mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-26 11:40:44 +00:00
2900144e22
git-svn-id: https://svn.eduke32.com/eduke32@4218 1a8010ca-5511-0410-912e-c29ae57300e0
137 lines
3.8 KiB
Lua
137 lines
3.8 KiB
Lua
|
|
-- A spawner (NUKEBUTTON+3) of colored TRANSPORTERSTAR+4 sprites in a helical
|
|
-- arrangement.
|
|
|
|
local require = require
|
|
local math = require("math")
|
|
|
|
local con = require("con")
|
|
local xmath = require("xmath")
|
|
|
|
local gv = gv
|
|
local actor = actor
|
|
local player = player
|
|
local sprite = sprite
|
|
|
|
local gameactor = gameactor
|
|
|
|
|
|
module(...)
|
|
|
|
-- Dual-typed per-actor array: false if a broken nuke switch is not enabled,
|
|
-- start game tic of when it was enabled otherwise.
|
|
-- NOTE: for objects that are not supposed to be deleted such as this one, it
|
|
-- would also be OK to use a plain table.
|
|
local nukeswStart = con.actorvar(false)
|
|
|
|
-- This one should be a per-actor variable because it holds info about
|
|
-- "volatile" actors.
|
|
local starPal = con.actorvar(0)
|
|
|
|
require("end_gamevars")
|
|
|
|
|
|
local bangvec = xmath.bangvec
|
|
local angvec = xmath.angvec
|
|
|
|
|
|
local D = require("CON.DEFS")
|
|
local GTICSPERSEC = gv.GTICSPERSEC
|
|
|
|
-- color per decasecond
|
|
local COLOR = { 1, 2, 6, 7, 8 }
|
|
|
|
gameactor
|
|
{
|
|
D.TRANSPORTERSTAR+4,
|
|
|
|
flags = actor.FLAGS.NOCLIP,
|
|
|
|
move = con.move{100},
|
|
movflags = actor.MOVFLAGS.geth,
|
|
|
|
func = function(aci)
|
|
local spr = sprite[aci]
|
|
-- NOTE: this is prettier than calling it 'a', even if 'act' is used to
|
|
-- denote an action in other places:
|
|
local act = actor[aci]
|
|
|
|
if (act:has_action(0)) then
|
|
act:set_action(1) -- TODO: actor constructors, i.e. 'init' callbacks
|
|
|
|
local decasec = math.floor((gv.gametic - nukeswStart[spr.owner])/(GTICSPERSEC*10))
|
|
|
|
local pal = COLOR[decasec+1]
|
|
if (pal ~= nil) then
|
|
starPal[aci] = pal
|
|
end
|
|
|
|
-- At one point, we stop coloring the spawned stars. This tests
|
|
-- per-actor variable resetting to the default value.
|
|
spr.pal = starPal[aci]
|
|
end
|
|
|
|
if (act:checkbump()) then
|
|
con.killit()
|
|
end
|
|
|
|
-- Test spr:changesect() vs. sprite.changesect()
|
|
local sectnum = spr.sectnum
|
|
|
|
for i=0,gv.numsectors-1 do
|
|
if (spr.pal ~= 2 and spr.pal ~= 7) then
|
|
sprite.changesect(aci, i) -- noticeably faster...
|
|
else
|
|
spr:changesect(i) -- ...than this
|
|
end
|
|
end
|
|
|
|
sprite.changesect(aci, sectnum)
|
|
end
|
|
}
|
|
|
|
local CS = sprite.CSTAT
|
|
local SPAWNSPERTIC = 10 --> 300/second --> 18000 per minute
|
|
local TWOPI = 2*math.pi
|
|
|
|
gameactor
|
|
{
|
|
D.NUKEBUTTON+3, -- destroyed end-of-level nuke switch
|
|
|
|
function(aci)
|
|
local spr = sprite[aci]
|
|
|
|
for pi in player.all() do
|
|
-- XXX: how to emulate "use switch" distance checking code, but in
|
|
-- an actor-centric fashion?
|
|
if (not nukeswStart[aci] and player.holdskey(pi, "OPEN")
|
|
and (player[pi].pos - spr):len2sq() < 256^2) then
|
|
-- Enable us.
|
|
nukeswStart[aci] = gv.gametic
|
|
spr.cstatbits:clear(CS.TRANS_BITMASK)
|
|
spr.cstatbits:set(CS.TRANS1)
|
|
break
|
|
end
|
|
end
|
|
|
|
local startgtic = nukeswStart[aci]
|
|
if (not startgtic) then
|
|
return
|
|
end
|
|
|
|
local hei, zofs = spr:getheightofs()
|
|
local radius = hei/2
|
|
|
|
for i=0,SPAWNSPERTIC-1 do
|
|
-- Make one second go once round the circle, spawning
|
|
-- SPAWNSPERTIC*GTICSPERSEC stars.
|
|
local ii = ((gv.gametic*SPAWNSPERTIC)%(GTICSPERSEC*SPAWNSPERTIC)) + i
|
|
local v = (radius/16)*angvec(ii*TWOPI/(GTICSPERSEC*SPAWNSPERTIC))
|
|
local circvec = xmath.vec3(0, v.x, 16*v.y):rotate(spr.ang)
|
|
local pos = spr^(zofs + radius) + 256*bangvec(spr.ang) + circvec
|
|
|
|
con.insertsprite{D.TRANSPORTERSTAR+4, pos, spr.sectnum, actor.STAT.ACTOR, aci,
|
|
xrepeat=3, yrepeat=3, ang=spr.ang}
|
|
end
|
|
end
|
|
}
|