raze/wadsrc/static/zscript/games/duke/actors/projectiles.zs
Christoph Oelckers ef412c20cc - scriptified shootrpg.
Due to its ugly special cases this function is most likely not modding-safe.
2023-04-16 16:53:52 +02:00

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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()
{
// 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";
+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 (Raze.isRR()) tspr.setSpritePic(self, ((PlayClock >> 2) % 6));
return true;
}
}
class RedneckFirelaser : DukeFirelaser
{
default
{
spriteset "FIRELASER", "FIRELASER2", "FIRELASER3", "FIRELASER4", "FIRELASER5", "FIRELASER6";
}
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";
}
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;
}
override void Initialize()
{
if (!bSIMPLEINIT)
{
// looks like this case is never used anywhere.
self.cstat = CSTAT_SPRITE_YCENTER | self.randomXFlip();
self.angle = self.ownerActor.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;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class DukeFireball : DukeProjectile // WorldTour only
{
default
{
pic "FIREBALL";
+FULLBRIGHT;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
// World Tour's values for angles and velocities are quite arbitrary...
double vel, zvel;
if (actor.extra >= 0)
actor.shade = -96;
pos.Z -= 2;
if (!(actor is 'DukeBoss5'))
vel = 840/16.;
else {
vel = 968/16.;
pos.Z += 24;
}
if (p == null)
{
ang += 22.5 / 8 - frandom(0, 22.5 / 4);
let j = actor.findplayer();
double dist = (j.actor.pos.XY - actor.pos.XY).Length();
zvel = ((j.actor.opos.z + j.actor.oviewzoffset - pos.Z + 3) * vel) / dist;
}
else
{
[vel, zvel] = Raze.setFreeAimVelocity(vel, zvel, p.getPitchWithView(), 49.);
pos += (ang + 61.171875).ToVector() * (1024. / 448.);
pos.Z += 3;
}
double scale = 0.28125;
let spawned = dlevel.SpawnActor(actor.sector, pos, GetClass(), -127, (0.28125, 0.28125), ang, vel, zvel, actor, STAT_PROJECTILE);
if (spawned)
{
spawned.extra += random(0, 7);
if ((actor is 'DukeBoss5') || p)
{
spawned.scale = (0.625, 0.625);
}
//spawned.yint = p;
spawned.cstat = CSTAT_SPRITE_YCENTER;
spawned.clipdist = 1;
}
return true;
}
override bool premoveeffect()
{
let Owner = self.ownerActor;
if (self.sector.lotag == 2)
{
self.Destroy();
return true;
}
if (self.detail != 1)
{
if (self.counter >= 1 && self.counter < 6)
{
double siz = 1.0 - (self.counter * 0.2);
DukeActor trail = self.temp_actor;
let ball = self.spawn('DukeFireball');
if (ball)
{
self.temp_actor = ball;
ball.vel.X = self.vel.X;
ball.vel.Z = self.vel.Z;
ball.angle = self.angle;
if (self.counter > 1)
{
if (trail)
{
ball.pos = trail.temp_pos;
ball.vel = trail.temp_pos2;
}
}
double scale = self.scale.X * siz;
ball.scale = (scale, scale);
ball.cstat = self.cstat;
ball.extra = 0;
ball.temp_pos = ball.pos;
ball.temp_pos2 = ball.vel;
ball.detail = 1;
ball.ChangeStat(STAT_PROJECTILE);
}
}
self.counter++;
}
if (self.vel.Z < 15000. / 256.)
self.vel.Z += 200 / 256.;
return false;
}
override bool weaponhitsprite_pre(DukeActor targ)
{
if (self.detail != 1)
return super.weaponhitsprite_pre(targ);
return false;
}
override bool weaponhitplayer(DukeActor targ)
{
let p = targ.GetPlayer();
let Owner = self.ownerActor;
if (p && ud.multimode >= 2 && Owner && Owner.isPlayer())
{
p.numloogs = -1 - self.yint;
}
return Super.weaponhitplayer(targ);
}
override bool weaponhitsector()
{
if (super.weaponhitsector()) return true;
if (self.detail != 1)
{
let spawned = self.spawn('DukeLavapool');
if (spawned)
{
spawned.ownerActor = self;
spawned.hitOwnerActor = self;
spawned.yint = self.yint;
}
self.Destroy();
return true;
}
return false;
}
override void posthiteffect(CollisionData coll)
{
if (self.detail != 1)
{
let spawned = self.spawn('DukeExplosion2');
if (spawned)
{
let scale = self.scale.X * 0.5;
spawned.scale = (scale,scale);
}
}
Super.postHitEffect(coll);
}
override class<DukeActor> GetRadiusDamageType(int targhealth)
{
if (self.detail == 0) return 'DukeFlamethrowerFlame';
return 'DukeRadiusExplosion';
}
}
//---------------------------------------------------------------------------
//
// this class is called shitball - but it's not just about throwing shit in the game,
// the entire logic with 4 different looks depending on the shooter is also shit...
