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

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class DukeTripBomb : DukeActor
{
enum EMode
{
// Control flags for WW2GI weapons.
TRIPBOMB_TRIPWIRE = 1,
TRIPBOMB_TIMER = 2
};
default
{
pic "TRIPBOMB";
Strength TRIPBOMB_STRENGTH;
strength 100;
+CHECKSLEEP;
+HITRADIUS_FORCEEFFECT;
+MOVEFTA_MAKESTANDABLE;
+SE24_NOCARRY;
+DONTANIMATE;
+NOFALLER;
+BLOCK_TRIPBOMB;
+NOFLOORPAL;
+NOTELEPORT;
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}
override void Initialize()
{
self.scale = (0.0625, 0.078125);
ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
self.hitag = ud.bomb_tag;
self.detail = TRIPBOMB_TRIPWIRE;
}
override void Tick()
{
int j;
double x;
if (self.statnum != STAT_STANDABLE)
{
return;
}
int lTripBombControl = self.detail;
if (lTripBombControl & TRIPBOMB_TIMER)
{
// we're on a timer....
if (self.extra >= 0)
{
self.extra--;
if (self.extra == 0)
{
self.temp_data[2] = 16;
self.PlayActorSound("LASERTRIP_ARMING");
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}
}
}
if (self.temp_data[2] > 0)
{
self.temp_data[2]--;
if (self.temp_data[2] == 8)
{
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self.PlayActorSound("LASERTRIP_EXPLODE");
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for (j = 0; j < 5; j++) self.RandomScrap();
int ex = self.extra;
self.hitradius(gs.tripbombblastradius, ex >> 2, ex >> 1, ex - (ex >> 2), ex);
let spawned = self.spawn("DukeExplosion2");
if (spawned)
{
spawned.angle = self.angle;
spawned.vel.X = 348 / 16.;
spawned.DoMove(CLIPMASK0);
}
DukeStatIterator it;
for(let a1 = it.First(STAT_MISC); a1; a1 = it.Next())
{
if (a1 is "DukeLaserLine" && self.hitag == a1.hitag)
a1.scale = (0, 0);
}
self.Destroy();
}
return;
}
else
{
let ex = self.extra;
self.extra = 1;
let ang = self.angle;
j = self.ifhitbyweapon();
if (j >= 0)
{
self.temp_data[2] = 16;
}
self.extra = ex;
self.angle = ang;
}
if (self.counter < 32)
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{
DukePlayer p;
double x;
[p, x] = self.findplayer();
if (x > 48) self.counter++;
else if (self.counter > 16) self.counter++;
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}
if (self.counter == 32)
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{
let ang = self.angle;
self.angle = self.temp_angle;
self.temp_pos = self.pos;
self.pos += self.temp_angle.ToVector() * 2;
self.pos.Z -= 3;
// Laser fix from EDuke32.
let oldSect = self.sector;
let curSect = self.sector;
curSect = Raze.updatesector(self.pos.XY, curSect, 128);
self.ChangeSector(curSect);
DukeActor hit;
[x, hit] = self.hitasprite();
self.temp_pos2.X = x;
self.angle = ang;
if (lTripBombControl & TRIPBOMB_TRIPWIRE)
{
// we're on a trip wire
while (x > 0)
{
let spawned = self.spawn("DukeLaserLine");// LASERLINE);
if (spawned)
{
spawned.SetPosition(spawned.pos);
spawned.hitag = self.hitag;
spawned.temp_pos.Z = spawned.pos.Z; // doesn't look to be used anywhere...
if (x < 64)
{
spawned.scale.X = (x * (REPEAT_SCALE / 2));
break;
}
x -= 64;
self.pos += self.temp_angle.ToVector() * 64;
cursect = Raze.updatesector(self.pos.XY, curSect, 128);
if (curSect == nullptr)
break;
self.ChangeSector(curSect);
// this is a hack to work around the laser line sprite's art tile offset
spawned.ChangeSector(curSect);
}
}
}
self.counter++;
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self.pos = self.temp_pos;
self.ChangeSector(oldSect);
self.temp_data[3] = 0;
if (hit && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
self.temp_data[2] = 13;
self.PlayActorSound("LASERTRIP_ARMING");
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}
else self.temp_data[2] = 0;
}
if (self.counter == 33)
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{
self.temp_data[1]++;
self.temp_pos.XY = self.pos.XY;
self.pos += self.temp_angle.ToVector() * 2;
self.pos.Z -= 3;
self.SetPosition(self.pos);
x = self.hitasprite();
self.pos.XY = self.temp_pos.XY;
self.pos.Z += 3;
self.SetPosition( self.pos);
if (self.temp_pos2.X != x && lTripBombControl & TRIPBOMB_TRIPWIRE)
{
self.temp_data[2] = 13;
self.PlayActorSound("LASERTRIP_ARMING");
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}
}
}
}
// the map-spawned and player-spawned trip bombs are different so let's spawn two distinct types for them.
