mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
248 lines
5.1 KiB
Text
248 lines
5.1 KiB
Text
/*
|
|
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
|
|
// independantly 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 -------------------------------------------------------
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|