SpotLists.Size());
for(unsigned i = 0; i < SpotLists.Size(); i++)
{
SpotLists[i]->Serialize(arc);
}
}
else
{
unsigned c = arc.ReadCount();
SpotLists.Resize(c);
for(unsigned i = 0; i < SpotLists.Size(); i++)
{
SpotLists[i] = new FSpotList;
SpotLists[i]->Serialize(arc);
}
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *DSpotState::GetNextInList(const PClass *type, int skipcounter)
{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetNextInList(skipcounter);
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *DSpotState::GetSpotWithMinDistance(const PClass *type, fixed_t x, fixed_t y, fixed_t distance)
{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetSpotWithMinDistance(x, y, distance);
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
ASpecialSpot *DSpotState::GetRandomSpot(const PClass *type, bool onlyonce)
{
FSpotList *list = FindSpotList(type);
if (list != NULL) return list->GetRandomSpot(onlyonce);
return NULL;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void ASpecialSpot::BeginPlay()
{
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) state->AddSpot(this);
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
void ASpecialSpot::Destroy()
{
DSpotState *state = DSpotState::GetSpotState(false);
if (state != NULL) state->RemoveSpot(this);
Super::Destroy();
}
// Mace spawn spot ----------------------------------------------------------
// Every mace spawn spot will execute this action. The first one
// will build a list of all mace spots in the level and spawn a
// mace. The rest of the spots will do nothing.
DEFINE_ACTION_FUNCTION(AActor, A_SpawnSingleItem)
{
AActor *spot = NULL;
DSpotState *state = DSpotState::GetSpotState();
if (state != NULL) spot = state->GetRandomSpot(RUNTIME_TYPE(self), true);
if (spot == NULL) return;
int index=CheckIndex(4);
if (index<0) return;
ENamedName SpawnType = (ENamedName)StateParameters[index];
int fail_sp = EvalExpressionI (StateParameters[index+1], self);
int fail_co = EvalExpressionI (StateParameters[index+2], self);
int fail_dm = EvalExpressionI (StateParameters[index+3], self);
if (!multiplayer && pr_spawnmace() < fail_sp)
{ // Sometimes doesn't show up if not in deathmatch
return;
}
if (multiplayer && !deathmatch && pr_spawnmace() < fail_co)
{
return;
}
if (deathmatch && pr_spawnmace() < fail_dm)
{
return;
}
const PClass *cls = PClass::FindClass(SpawnType);
if (cls == NULL)
{
return;
}
AActor *spawned = Spawn(cls, self->x, self->y, self->z, ALLOW_REPLACE);
if (spawned)
{
spawned->SetOrigin (spot->x, spot->y, spot->z);
spawned->z = spawned->floorz;
// We want this to respawn.
if (!(self->flags & MF_DROPPED))
{
spawned->flags &= ~MF_DROPPED;
}
if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
{
static_cast<AInventory*>(spawned)->SpawnPointClass = RUNTIME_TYPE(self);
}
}
}