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https://github.com/ZDoom/Raze.git
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ae56faf0ad
To demonstrate and test that it can be modified from outside, and that these changes are kept with savegame restores. git-svn-id: https://svn.eduke32.com/eduke32@5322 1a8010ca-5511-0410-912e-c29ae57300e0
137 lines
3.8 KiB
Lua
137 lines
3.8 KiB
Lua
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-- A spawner (NUKEBUTTON+3) of colored TRANSPORTERSTAR+4 sprites in a helical
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-- arrangement.
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local require = require
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local math = require("math")
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local con = require("con")
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local xmath = require("xmath")
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local gv = gv
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local actor = actor
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local player = player
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local sprite = sprite
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local gameactor = gameactor
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module(...)
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-- Dual-typed per-actor array: false if a broken nuke switch is not enabled,
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-- start game tic of when it was enabled otherwise.
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-- NOTE: for objects that are not supposed to be deleted such as this one, it
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-- would also be OK to use a plain table.
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local nukeswStart = con.actorvar(false)
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-- This one should be a per-actor variable because it holds info about
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-- "volatile" actors.
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local starPal = con.actorvar(0)
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-- Color per decasecond, can be changed from outside.
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COLOR = { 1, 2, 6, 7, 8 }
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require("end_gamevars")
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local bangvec = xmath.bangvec
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local angvec = xmath.angvec
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local D = require("CON.DEFS")
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local GTICSPERSEC = gv.GTICSPERSEC
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gameactor
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{
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D.TRANSPORTERSTAR+4,
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flags = actor.FLAGS.NOCLIP,
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move = con.move{100},
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movflags = actor.MOVFLAGS.geth,
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func = function(aci)
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local spr = sprite[aci]
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-- NOTE: this is prettier than calling it 'a', even if 'act' is used to
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-- denote an action in other places:
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local act = actor[aci]
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if (act:has_action(0)) then
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act:set_action(1) -- TODO: actor constructors, i.e. 'init' callbacks
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local decasec = math.floor((gv.gametic - nukeswStart[spr.owner])/(GTICSPERSEC*10)) % 12
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local pal = COLOR[decasec+1]
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if (pal ~= nil) then
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starPal[aci] = pal
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end
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-- Every 2nd minute, we stop coloring the spawned stars. This tests
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-- per-actor variable resetting to the default value.
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spr.pal = starPal[aci]
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end
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if (act:checkbump()) then
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con.killit()
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end
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-- Test spr:changesect() vs. sprite.changesect()
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local sectnum = spr.sectnum
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for i=0,gv.numsectors-1 do
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if (spr.pal ~= 2 and spr.pal ~= 7) then
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sprite.changesect(aci, i) -- noticeably faster...
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else
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spr:changesect(i) -- ...than this
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end
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end
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sprite.changesect(aci, sectnum)
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end
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}
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local CS = sprite.CSTAT
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local SPAWNSPERTIC = 10 --> 300/second --> 18000 per minute
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local TWOPI = 2*math.pi
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gameactor
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{
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D.NUKEBUTTON+3, -- destroyed end-of-level nuke switch
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function(aci)
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local spr = sprite[aci]
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for pi in player.all() do
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-- XXX: how to emulate "use switch" distance checking code, but in
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-- an actor-centric fashion?
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if (not nukeswStart[aci] and player.holdskey(pi, "OPEN")
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and (player[pi].pos - spr):len2sq() < 256^2) then
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-- Enable us.
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nukeswStart[aci] = gv.gametic
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spr.cstatbits:clear(CS.TRANS_BITMASK)
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spr.cstatbits:set(CS.TRANS1)
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break
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end
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end
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local startgtic = nukeswStart[aci]
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if (not startgtic) then
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return
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end
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local hei, zofs = spr:getheightofs()
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local radius = hei/2
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for i=0,SPAWNSPERTIC-1 do
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-- Make one second go once round the circle, spawning
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-- SPAWNSPERTIC*GTICSPERSEC stars.
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local ii = ((gv.gametic*SPAWNSPERTIC)%(GTICSPERSEC*SPAWNSPERTIC)) + i
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local v = (radius/16)*angvec(ii*TWOPI/(GTICSPERSEC*SPAWNSPERTIC))
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local circvec = xmath.vec3(0, v.x, 16*v.y):rotate(spr.ang)
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local pos = spr^(zofs + radius) + 256*bangvec(spr.ang) + circvec
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con.insertsprite{D.TRANSPORTERSTAR+4, pos, spr.sectnum, actor.STAT.ACTOR, aci,
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xrepeat=3, yrepeat=3, ang=spr.ang}
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end
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end
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}
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