raze/wadsrc/static/zscript/games/duke/dukeactor.zs

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// sector effector lotags. Preferably these should be eliminated once SE's get converted to classes. Until then we still need these.
enum EEffectorTypes
{
SE_0_ROTATING_SECTOR = 0,
SE_1_PIVOT = 1,
SE_2_EARTHQUAKE = 2,
SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT = 3,
SE_4_RANDOM_LIGHTS = 4,
SE_5_BOSS = 5,
SE_6_SUBWAY = 6,
SE_7_TELEPORT = 7,
SE_8_UP_OPEN_DOOR_LIGHTS = 8,
SE_9_DOWN_OPEN_DOOR_LIGHTS = 9,
SE_10_DOOR_AUTO_CLOSE = 10,
SE_11_SWINGING_DOOR = 11,
SE_12_LIGHT_SWITCH = 12,
SE_13_EXPLOSIVE = 13,
SE_14_SUBWAY_CAR = 14,
SE_15_SLIDING_DOOR = 15,
SE_16_REACTOR = 16,
SE_17_WARP_ELEVATOR = 17,
SE_18_INCREMENTAL_SECTOR_RISE_FALL = 18,
SE_19_EXPLOSION_LOWERS_CEILING = 19,
SE_20_STRETCH_BRIDGE = 20,
SE_21_DROP_FLOOR = 21,
SE_22_TEETH_DOOR = 22,
SE_23_ONE_WAY_TELEPORT = 23,
SE_24_CONVEYOR = 24,
SE_25_PISTON = 25,
SE_26 = 26,
SE_27_DEMO_CAM = 27,
SE_28_LIGHTNING = 28,
SE_29_WAVES = 29,
SE_30_TWO_WAY_TRAIN = 30,
SE_31_FLOOR_RISE_FALL = 31,
SE_32_CEILING_RISE_FALL = 32,
SE_33_QUAKE_DEBRIS = 33,
SE_34 = 34,
SE_35 = 35,
SE_36_PROJ_SHOOTER = 36,
SE_47_LIGHT_SWITCH = 47,
SE_48_LIGHT_SWITCH = 48,
SE_49_POINT_LIGHT = 49,
SE_50_SPOT_LIGHT = 50,
SE_128_GLASS_BREAKING = 128,
SE_130 = 130,
SE_131 = 131,
SE_156_CONVEYOR_NOSCROLL = 156,
};
enum ESectorTriggers
{
ST_0_NO_EFFECT = 0,
ST_1_ABOVE_WATER = 1,
ST_2_UNDERWATER = 2,
ST_3 = 3,
// ^^^ maybe not complete substitution in code
ST_9_SLIDING_ST_DOOR = 9,
ST_15_WARP_ELEVATOR = 15,
ST_16_PLATFORM_DOWN = 16,
ST_17_PLATFORM_UP = 17,
ST_18_ELEVATOR_DOWN = 18,
ST_19_ELEVATOR_UP = 19,
ST_20_CEILING_DOOR = 20,
ST_21_FLOOR_DOOR = 21,
ST_22_SPLITTING_DOOR = 22,
ST_23_SWINGING_DOOR = 23,
ST_25_SLIDING_DOOR = 25,
ST_26_SPLITTING_ST_DOOR = 26,
ST_27_STRETCH_BRIDGE = 27,
ST_28_DROP_FLOOR = 28,
ST_29_TEETH_DOOR = 29,
ST_30_ROTATE_RISE_BRIDGE = 30,
ST_31_TWO_WAY_TRAIN = 31,
ST_41_JAILDOOR = 41,
ST_42_MINECART = 42,
ST_160_FLOOR_TELEPORT = 160,
ST_161_CEILING_TELEPORT = 161,
// left: ST 32767, 65534, 65535
};
class DukeActor : CoreActor native
{
enum EStatnums
{
STAT_DEFAULT = 0,
STAT_ACTOR = 1,
STAT_ZOMBIEACTOR = 2,
STAT_EFFECTOR = 3,
STAT_PROJECTILE = 4,
STAT_MISC = 5,
STAT_STANDABLE = 6,
STAT_LOCATOR = 7,
STAT_ACTIVATOR = 8,
STAT_TRANSPORT = 9,
STAT_PLAYER = 10,
STAT_FX = 11,
STAT_FALLER = 12,
STAT_DUMMYPLAYER = 13,
STAT_LIGHT = 14,
STAT_RAROR = 15,
STAT_DESTRUCT = 100,
STAT_BOWLING = 105,
STAT_CHICKENPLANT = 106,
STAT_LUMBERMILL = 107,
STAT_TELEPORT = 108,
STAT_BOBBING = 118,
