gzdoom-gles/wadsrc/static/zscript/actors/shared/bridge.zs

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/*
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.
*/
// Bridge ball -------------------------------------------------------------
class BridgeBall : Actor
{
default
{
+NOBLOCKMAP
+NOTELEPORT
+NOGRAVITY
}
States
{
Spawn:
TLGL A 2 Bright;
TLGL A 1 Bright A_BridgeOrbit;
Wait;
}
void A_BridgeOrbit()
{
if (target == NULL)
{ // Don't crash if somebody spawned this into the world
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// independently of a Bridge actor.
return;
}
// Set default values
// Every five tics, Hexen moved the ball 3/256th of a revolution.
double rotationspeed = 45. / 32 * 3 / 5;
double rotationradius = CustomBridge.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 (target.args[3] > 128) rotationspeed = 45. / 32 * (target.args[3] - 256) / TICRATE;
else if (target.args[3] > 0) rotationspeed = 45. / 32 * (target.args[3]) / TICRATE;
// Set rotation radius
if (target.args[4]) rotationradius = ((target.args[4] * target.radius) / 100);
Angle += rotationspeed;
SetOrigin(target.Vec3Angle(rotationradius, Angle, 0), true);
floorz = target.floorz;
ceilingz = target.ceilingz;
}
}
// The bridge itself -------------------------------------------------------
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class CustomBridge : Actor
{
const ORBIT_RADIUS = 15;
default
{
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
Radius 32;
Height 2;
RenderStyle "None";
}
states
{
Spawn:
TLGL ABCDE 3 Bright;
Loop;
See:
TLGL A 2;
TLGL A 2 A_BridgeInit;
TLGL A -1;
Stop;
Death:
TLGL A 2;
TLGL A 300;
Stop;
}
override void BeginPlay ()
{
if (args[2]) // Hexen bridge if there are balls
{
SetState(SeeState);
A_SetSize(args[0] ? args[0] : 32, args[1] ? args[1] : 2);
}
else // No balls? Then a Doom bridge.
{
A_SetSize(args[0] ? args[0] : 36, args[1] ? args[1] : 4);
A_SetRenderStyle(1., STYLE_Normal);
}
}
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override void OnDestroy()
{
// 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.
let it = ThinkerIterator.Create("Actor");
Actor thing;
while ((thing = Actor(it.Next())))
{
if (thing.target == self)
{
thing.Destroy();
}
}
Super.OnDestroy();
}
void A_BridgeInit(class<Actor> balltype = "BridgeBall")
{
if (balltype == NULL)
{
balltype = "BridgeBall";
}
double startangle = random[orbit]() * (360./256.);
// Spawn triad into world -- may be more than a triad now.
int ballcount = args[2]==0 ? 3 : args[2];
for (int i = 0; i < ballcount; i++)
{
Actor ball = Spawn(balltype, Pos, ALLOW_REPLACE);
ball.Angle = startangle + (45./32) * (256/ballcount) * i;
ball.target = self;
double rotationradius = ORBIT_RADIUS;
if (args[4]) rotationradius = (args[4] * radius) / 100;
ball.SetOrigin(Vec3Angle(rotationradius, ball.Angle, 0), true);
ball.floorz = floorz;
ball.ceilingz = ceilingz;
}
}
}
// The Hexen bridge -------------------------------------------------------
class Bridge : CustomBridge
{
default
{
RenderStyle "None";
Args 32, 2, 3, 0;
}
}
// The ZDoom bridge -------------------------------------------------------
class ZBridge : CustomBridge
{
default
{
Args 36, 4, 0, 0;
}
}
// Invisible bridge --------------------------------------------------------
class InvisibleBridge : Actor
{
default
{
RenderStyle "None";
Radius 32;
RenderRadius -1;
Height 4;
+SOLID
+NOGRAVITY
+NOLIFTDROP
+ACTLIKEBRIDGE
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
override void BeginPlay ()
{
Super.BeginPlay ();
if (args[0] || args[1])
{
A_SetSize(args[0]? args[0] : radius, args[1]? args[1] : height);
}
}
}
// And some invisible bridges from Skull Tag -------------------------------
class InvisibleBridge32 : InvisibleBridge
{
default
{
Radius 32;
Height 8;
}
}
class InvisibleBridge16 : InvisibleBridge
{
default
{
Radius 16;
Height 8;
}
}
class InvisibleBridge8 : InvisibleBridge
{
default
{
Radius 8;
Height 8;
}
}