raze/wadsrc/static/zscript/games/duke/actors/mortar.zs
Christoph Oelckers 9ddb5987cd - two new flags and one renamed one for hitradius.
slowly getting closer to sorting this one out. The new flags already make operation a lot clearer.
2023-04-22 12:08:47 +02:00

246 lines
5 KiB
Text

class DukeMortar : DukeActor
{
default
{
pic "MORTER";
DukeMortar.ceilingdist 3;
DukeMortar.spawnscale 0.5;
+HITRADIUS_DONTHURTSHOOTER;
}
meta int ceilingdist;
meta double spawnscale;
property ceilingdist: ceilingdist;
property spawnscale: spawnscale;
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
let sect = actor.sector;
if (actor.extra >= 0) actor.shade = -96;
double x;
DukePlayer p;
[p, x] = actor.findplayer();
let plActor = p.Actor;
x = (plActor.pos.XY - actor.pos.XY).Length();
double zvel = -x * 0.5;
if (zvel < -8)
zvel = -4;
double vel = x / 16.;
dlevel.SpawnActor(sect, pos.plusZ(-6) + ang.ToVector() * 4, GetClass(), -64, (self.spawnscale, self.spawnscale), ang, vel, zvel, actor, STAT_ACTOR);
return true;
}
override void Tick()
{
let spawned = self.spawn("DukeFrameEffect");
if (spawned) spawned.counter = 3;
Common(1);
}
void Common(int itemmode)
{
let sectp = self.sector;
DukePlayer p;
double xx;
[p,xx] = self.findplayer();
if (xx < 1220 / 16.) self.cstat &= ~CSTAT_SPRITE_BLOCK_ALL;
else self.cstat |= CSTAT_SPRITE_BLOCK_ALL;
if (self.temp_data[3] == 0)
{
int j = self.ifhitbyweapon();
if (j >= 0)
{
self.temp_data[3] = 1;
self.temp_data[4] = 0;
self.vel.X = 0;
self.DetonateIt(itemmode);
return;
}
}
if (itemmode != 0)
{
self.makeitfall();
// Feature check later needs to be map controlled, not game controlled.
if (sectp.lotag != ST_1_ABOVE_WATER && (!Raze.isRRRA() || sectp.lotag != ST_160_FLOOR_TELEPORT) && self.pos.Z >= self.floorz - 1 && self.yint < 3)
{
if (self.yint > 0 || (self.yint == 0 && self.floorz == sectp.floorz))
{
if (itemmode != 2)
self.PlayActorSound("PIPEBOMB_BOUNCE");
else if (self.temp_data[3] == 0)
{
self.temp_data[3] = 1;
self.temp_data[4] = 0;
self.DetonateIt(itemmode);
return;
}
}
self.vel.Z = -(4 - self.yint);
if (sectp.lotag == 2)
self.vel.Z *= 0.25;
self.yint++;
}
if (itemmode != 2 && self.pos.Z < self.ceilingz + self.ceilingdist && (!Raze.isRR() || sectp.lotag != ST_2_UNDERWATER)) // underwater check only for RR
{
self.pos.Z = self.ceilingz + self.ceilingdist;
self.vel.Z = 0;
}
}
CollisionData coll;
self.movesprite_ex((self.angle.ToVector() * self.vel.X, self.vel.Z), CLIPMASK0, coll);
if (sectp.lotag == ST_1_ABOVE_WATER && self.vel.Z == 0)
{
self.pos.Z += 32;
if (self.temp_data[0] == 0)
{
self.temp_data[0] = 1;
self.spawn("DukeWaterSplash");
}
}
else self.temp_data[0] = 0;
if (self.temp_data[3] == 0 && (coll.type || xx < 844 / 16.))
{
self.temp_data[3] = 1;
self.temp_data[4] = 0;
self.vel.X = 0;
}
else if(self.vel.X > 0)
{
self.vel.X -= 5. / 16;
if (sectp.lotag == ST_2_UNDERWATER)
self.vel.X -= 10. / 16;
if(self.vel.X < 0)
self.vel.X = 0;
//if (int(self.vel.X * 16) & 8) self.spr.cstat ^= CSTAT_SPRITE_XFLIP;
}
self.DetonateIt(itemmode);
}
void DetonateIt(int itemmode)
{
if (self.temp_data[3] == 1)
{
self.temp_data[4]++;
DukePlayer p;
double xx;
[p,xx] = self.findplayer();
if (self.temp_data[4] == 2)
{
int x = self.extra;
int m = itemmode == 0? gs.bouncemineblastradius : gs.morterblastradius;
if (self.sector.lotag != 800 || !Raze.isRR()) // this line is RR only
{
self.hitradius(m, x >> 2, x >> 1, x - (x >> 2), x);
self.spawn("DukeExplosion2");
if (self.vel.Z == 0 && !Raze.isRR()) self.spawn("DukeExplosion2Bot"); // this line is Duke only
if (itemmode == 2) self.spawn("DukeBurning");
self.PlayActorSound("PIPEBOMB_EXPLODE");
for (x = 0; x < 8; x++)
self.RANDOMSCRAP();
}
}
if (self.scale.Y)
{
self.scale.Y = 0;
return;
}
if (self.temp_data[4] > 20)
{
self.Destroy();
return;
}
if (itemmode == 2)
{
self.spawn("DukeBurning");
self.Destroy();
return;
}
}
if (self.counter < 8) self.counter++;
}
}
class DukeBounceMine : DukeMortar
{
default
{
pic "BOUNCEMINE";
}
override void Initialize()
{
// This is only for placed items, not for armed weapons!
// Although this can be shot, it doesn't really work for that.
if (self.mapSpawned)
{
self.ownerActor = self;
self.extra = gs.impact_damage << 2;
self.cstat |= CSTAT_SPRITE_BLOCK_ALL; // Make it hitable
self.ChangeStat(STAT_ZOMBIEACTOR);
self.shade = -127;
self.Scale = (0.375, 0.375);
}
}
override void Tick()
{
Common(0);
}
}
class RedneckMortar : DukeMortar
{
default
{
DukeMortar.ceilingdist 16;
}
override void Tick()
{
Common(1);
}
}
class RedneckCheerBomb : DukeMortar
{
default
{
spriteset "CHEERBOMB", "CHEERBOMB1", "CHEERBOMB2", "CHEERBOMB3";
DukeMortar.ceilingdist 16;
+NOFLOORPAL;
DukeMortar.spawnscale 0.25;
}
override bool Animate(tspritetype t)
{
t.SetSpritePic(self, (PlayClock >> 4) & 3);
return true;
}
override void Tick()
{
Common(2);
}
}