STAT_RABBITSPAWN = 119,
STAT_REMOVED = MAXSTATUS-2,
};
enum amoveflags_t
{
face_player = 1,
geth = 2,
getv = 4,
random_angle = 8,
face_player_slow = 16,
spin = 32,
face_player_smart = 64,
fleeenemy = 128,
jumptoplayer_only = 256,
justjump1 = 256,
jumptoplayer = 257,
seekplayer = 512,
furthestdir = 1024,
dodgebullet = 4096,
justjump2 = 8192,
windang = 16384,
antifaceplayerslow = 32768
};
native void SetSpritesetImage(int index);
native int GetSpritesetSize();
native DukeActor ownerActor, hitOwnerActor;
native uint8 cgg;
native uint8 spriteextra; // moved here for easier maintenance. This was originally a hacked in field in the sprite structure called 'filler'.
native int16 /*attackertype, hitang,*/ hitextra, movflag;
native int16 tempval; /*, dispicnum;*/
native int16 timetosleep;
native bool mapSpawned;
native double floorz, ceilingz;
native int saved_ammo;
native int palvals;
native int temp_data[6];
native private int flags1, flags2, flags3;
native walltype temp_walls[2];
native sectortype temp_sect, actorstayput;
native DukeActor temp_actor, seek_actor;
native Vector3 temp_pos, temp_pos2;
native double temp_angle;
// this is not really usable unless all actors are properly scriptified.
flagdef Inventory: flags1, 0;
flagdef ShrinkAutoaim: flags1, 1;
flagdef Badguy: flags1, 2;
flagdef ForceAutoaim: flags1, 3;
flagdef Boss: flags1, 4;
flagdef Badguystayput: flags1, 5;
flagdef GreenSlimeFood: flags1, 6;
flagdef NoDamagePush: flags1, 7;
flagdef NoWaterDrip: flags1, 8;
flagdef InternalBadguy: flags1, 9;
flagdef Killcount: flags1, 10;
flagdef NoCanSeeCheck: flags1, 11;
flagdef HitRadiusCheck: flags1, 12;
flagdef MoveFTA_CheckSee: flags1, 13;
flagdef MoveFTA_MakeStandable: flags1, 14;
flagdef TriggerIfHitSector: flags1, 15;
//flagdef MoveFTA_WakeupCheck: flags1, 16; // this one needs to be auto-set for RR, not for Duke, should not be exposed unless the feature becomes generally available.
flagdef CheckSeeWithPal8: flags1, 17;
flagdef NoShadow: flags1, 18;
flagdef SE24_NoFloorCheck: flags1, 19;
flagdef NoInterpolate: flags1, 20;
native void getglobalz();
native DukePlayer, double findplayer();
native DukePlayer GetPlayer();
native int ifhitbyweapon();
native int domove(int clipmask);
native int PlayActorSound(Sound snd, int chan = CHAN_AUTO, int flags = 0);
native int CheckSoundPlaying(Sound snd, int chan = CHAN_AUTO);
native void StopSound(Sound snd, int flags = 0);
native DukeActor spawn(Name type);
native DukeActor spawnsprite(int type); // for cases where the map has a picnum stored. Avoid when possible.
