raze/wadsrc/static/zscript/games/duke/actors/dukeweapons/projectilebase.zs

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// Note: Duke's handling is dumb enough to make it impossible for other actors than the predefined projectile type to be used as projectile -
// even if it is given the right statnum the projectile code won't get called for it.
// So even in the future any projectile needs to inherit from this to gain the needed feature support.
extend class DukeActor
{
// placed in DukeActor so it remains reusable.
void bounce()
{
Vector3 vect = (self.angle.ToVector() * self.vel.X, self.vel.Z);
let sectp = self.sector;
double daang = sectp.walls[0].delta().Angle();
double k;
if (self.pos.Z < (self.floorz + self.ceilingz) * 0.5)
k = sectp.ceilingheinum;
else
k = sectp.floorheinum;
Vector3 davec = (sin(daang) * k, -cos(daang) * k, 4096);
double dotp = vect dot davec;
double l = davec.LengthSquared();
vect -= davec * (2 * dotp / l);
self.vel.Z = vect.Z;
self.vel.X = vect.XY.Length();
self.angle = vect.Angle();
}
}
class DukeProjectile : DukeActor
{
default
{
statnum STAT_PROJECTILE;
}
Vector3 oldpos; // holds the position before the current move
meta Sound SpawnSound;
property SpawnSound: SpawnSound;
override void Initialize(DukeActor spawner)
{
// do not call the parent's function here.
}
// this large batch of subsequently called virtuals is owed to the spaghetti-like implementation of the orignal moveprojectiles function.
virtual bool premoveeffect()
{
return false;
}
virtual bool postmoveeffect(CollisionData coll)
{
if (coll.type != kHitSprite)
{
if (self.pos.Z < self.ceilingz)
{
coll.setSector(self.sector);
self.vel.Z -= 1/256.;
}
else if ((self.pos.Z > self.floorz && self.sector.lotag != ST_1_ABOVE_WATER) ||
(self.pos.Z > self.floorz + 16 && self.sector.lotag == ST_1_ABOVE_WATER))
{
coll.setSector(self.sector);
if (self.sector.lotag != ST_1_ABOVE_WATER)
self.vel.Z += 1/256.;
}
}
return false;
}
virtual bool weaponhitsprite_pre(DukeActor targ)
{
targ.OnHit(self);
return false;
}
virtual bool weaponhitplayer(DukeActor targ)
{
targ.PlayActorSound("PISTOL_BODYHIT");
return false;
}
protected bool weaponhitsprite(DukeActor targ)
{
if (self.weaponhitsprite_pre(targ)) return true;
if (!targ.isPlayer()) return false;
return self.weaponhitplayer(targ);
}
virtual bool weaponhitwall(walltype wal)
{
if (self.bMIRRORREFLECT && dlevel.isMirror(wal))
{
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
self.ownerActor = self;
self.spawn("DukeTransporterStar");
return true;
}
else
{
self.SetPosition(oldpos);
dlevel.checkhitwall(wal, self, self.pos);
if (self.bREFLECTIVE)
{
if (!dlevel.isMirror(wal))
{
self.extra >>= 1;
self.yint--;
}
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
return true;
}
}
return false;
}
virtual bool weaponhitsector()
{
self.SetPosition(oldpos);
if (self.vel.Z < 0)
{
if ((self.sector.ceilingstat & CSTAT_SECTOR_SKY) && (self.sector.ceilingpal == 0))
{
self.Destroy();
return true;
}
dlevel.checkhitceiling(self.sector, self);
}
return false;
}
virtual void posthiteffect(CollisionData coll)
{
self.Destroy();
}
override void Tick()
{
double vel = self.vel.X;
double velz = self.vel.Z;
oldpos = self.pos;
int p = -1;
if (self.bUNDERWATERSLOWDOWN && self.sector.lotag == ST_2_UNDERWATER)
{
vel *= 0.5;
velz *= 0.5;
}
self.getglobalz();
if (self.premoveeffect()) return;
CollisionData coll;
self.movesprite_ex((self.angle.ToVector() * vel, velz), CLIPMASK1, coll);
if (!self.sector)
{
self.Destroy();
return;
}
if (self.postmoveeffect(coll)) return;
if (coll.type != 0)
{
if (coll.type == kHitSprite)
{
if (self.weaponhitsprite(DukeActor(coll.hitactor()))) return;
}
else if (coll.type == kHitWall)
{
if (weaponhitwall(coll.hitWall())) return;
}
else if (coll.type == kHitSector)
{
if (weaponhitsector()) return;
}
posthiteffect(coll);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFirelaser : DukeProjectile // Liztrooper shot
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
Strength FIRELASER_WEAPON_STRENGTH;
+INFLAME;
+FULLBRIGHT;