class DukeTripBombPlaced : DukeTripBomb
{
override void Initialize()
{
Super.Initialize();
self.ownerActor = self;
self.vel.X = 1;
self.DoMove(CLIPMASK0);
self.counter = 17;
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self.temp_data[2] = 0;
self.temp_angle = self.angle;
self.ChangeStat(STAT_ZOMBIEACTOR);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeLaserLine : DukeActor
{
default
{
pic "LASERLINE";
+FULLBRIGHT;
+NOROTATEWITHSECTOR;
+SHOWWALLSPRITEONMAP;
+SE24_NOCARRY;
+DONTANIMATE;
+NOTELEPORT;
+NOFLOORPAL;
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}
override void Initialize()
{
self.scale = (0.5, 0.09375);
if (gs.lasermode == 1)
self.cstat = CSTAT_SPRITE_ALIGNMENT_WALL | CSTAT_SPRITE_TRANSLUCENT;
else if (gs.lasermode == 0 || gs.lasermode == 2)
self.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
else
{
self.scale = (0, 0);
}
let owner = self.ownerActor;
if (owner) self.angle = owner.temp_angle + 90;
self.ChangeStat(STAT_MISC);
}
override bool animate(tspritetype t)
{
let OwnerAc = self.ownerActor;
if (!OwnerAc) return true;
if (t.sector.lotag == 2) t.pal = 8;
t.pos.Z = OwnerAc.pos.Z - 3;
if (gs.lasermode == 2 && Duke.GetViewPlayer().heat_on == 0)
t.scale.Y = 0;
return true;
}
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}
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class DukeHandHoldingLaser : DukeActor
{
default
{
pic "HANDHOLDINGLASER";
}
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override bool ShootThis(DukeActor shooter, DukePlayer p, Vector3 pos, double ang) const
{
let sectp = shooter.sector;
double vel = 1024., zvel;
int j;
HitInfo hit;
if (p != null)
[vel, zvel] = Raze.setFreeAimVelocity(vel, zvel, p.getPitchWithView(), 16.);
else zvel = 0;
Raze.hitscan(pos, sectp, (ang.ToVector() * vel, zvel * 64), hit, CLIPMASK1);
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j = 0;
if (hit.hitActor) return true;
if (hit.hitWall && hit.hitSector)
{
if ((hit.hitpos.XY - pos.XY).LengthSquared() < 18.125 * 18.125)
{
if (hit.hitWall.twoSided())
{
if (hit.hitWall.nextSectorp().lotag <= 2 && hit.hitSector.lotag <= 2)
j = 1;
}
else if (hit.hitSector.lotag <= 2)
j = 1;
}
if (j == 1)
{
let bomb = dlevel.SpawnActor(hit.hitSector, hit.hitpos, "DukeTripBomb", -16, (0.0625, 0.078125), ang, 0., 0., shooter, STAT_STANDABLE);
if (!bomb) return true;
if (gs.TripBombControl & DukeTripBomb.TRIPBOMB_TIMER)
{
// set timer. blows up when at zero....
bomb.extra = gs.stickybomb_lifetime + ((random(0, 65535) * gs.stickybomb_lifetime_var) >> 14) - gs.stickybomb_lifetime_var;
bomb.detail = DukeTripBomb.TRIPBOMB_TIMER;
}
else
bomb.detail = DukeTripBomb.TRIPBOMB_TRIPWIRE; // this also covers the originally undefined case of tripbombcontrol == 0.
// this originally used the sprite index as tag to link the laser segments.
// This value is never used again to reference an shooter by index. Decouple this for robustness.
ud.bomb_tag = (ud.bomb_tag + 1) & 32767;
bomb.hitag = ud.bomb_tag;
bomb.PlayActorSound("LASERTRIP_ONWALL");
bomb.vel.X = -1.25;
bomb.DoMove(CLIPMASK0);
bomb.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
let delta = -hit.hitWall.delta();
bomb.Angle = delta.Angle() - 90;
bomb.temp_angle = bomb.Angle;
if (p)
p.ammo_amount[DukeWpn.TRIPBOMB_WEAPON]--; // this should be elsewhere.
}
}
return true;
}
}