native DukeActor spawnweaponorammo(int type);
native void lotsofglass(int count, walltype wal = null);
native void lotsofcolourglass(int count, walltype wal = null);
native void makeitfall();
native void detonate(class<DukeActor> type);
native void checkhitdefault(DukeActor proj);
native void operatesectors(sectortype sec);
native int SpriteWidth();
native void checkhitsprite(DukeActor hitter);
virtual native void Tick();
virtual void BeginPlay() {}
virtual void StaticSetup() {}
virtual void onHit(DukeActor hitter) { checkhitdefault(hitter); }
virtual void onHurt(DukePlayer p) {}
virtual bool onUse(DukePlayer user) { return false; }
virtual void onTouch(DukePlayer toucher) {}
virtual void onMotoSmash(DukePlayer toucher) {}
virtual void onRespawn(int tag) { }
virtual bool animate(tspritetype tspr) { return false; }
virtual void RunState() {} // this is the CON function.
virtual void PlayFTASound() {}
virtual void StandingOn(DukePlayer p) {}
virtual bool TriggerSwitch(DukePlayer activator) { return false; }
virtual bool shootthis(DukeActor actor, DukePlayer p, Vector3 pos, double ang) const // this gets called on the defaults.
{
return false;
}
native void RandomScrap();
native void hitradius(int r, int hp1, int hp2, int hp3, int hp4);
native double, DukeActor hitasprite();
native int badguy();
native int scripted();
native int isplayer();
native void lotsofstuff(Name type, int count);
native double gutsoffset();
native int movesprite(Vector3 move, int clipmask);
native int movesprite_ex(Vector3 move, int clipmask, CollisionData coll);
native void shoot(Name spawnclass);
native void setClipDistFromTile();
native void insertspriteq();
native void operateforcefields(int tag);
native void restoreloc();
// temporary flag accessors - need to be eliminated once we can have true actor flags
native int actorflag1(int mask);
native int actorflag2(int mask);
native int actorflag3(int mask);
native int attackerflag1(int mask);
native int attackerflag2(int mask);
deprecated("4.9") native bool checktype(String name); // this must not stay in the code, so mark it deprecated to keep the annoying warning at startup.
virtual void Initialize()
{
if (!self.badguy() && self.scripted())
{
if (!self.mapSpawned) self.lotag = 0;
if (self.lotag > ud.player_skill)
{
self.scale = (0, 0);
self.ChangeStat(STAT_MISC);
}
else
{
self.clipdist = 10;
self.ownerActor = self;
self.ChangeStat(STAT_ACTOR);
}
}
}
void commonItemSetup(Vector2 scale = (0.5, 0.5), int usefloorshade = -1)
{
let owner = self.ownerActor;
if (owner != self)
{
self.lotag = 0;
self.pos.Z -= 32;
self.vel.Z = -4;
self.DoMove(CLIPMASK0);
self.cstat |= randomxflip();
}
else
{
self.cstat = 0;
}
if ((ud.multimode < 2 && self.pal != 0) || (self.lotag > ud.player_skill))
{
self.scale = (0, 0);
self.ChangeStat(STAT_MISC);
return;
}
self.pal = 0;
self.shade = -17;
self.scale = scale;
if (owner != self) self.ChangeStat(STAT_ACTOR);
else
{
self.ChangeStat(STAT_ZOMBIEACTOR);
self.makeitfall();
}
// RR defaults to using the floor shade here, let's make this configurable.
if (usefloorshade == 1 || (usefloorshade == -1 && Raze.isRR()))
{
self.shade = self.sector.floorshade;
}
}
int checkLocationForFloorSprite(double radius)
{
bool away = self.isAwayFromWall(radius);
if (!away)
{
self.scale = (0, 0);
self.ChangeStat(STAT_MISC);
return false;
}
if (self.sector.lotag == ST_1_ABOVE_WATER)
{
self.scale = (0, 0);
self.ChangeStat(STAT_MISC);
return false;
}
return true;
}
}
extend struct _
{
native @DukeGameInfo gs;
native @DukeUserDefs ud;
native DukeLevel dlevel;
native DukeActor camsprite;
}
// The level struct is a wrapper to group all level related global variables and static functions into one object.