+MIRRORREFLECT;
}
override bool postmoveeffect(CollisionData coll)
{
if (Super.postmoveeffect(coll)) return true;
for (int k = -3; k < 2; k++)
{
double zAdd = k * self.vel.Z / 24;
let spawned = dlevel.SpawnActor(self.sector, self.pos.plusZ(zAdd) + self.angle.ToVector() * k * 2., 'DukeFireLaserTrail', -40 + (k << 2), self.scale, 0, 0., 0., self.ownerActor, STAT_MISC);
if (spawned)
{
spawned.opos = self.opos - self.pos + spawned.pos;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.pal = self.pal;
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 2;
shootprojectile1(actor, p, pos, ang, 52.5, 0);
return true;
}
}
class DukeFirelaserTrail : DukeActor
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
+FULLBRIGHT;
}
override void Tick()
{
if (self.extra == 999)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
self.extra = 999;
if (isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
}
class RedneckFirelaser : DukeFirelaser
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
Strength FIRELASER_RR_WEAPON_STRENGTH;
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 4;
shootprojectile1(actor, p, pos, ang, 52.5, 0, 0.125);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeSpit : DukeProjectile
{
default
{
pic "SPIT";
Strength SPIT_WEAPON_STRENGTH;
}
override bool postmoveeffect(CollisionData coll)
{
Super.postmoveeffect(coll);
if (self.vel.Z < 24)
self.vel.Z += gs.gravity - 112 / 256.;
return false;
}
override bool weaponhitplayer(DukeActor targ)
{
if (Super.weaponhitplayer(targ)) return true;
let p = targ.GetPlayer();
p.addPitch(-14.04);
p.centerview();
if (p.loogcnt == 0)
{
if (!p.actor.CheckSoundPlaying("PLAYER_LONGTERM_PAIN"))
p.actor.PlayActorSound("PLAYER_LONGTERM_PAIN");
int j = random(3, 7);
p.numloogs = j;
p.loogcnt = 24 * 4;
for (int x = 0; x < j; x++)
{
p.loogie[x].X = random(0, 319);
p.loogie[x].Y = random(0, 199);
}
}
return false;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
shootprojectile1(actor, p, pos, ang, 292/16., 0);
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeCoolExplosion1 : DukeProjectile // octabrain shot.
{
default
{
spriteset "COOLEXPLOSION1", "COOLEXPLOSION2", "COOLEXPLOSION3", "COOLEXPLOSION4", "COOLEXPLOSION5",
"COOLEXPLOSION6", "COOLEXPLOSION7", "COOLEXPLOSION8", "COOLEXPLOSION9", "COOLEXPLOSION10",
"COOLEXPLOSION11", "COOLEXPLOSION12", "COOLEXPLOSION13", "COOLEXPLOSION14", "COOLEXPLOSION15",
"COOLEXPLOSION16", "COOLEXPLOSION17", "COOLEXPLOSION18", "COOLEXPLOSION19", "COOLEXPLOSION20";
+FULLBRIGHT;
+MIRRORREFLECT;
+SPECIALINIT;
Strength COOL_EXPLOSION_STRENGTH;
}
override void Initialize(DukeActor spawner)
{
if (!bSIMPLEINIT)
{
// looks like this case is never used anywhere.
self.cstat = CSTAT_SPRITE_YCENTER | self.randomXFlip();
if (spawner) self.angle = spawner.angle;
self.shade = -64;
double c, f;
[c, f] = self.sector.getSlopes(self.pos.XY);
if (self.pos.Z > f - 12)
self.pos.Z = f - 12;
}
}
override bool premoveeffect()
{
if (!self.CheckSoundPlaying("WIERDSHOT_FLY"))
self.PlayActorSound("WIERDSHOT_FLY");
return false;
}
override bool weaponhitsprite_pre(DukeActor targ)
{
if (!targ.isPlayer())
{
return true;
}
self.vel.X = self.vel.Z = 0;
return super.weaponhitsprite_pre(targ);
}
override bool weaponhitwall(walltype wal)
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitwall(wal);
}
override bool weaponhitsector()
{
self.vel.X = self.vel.Z = 0;
return super.weaponhitsector();
}
override void posthiteffect(CollisionData coll)
{
// don't destroy.
}
override void Tick()
{
Super.Tick();
if (++self.shade >= 40)
{
self.Destroy();
}
}
override bool animate(tspritetype tspr)
{
tspr.setSpritePic(self, clamp((self.shade >> 1), 0, 19));
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
pos.Z -= 10;
let spawned = shootprojectile1(actor, p, pos, ang, 292/16., 0);
if (spawned)
{
spawned.shade = 0;
// special hack case.
if (actor.bSPECIALINIT)
{
let ovel = spawned.vel.X;
spawned.vel.X = 64;
spawned.DoMove(CLIPMASK0);
spawned.vel.X = ovel;
spawned.Angle += frandom(-22.5, 22.5);
}
}
return true;
}
}