mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 05:11:07 +00:00
513de38723
Using ownerActor is not robust, for some actors this will have unwanted side effects.
338 lines
7.3 KiB
Text
338 lines
7.3 KiB
Text
|
|
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;
|
|
}
|
|
|
|
override void Initialize(DukeActor spawner)
|
|
{
|
|
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");
|
|
}
|
|
}
|
|
}
|
|
if (self.temp_data[2] > 0)
|
|
{
|
|
self.temp_data[2]--;
|
|
if (self.temp_data[2] == 8)
|
|
{
|
|
self.PlayActorSound("LASERTRIP_EXPLODE");
|
|
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)
|
|
{
|
|
DukePlayer p;
|
|
double x;
|
|
[p, x] = self.findplayer();
|
|
if (x > 48) self.counter++;
|
|
else if (self.counter > 16) self.counter++;
|
|
}
|
|
if (self.counter == 32)
|
|
{
|
|
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++;
|
|
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");
|
|
}
|
|
else self.temp_data[2] = 0;
|
|
}
|
|
if (self.counter == 33)
|
|
{
|
|
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");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// 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(DukeActor spawner)
|
|
{
|
|
Super.Initialize(spawner);
|
|
|
|
self.ownerActor = self;
|
|
self.vel.X = 1;
|
|
self.DoMove(CLIPMASK0);
|
|
self.counter = 17;
|
|
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;
|
|
}
|
|
|
|
override void Initialize(DukeActor spawner)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (spawner) self.angle = spawner.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;
|
|
}
|
|
}
|
|
|
|
class DukeHandHoldingLaser : DukeActor
|
|
{
|
|
default
|
|
{
|
|
pic "HANDHOLDINGLASER0";
|
|
}
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
}
|