mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
248 lines
5.1 KiB
Text
248 lines
5.1 KiB
Text
/*
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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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// Bridge ball -------------------------------------------------------------
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class BridgeBall : Actor
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{
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default
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{
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+NOBLOCKMAP
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+NOTELEPORT
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+NOGRAVITY
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}
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States
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{
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Spawn:
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TLGL A 2 Bright;
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TLGL A 1 Bright A_BridgeOrbit;
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Wait;
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}
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void A_BridgeOrbit()
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{
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if (target == NULL)
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{ // Don't crash if somebody spawned this into the world
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// independently of a Bridge actor.
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return;
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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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double rotationspeed = 45. / 32 * 3 / 5;
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double rotationradius = CustomBridge.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 (target.args[3] > 128) rotationspeed = 45. / 32 * (target.args[3] - 256) / TICRATE;
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else if (target.args[3] > 0) rotationspeed = 45. / 32 * (target.args[3]) / TICRATE;
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// Set rotation radius
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if (target.args[4]) rotationradius = ((target.args[4] * target.radius) / 100);
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Angle += rotationspeed;
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SetOrigin(target.Vec3Angle(rotationradius, Angle, 0), true);
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floorz = target.floorz;
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ceilingz = target.ceilingz;
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}
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}
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// The bridge itself -------------------------------------------------------
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class CustomBridge : Actor
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{
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const ORBIT_RADIUS = 15;
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default
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{
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+SOLID
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+NOGRAVITY
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+NOLIFTDROP
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+ACTLIKEBRIDGE
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Radius 32;
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Height 2;
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RenderStyle "None";
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}
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states
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{
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Spawn:
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TLGL ABCDE 3 Bright;
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Loop;
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See:
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TLGL A 2;
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TLGL A 2 A_BridgeInit;
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TLGL A -1;
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Stop;
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Death:
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TLGL A 2;
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TLGL A 300;
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Stop;
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}
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override void 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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A_SetSize(args[0] ? args[0] : 32, args[1] ? args[1] : 2);
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}
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else // No balls? Then a Doom bridge.
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{
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A_SetSize(args[0] ? args[0] : 36, args[1] ? args[1] : 4);
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A_SetRenderStyle(1., STYLE_Normal);
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}
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}
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override void OnDestroy()
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{
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// Hexen originally just set a flag to make the bridge balls remove themselves in A_BridgeOrbit.
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// But this is not safe with custom bridge balls that do not necessarily call that function.
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// So the best course of action is to look for all bridge balls here and destroy them ourselves.
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let it = ThinkerIterator.Create("Actor");
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Actor thing;
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while ((thing = Actor(it.Next())))
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{
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if (thing.target == self)
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{
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thing.Destroy();
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}
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}
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Super.OnDestroy();
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}
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void A_BridgeInit(class<Actor> balltype = "BridgeBall")
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{
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if (balltype == NULL)
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{
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balltype = "BridgeBall";
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}
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double startangle = random[orbit]() * (360./256.);
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = args[2]==0 ? 3 : args[2];
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for (int i = 0; i < ballcount; i++)
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{
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Actor ball = Spawn(balltype, Pos, ALLOW_REPLACE);
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ball.Angle = startangle + (45./32) * (256/ballcount) * i;
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ball.target = self;
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double rotationradius = ORBIT_RADIUS;
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if (args[4]) rotationradius = (args[4] * radius) / 100;
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ball.SetOrigin(Vec3Angle(rotationradius, ball.Angle, 0), true);
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ball.floorz = floorz;
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ball.ceilingz = ceilingz;
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}
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}
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}
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// The Hexen bridge -------------------------------------------------------
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class Bridge : CustomBridge
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{
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default
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{
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RenderStyle "None";
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Args 32, 2, 3, 0;
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}
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}
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// The ZDoom bridge -------------------------------------------------------
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class ZBridge : CustomBridge
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{
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default
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{
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Args 36, 4, 0, 0;
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}
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}
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// Invisible bridge --------------------------------------------------------
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class InvisibleBridge : Actor
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{
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default
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{
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RenderStyle "None";
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Radius 32;
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RenderRadius -1;
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Height 4;
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+SOLID
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+NOGRAVITY
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+NOLIFTDROP
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+ACTLIKEBRIDGE
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}
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States
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{
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Spawn:
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TNT1 A -1;
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Stop;
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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if (args[0] || args[1])
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{
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A_SetSize(args[0]? args[0] : radius, args[1]? args[1] : height);
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}
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}
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}
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// And some invisible bridges from Skull Tag -------------------------------
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class InvisibleBridge32 : InvisibleBridge
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{
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default
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{
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Radius 32;
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Height 8;
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}
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}
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class InvisibleBridge16 : InvisibleBridge
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{
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default
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{
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Radius 16;
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Height 8;
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}
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}
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class InvisibleBridge8 : InvisibleBridge
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{
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default
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{
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Radius 8;
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Height 8;
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}
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}
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