//
//---------------------------------------------------------------------------
class RedneckShitBall : DukeSpit
{
default
{
spriteset "SHITBALL", "SHITBALL2", "SHITBALL3", "SHITBALL4",
"FROGBALL1", "FROGBALL2", "FROGBALL3", "FROGBALL4", "FROGBALL5", "FROGBALL6",
"SHITBURN", "SHITBURN2", "SHITBURN3", "SHITBURN4",
"RABBITBALL";
+NOFLOORPAL;
}
private void rabbitguts()
{
self.spawnguts('RedneckRabbitJibA', 2);
self.spawnguts('RedneckRabbitJibB', 2);
self.spawnguts('RedneckRabbitJibC', 2);
}
override bool weaponhitplayer(DukeActor targ)
{
if (ownerActor && ownerActor.bSPAWNRABBITGUTS)
rabbitguts();
return Super.weaponhitplayer(targ);
}
override bool weaponhitwall(walltype wal)
{
self.SetPosition(oldpos);
if (ownerActor && ownerActor.bSPAWNRABBITGUTS)
rabbitguts();
return super.weaponhitwall(wal);
}
override bool weaponhitsector()
{
self.setPosition(oldpos);
if (ownerActor && ownerActor.bSPAWNRABBITGUTS)
rabbitguts();
return super.weaponhitsector();
}
override bool animate(tspritetype tspr)
{
int sprite = ((PlayClock >> 4) & 3);
if (self.ownerActor)
{
let OwnerAc = self.ownerActor;
if (OwnerAc.bTRANSFERPALTOJIBS)
{
if (OwnerAc.pal == 8)
{
sprite = 4 + ((PlayClock >> 4) % 6);
}
else if (OwnerAc.pal == 19)
{
sprite = 10 + ((PlayClock >> 4) & 3);
tspr.shade = -127;
}
}
else if (OwnerAc.bSPAWNRABBITGUTS)
{
tspr.clipdist |= TSPR_ROTATE8FRAMES;
sprite = 14;
}
}
return true;
}
override bool ShootThis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const
{
if (actor.bSPAWNRABBITGUTS)
{
shootprojectile1(actor, p, pos, ang, 37.5, -20);
}
else
{
shootprojectile1(actor, p, pos, ang, 25, -10);
}
return true;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
class RedneckSawBlade : DukeProjectile
{
default
{
spriteset "SAWBLADE", "SAWBLADE2", "SAWBLADE3", "SAWBLADE4", "SAWBLADE5", "SAWBLADE6", "SAWBLADE7", "SAWBLADE8",
"CHEERBLADE", "CHEERBLADE2", "CHEERBLADE3", "CHEERBLADE4";
}
override bool weaponhitwall(walltype wal)
{
if (Raze.tileflags(wal.walltexture) & Duke.TFLAG_NOCIRCLEREFLECT)
{
self.Destroy();
return true;
}
if (self.extra <= 0)
{
self.pos += self.angle.ToVector() * 8;
let Owner = self.ownerActor;
if (!Owner || !(Owner.bALTPROJECTILESPRITE)) // depends on the shooter. Urgh...
{
let j = self.spawn("RedneckCircleStuck");
if (j)
{
j.scale = (0.125, 0.125);
j.cstat = CSTAT_SPRITE_ALIGNMENT_WALL;
j.angle += 90;
j.clipdist = self.scale.X * self.spriteWidth() * 0.125;
}
}
self.Destroy();
return true;
}
if (!dlevel.isMirror(wal))
{
self.extra -= 20;
self.yint--;
}
let k = wal.delta().Angle();
self.angle = k * 2 - self.angle;
return true;
}
override bool animate(tspritetype tspr)
{
int frame;
if (!OwnerActor || !(OwnerActor.bALTPROJECTILESPRITE)) frame = ((PlayClock >> 4) & 7);
else frame = 8 + ((PlayClock >> 4) & 3);
tspr.SetSpritePic(self, frame);
return true;
}
}
class RedneckCircleStuck : DukeActor
{
default
{
pic "CIRCLESTUCK";
}
}