raze/wadsrc/static/zscript/games/duke/actors/projectiles.zs
2022-12-11 19:43:48 +01:00

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// Note: Duke's handling is dumb enough to make it impossible for other actors than the predefined projectile type to be used as projectile -
// even if it is given the right statnum the projectile code won't get called for it.
// So even in the future any projectile needs to inherit from this to gain the needed feature support.
class DukeProjectile : DukeActor
{
default
{
statnum STAT_PROJECTILE;
}
Vector3 oldpos; // holds the position before the current move
double velx, vely; // holds the actual velocity for the current move. This can differ from the actor's internal values.
Sound SpawnSound;
// this large batch of subsequently called virtuals is owed to the spaghetti-like implementation of the orignal moveprojectiles function.
virtual bool premoveeffect()
{
return false;
}
virtual bool postmoveeffect(CollisionData coll)
{
if (coll.type != kHitSprite)
{
if (self.pos.Z < self.ceilingz)
{
coll.setSector(self.sector);
self.vel.Z -= 1/256.;
}
else if ((self.pos.Z > self.floorz && self.sector.lotag != ST_1_ABOVE_WATER) ||
(self.pos.Z > self.floorz + 16 && self.sector.lotag == ST_1_ABOVE_WATER))
{
coll.setSector(self.sector);
if (self.sector.lotag != ST_1_ABOVE_WATER)
self.vel.Z += 1/256.;
}
}
return false;
}
virtual bool weaponhitsprite_pre(DukeActor targ)
{
targ.checkhitsprite(self);
return false;
}
virtual bool weaponhitplayer(DukeActor targ)
{
targ.PlayActorSound("PISTOL_BODYHIT");
return false;
}
protected bool weaponhitsprite(DukeActor targ)
{
if (self.weaponhitsprite_pre(targ)) return true;
return self.weaponhitplayer(targ);
}
virtual bool weaponhitwall(walltype wal)
{
if (self.actorflag2(SFLAG2_MIRRORREFLECT) && dlevel.isMirror(wal))
{
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
self.ownerActor = self;
self.spawn("DukeTransporterStar");
return true;
}
else
{
self.SetPosition(oldpos);
dlevel.checkhitwall(wal, self, self.pos);
if (self.actorflag2(SFLAG2_REFLECTIVE))
{
if (!dlevel.isMirror(wal))
{
self.extra >>= 1;
self.yint--;
}
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
return true;
}
}
return false;
}
virtual bool weaponhitsector()
{
self.SetPosition(oldpos);
if (self.vel.Z < 0)
{
if ((self.sector.ceilingstat & CSTAT_SECTOR_SKY) && (self.sector.ceilingpal == 0))
{
self.Destroy();
return true;
}
dlevel.checkhitceiling(self.sector, self);
}
return false;
}
virtual void posthiteffect(CollisionData coll)
{
self.Destroy();
}
override void Tick()
{
double vel = self.vel.X;
double velz = self.vel.Z;
let oldpos = self.pos;
int p = -1;
if (self.actorflag2(SFLAG2_UNDERWATERSLOWDOWN) && self.sector.lotag == ST_2_UNDERWATER)
{
vel *= 0.5;
velz *= 0.5;
}
self.getglobalz();
if (self.premoveeffect()) return;
CollisionData coll;
self.movesprite_ex((self.angle.ToVector() * vel, velz), CLIPMASK1, coll);
if (!self.sector)
{
self.Destroy();
return;
}
if (self.postmoveeffect(coll)) return;
if (coll.type != 0)
{
if (coll.type == kHitSprite)
{
if (self.weaponhitsprite(DukeActor(coll.hitactor()))) return;
}
else if (coll.type == kHitWall)
{
if (weaponhitwall(coll.hitWall())) return;
}
else if (coll.type == kHitSector)
{
if (weaponhitsector()) return;
}
posthiteffect(coll);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFirelaser : DukeProjectile // Liztrooper shot
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
}
override bool postmoveeffect(CollisionData coll)
{
if (Super.postmoveeffect(coll)) return true;
for (int k = -3; k < 2; k++)
{
double zAdd = k * self.vel.Z / 24;
let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(zAdd) + self.angle.ToVector() * k * 2., 'DukeFireLaserTrail', -40 + (k << 2), self.scale, 0, 0., 0., self.ownerActor, STAT_MISC);
if (spawned)
{
spawned.opos = self.opos - self.pos + spawned.pos;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.pal = self.pal;
}
}
return false;
}
override bool animate(tspritetype tspr)
{
if (Raze.isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
tspr.shade = -127;
return true;
}
}
class DukeFirelaserTrail : DukeActor
{
default
{
statnum STAT_MISC;
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
}
override void Tick()
{
if (self.extra == 999)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
self.extra = 999;
if (Raze.isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
tspr.shade = -127;
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeShrinkSpark : DukeProjectile
{
default
{
spriteset "SHRINKSPARK", "SHRINKSPARK1", "SHRINKSPARK2", "SHRINKSPARK3";
}
override void posthiteffect(CollisionData coll)
{
self.spawn('DukeShrinkerExplosion');
self.PlayActorSound("SHRINKER_HIT");
self.hitradius(gs.shrinkerblastradius, 0, 0, 0, 0);
self.Destroy();
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, (PlayClock >> 4) & 3);
tspr.shade = -127;
return true;
}
}