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https://github.com/ZDoom/qzdoom.git
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f88f601230
I have no idea what that was all about. - Got rid of FActorInfo and merged it into a new PClassActor. SVN r2240 (scripting)
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "gi.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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static FRandom pr_orbit ("Orbit");
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// Custom bridge --------------------------------------------------------
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/*
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args[0]: Bridge radius, in mapunits
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args[1]: Bridge height, in mapunits
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args[2]: Amount of bridge balls (if 0: Doom bridge)
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args[3]: Rotation speed of bridge balls, in byte angle per seconds, sorta:
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Since an arg is only a byte, it can only go from 0 to 255, while ZDoom's
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BAM go from 0 to 65535. Plus, it needs to be able to go either way. So,
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up to 128, it goes counterclockwise; 129-255 is clockwise, substracting
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256 from it to get the angle. A few example values:
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0: Hexen default
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11: 15° / seconds
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21: 30° / seconds
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32: 45° / seconds
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64: 90° / seconds
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128: 180° / seconds
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192: -90° / seconds
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223: -45° / seconds
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233: -30° / seconds
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244: -15° / seconds
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This value only matters if args[2] is not zero.
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args[4]: Rotation radius of bridge balls, in bridge radius %.
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If 0, use Hexen default: ORBIT_RADIUS, regardless of bridge radius.
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This value only matters if args[2] is not zero.
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*/
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class ACustomBridge : public AActor
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{
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DECLARE_CLASS (ACustomBridge, AActor)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS(ACustomBridge)
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void ACustomBridge::BeginPlay ()
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{
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if (args[2]) // Hexen bridge if there are balls
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{
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SetState(SeeState);
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radius = args[0] ? args[0] << FRACBITS : 32 * FRACUNIT;
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height = args[1] ? args[1] << FRACBITS : 2 * FRACUNIT;
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}
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else // No balls? Then a Doom bridge.
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{
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radius = args[0] ? args[0] << FRACBITS : 36 * FRACUNIT;
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height = args[1] ? args[1] << FRACBITS : 4 * FRACUNIT;
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RenderStyle = STYLE_Normal;
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}
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}
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// Action functions for the non-Doom bridge --------------------------------
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#define ORBIT_RADIUS 15
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// New bridge stuff
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// Parent
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// special1 true == removing from world
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//
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// Child
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// target pointer to center mobj
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// angle angle of ball
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DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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{
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PARAM_ACTION_PROLOGUE;
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if (self->target == NULL)
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{ // Don't crash if somebody spawned this into the world
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// independantly of a Bridge actor.
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return 0;
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}
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// Set default values
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// Every five tics, Hexen moved the ball 3/256th of a revolution.
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int rotationspeed = ANGLE_45/32*3/5;
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int rotationradius = ORBIT_RADIUS;
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// If the bridge is custom, set non-default values if any.
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// Set angular speed; 1--128: counterclockwise rotation ~=1--180°; 129--255: clockwise rotation ~= 180--1°
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if (self->target->args[3] > 128) rotationspeed = ANGLE_45/32 * (self->target->args[3]-256) / TICRATE;
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else if (self->target->args[3] > 0) rotationspeed = ANGLE_45/32 * (self->target->args[3]) / TICRATE;
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// Set rotation radius
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if (self->target->args[4]) rotationradius = ((self->target->args[4] * self->target->radius) / (100 * FRACUNIT));
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if (self->target->special1)
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{
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self->SetState (NULL);
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}
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self->angle += rotationspeed;
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self->x = self->target->x + rotationradius * finecosine[self->angle >> ANGLETOFINESHIFT];
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self->y = self->target->y + rotationradius * finesine[self->angle >> ANGLETOFINESHIFT];
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self->z = self->target->z;
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS_OPT(balltype, AActor) { balltype = NULL; }
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angle_t startangle;
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AActor *ball;
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fixed_t cx, cy, cz;
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if (balltype == NULL)
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{
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balltype = PClass::FindActor("BridgeBall");
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}
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cx = self->x;
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cy = self->y;
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cz = self->z;
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startangle = pr_orbit() << 24;
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self->special1 = 0;
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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for (int i = 0; i < ballcount; i++)
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{
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ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
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ball->angle = startangle + (ANGLE_45/32) * (256/ballcount) * i;
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ball->target = self;
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CALL_ACTION(A_BridgeOrbit, ball);
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}
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return 0;
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}
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/* never used
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void A_BridgeRemove (AActor *self)
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{
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self->special1 = true; // Removing the bridge
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self->flags &= ~MF_SOLID;
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self->SetState (&ABridge::States[S_FREE_BRIDGE]);
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}
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*/
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// Invisible bridge --------------------------------------------------------
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class AInvisibleBridge : public AActor
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{
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DECLARE_CLASS (AInvisibleBridge, AActor)
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public:
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void BeginPlay ();
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};
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IMPLEMENT_CLASS(AInvisibleBridge)
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void AInvisibleBridge::BeginPlay ()
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{
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Super::BeginPlay ();
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if (args[0])
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radius = args[0] << FRACBITS;
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if (args[1])
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height = args[1] << FRACBITS;
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}
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