mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-14 00:21:38 +00:00
2900144e22
git-svn-id: https://svn.eduke32.com/eduke32@4218 1a8010ca-5511-0410-912e-c29ae57300e0
110 lines
2.9 KiB
Lua
110 lines
2.9 KiB
Lua
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local bit = require("bit")
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local band = bit.band
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local tostring = tostring
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local gv = gv
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local actor = actor
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local sector, wall, sprite = sector, wall, sprite
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local printf = printf
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local sectorsofbunch = sectorsofbunch
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local con = require("con")
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local D = require("CON.DEFS")
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----------
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local TROR_GLASSBREAKER = 2959 -- red 'T'
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-- Actor controlling the timing of a TROR hplane breaking.
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gameactor
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{
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TROR_GLASSBREAKER,
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function(aci, pli, dist)
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local spr = sprite[aci]
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if (not (spr.lotag == 712 and spr.hitag == 119)) then -- check BREAKER_MAGIC
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sprite.changestat(aci, actor.STAT.DEFAULT)
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return
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end
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local cnt = actor[aci]:get_count()
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local finish = (cnt >= 6)
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if (cnt == 0) then
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-- NOTE: INTERNAL interface, DON'T USE!
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con._sound(aci, D.GLASS_BREAKING)
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end
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local bunchnum = spr.extra
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for sectnum, what in sectorsofbunch(bunchnum, gv.BOTH_CF) do
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local cf = sector[sectnum][what]
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cf:set_picnum(D.GLASS2 + cnt)
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cf.statbits:clear(sector.STAT.BLOCK + sector.STAT.HITSCAN)
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if (finish) then
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cf.statbits:clear(sector.STAT.TRANS_BITMASK)
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end
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end
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if (finish) then
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con.killit()
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end
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end
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}
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local DHP = sector.DAMAGEHPLANE
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gameevent
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{
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"DAMAGEHPLANE",
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function(aci, pli, RETURN)
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local what, sectnum = sector.damagehplane_whatsect(RETURN)
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local sec = sector[sectnum]
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-- Part I: make various screens breakable when it's a ceiling picnum.
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if (what == "ceiling") then
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-- hit ceiling
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if (sec.ceilingpicnum >= 263 and sec.ceilingpicnum <= 275) then
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sec:set_ceilingpicnum(D.W_SCREENBREAK + gv.krand()%3)
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gv.RETURN = DHP.GLASSBREAK
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return con.longjmp()
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end
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end
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gv.RETURN = DHP.DEFAULT
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end
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}
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gameevent
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{
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"DAMAGEHPLANE",
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function(aci, pli, RETURN)
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local what, sectnum = sector.damagehplane_whatsect(RETURN)
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local sec = sector[sectnum]
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-- Part II: breakable TROR hplanes
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local cf = sec[what]
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-- printf("damage %s of sector %d (pic %d, bunch %d, hittable: %s)", what, sectnum,
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-- cf.picnum, cf.bunch, tostring(cf.statbits:test(sector.STAT.HITSCAN)))
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if (cf.bunch >= 0 and (cf.picnum==198 or cf.picnum==D.GLASS2) and
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cf.statbits:test(sector.STAT.HITSCAN)) then
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local bi = con.insertsprite(TROR_GLASSBREAKER, wall[sec.wallptr], sectnum, actor.STAT.ACTOR)
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local breaker = sprite[bi]
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breaker.cstat = sprite.CSTAT.INVISIBLE
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breaker.lotag, breaker.hitag = 712, 119 -- BREAKER_MAGIC
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breaker.extra = cf.bunch
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gv.RETURN = DHP.SUPPRESS
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return con.longjmp()
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end
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gv.RETURN = DHP.DEFAULT
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end
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}
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