mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-15 17:01:51 +00:00
f103e33300
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time. Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
264 lines
5.3 KiB
Text
264 lines
5.3 KiB
Text
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class DukeTripBomb : DukeActor
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{
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enum EMode
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{
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// Control flags for WW2GI weapons.
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TRIPBOMB_TRIPWIRE = 1,
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TRIPBOMB_TIMER = 2
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};
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default
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{
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pic "TRIPBOMB";
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// Note: The trip bomb has its health defined through CON! Value is 100. Con-based definitions will take precendence.
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health 100;
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}
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override void Initialize()
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{
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self.scale = (0.0625, 0.078125);
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ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
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self.hitag = ud.bomb_tag;
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self.detail = TRIPBOMB_TRIPWIRE;
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}
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override void Tick()
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{
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int j;
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double x;
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if (self.statnum != STAT_STANDABLE)
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{
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return;
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}
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int lTripBombControl = self.detail;
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if (lTripBombControl & TRIPBOMB_TIMER)
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{
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// we're on a timer....
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if (self.extra >= 0)
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{
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self.extra--;
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if (self.extra == 0)
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{
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self.temp_data[2] = 16;
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self.PlayActorSound("LASERTRIP_ARMING");
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}
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}
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}
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if (self.temp_data[2] > 0)
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{
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self.temp_data[2]--;
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if (self.temp_data[2] == 8)
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{
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self.PlayActorSound(Dukesnd.LASERTRIP_EXPLODE);
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for (j = 0; j < 5; j++) self.RandomScrap();
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int ex = self.extra;
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self.hitradius(gs.tripbombblastradius, ex >> 2, ex >> 1, ex - (ex >> 2), ex);
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let spawned = self.spawn("DukeExplosion2");
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if (spawned)
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{
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spawned.angle = self.angle;
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spawned.vel.X = 348 / 16.;
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spawned.DoMove(CLIPMASK0);
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}
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DukeStatIterator it;
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for(let a1 = it.First(STAT_MISC); a1; a1 = it.Next())
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{
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if (a1 is "DukeLaserLine" && self.hitag == a1.hitag)
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a1.scale = (0, 0);
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}
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self.Destroy();
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}
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return;
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}
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else
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{
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let ex = self.extra;
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self.extra = 1;
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let ang = self.angle;
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j = self.ifhitbyweapon();
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if (j >= 0)
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{
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self.temp_data[2] = 16;
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}
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self.extra = ex;
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self.angle = ang;
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}
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if (self.temp_data[0] < 32)
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{
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DukePlayer p;
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double x;
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[p, x] = self.findplayer();
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if (x > 48) self.temp_data[0]++;
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else if (self.temp_data[0] > 16) self.temp_data[0]++;
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}
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if (self.temp_data[0] == 32)
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{
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let ang = self.angle;
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self.angle = self.temp_angle;
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self.temp_pos = self.pos;
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self.pos += self.temp_angle.ToVector() * 2;
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self.pos.Z -= 3;
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// Laser fix from EDuke32.
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let oldSect = self.sector;
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let curSect = self.sector;
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curSect = Raze.updatesector(self.pos.XY, curSect, 128);
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self.ChangeSector(curSect);
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DukeActor hit;
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[x, hit] = self.hitasprite();
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self.temp_pos2.X = x;
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self.angle = ang;
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if (lTripBombControl & TRIPBOMB_TRIPWIRE)
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{
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// we're on a trip wire
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while (x > 0)
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{
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let spawned = self.spawn("DukeLaserLine");// LASERLINE);
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if (spawned)
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{
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spawned.SetPosition(spawned.pos);
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spawned.hitag = self.hitag;
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spawned.temp_pos.Z = spawned.pos.Z; // doesn't look to be used anywhere...
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if (x < 64)
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{
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spawned.scale.X = (x * (REPEAT_SCALE / 2));
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break;
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}
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x -= 64;
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self.pos += self.temp_angle.ToVector() * 64;
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cursect = Raze.updatesector(self.pos.XY, curSect, 128);
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if (curSect == nullptr)
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break;
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self.ChangeSector(curSect);
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// this is a hack to work around the laser line sprite's art tile offset
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spawned.ChangeSector(curSect);
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}
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}
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}
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self.temp_data[0]++;
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self.pos = self.temp_pos;
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self.ChangeSector(oldSect);
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self.temp_data[3] = 0;
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if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE)
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{
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self.temp_data[2] = 13;
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self.PlayActorSound("LASERTRIP_ARMING");
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}
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else self.temp_data[2] = 0;
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}
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if (self.temp_data[0] == 33)
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{
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self.temp_data[1]++;
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self.temp_pos.XY = self.pos.XY;
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self.pos += self.temp_angle.ToVector() * 2;
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self.pos.Z -= 3;
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self.SetPosition(self.pos);
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x = self.hitasprite();
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self.pos.XY = self.temp_pos.XY;
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self.pos.Z += 3;
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self.SetPosition( self.pos);
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if (self.temp_pos2.X != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
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{
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self.temp_data[2] = 13;
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self.PlayActorSound("LASERTRIP_ARMING");
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}
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}
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}
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}
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// the map-spawned and player-spawned trip bombs are different so let's spawn two distinct types for them.
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class DukeTripBombPlaced : DukeTripBomb
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{
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override void Initialize()
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{
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if (self.lotag > ud.player_skill)
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{
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self.scale = (0, 0);
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self.ChangeStat(STAT_MISC);
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return;
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}
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Super.Initialize();
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self.ownerActor = self;
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self.vel.X = 1;
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self.DoMove(CLIPMASK0);
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self.temp_data[0] = 17;
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self.temp_data[2] = 0;
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self.temp_angle = self.angle;
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self.ChangeStat(STAT_ZOMBIEACTOR);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class DukeLaserLine : DukeActor
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{
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default
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{
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statnum STAT_MISC;
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pic "LASERLINE";
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}
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override void Initialize()
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{
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self.scale = (0.5, 0.09375);
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if (gs.lasermode == 1)
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self.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_TRANSLUCENT;
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else if (gs.lasermode == 0 || gs.lasermode == 2)
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self.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
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else
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{
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self.scale = (0, 0);
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}
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let owner = self.ownerActor;
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if (owner) self.angle = owner.temp_angle + 90;
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self.ChangeStat(STAT_MISC);
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}
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override bool animate(tspritetype t)
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{
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let OwnerAc = self.ownerActor;
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if (!OwnerAc) return true;
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if (t.sector.lotag == 2) t.pal = 8;
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t.pos.Z = OwnerAc.pos.Z - 3;
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if (gs.lasermode == 2 && Duke.GetViewPlayer().heat_on == 0)
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t.scale.Y = 0;
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t.shade = -127;
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return true;
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}
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}
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