// On the script side we do not really want scattered global data that is publicly accessible.
struct DukeLevel
{
enum animtype_t
{
anim_floorz,
anim_ceilingz,
anim_vertexx,
anim_vertexy,
};
native DukeActor SpawnActor(sectortype sect, Vector3 pos, class<DukeActor> type, int shade, Vector2 scale, double angle, double vel, double zvel, DukeActor owner, int stat = -1);
native static int check_activator_motion(int lotag);
native static void operatemasterswitches(int lotag);
native static void operateactivators(int lotag, DukePlayer p);
native static int floorsurface(sectortype s);
native static int floorflags(sectortype s);
native static int ceilingsurface(sectortype s);
native static int ceilingflags(sectortype s);
native static int wallflags(walltype s, int which);
native static void AddCycler(sectortype sector, int lotag, int shade, int shade2, int hitag, int state);
native static void addtorch(sectortype sector, int shade, int lotag);
native static void addlightning(sectortype sector, int shade);
native static int addambient(int hitag, int lotag);
native static void resetswitch(int tag); //
native static bool isMirror(walltype wal);
native static void checkhitwall(walltype wal, DukeActor hitter, Vector3 hitpos);
native static void checkhitceiling(sectortype wal, DukeActor hitter);
native static DukeActor LocateTheLocator(int n, sectortype sect);
native static int getanimationindex(int type, sectortype sec);
native static int setanimation(sectortype animsect, int type, sectortype sec, double target, double vel);
}
struct DukeStatIterator
{
private DukeActor nextp;
native DukeActor Next();
native DukeActor First(int stat);
}
struct DukeSectIterator
{
private DukeActor nextp;
native DukeActor Next();
native DukeActor First(sectortype sect);
}
struct DukeSpriteIterator
{
private DukeActor nextp;
private int stat;
native DukeActor Next();
native DukeActor First();
}
// this is only temporary. We cannot check the actor flags as long as we still need to deal with internal actors whose picnum defines their type.
enum sflags_t
{
SFLAG_INVENTORY = 0x00000001,
SFLAG_SHRINKAUTOAIM = 0x00000002,
SFLAG_BADGUY = 0x00000004,
SFLAG_FORCEAUTOAIM = 0x00000008,
SFLAG_BOSS = 0x00000010,
SFLAG_BADGUYSTAYPUT = 0x00000020,
SFLAG_GREENSLIMEFOOD = 0x00800040,
SFLAG_NODAMAGEPUSH = 0x00000080,
SFLAG_NOWATERDIP = 0x00000100,
SFLAG_INTERNAL_BADGUY = 0x00000200, // a separate flag is needed for the internal ones because SFLAG_BADGUY has additional semantics.
SFLAG_KILLCOUNT = 0x00000400,
SFLAG_NOCANSEECHECK = 0x00000800,
SFLAG_HITRADIUSCHECK = 0x00001000,
SFLAG_MOVEFTA_CHECKSEE = 0x00002000,
SFLAG_MOVEFTA_MAKESTANDABLE = 0x00004000,
SFLAG_TRIGGER_IFHITSECTOR = 0x00008000,
SFLAG_MOVEFTA_WAKEUPCHECK = 0x00010000,
SFLAG_MOVEFTA_CHECKSEEWITHPAL8 = 0x00020000, // let's hope this can be done better later. For now this was what blocked merging the Duke and RR variants of movefta
SFLAG_NOSHADOW = 0x00040000,
SFLAG_SE24_NOCARRY = 0x00080000,
SFLAG_NOINTERPOLATE = 0x00100000,
SFLAG_FALLINGFLAMMABLE = 0x00200000,
SFLAG_FLAMMABLEPOOLEFFECT = 0x00400000,
SFLAG_INFLAME = 0x00800000,
SFLAG_NOFLOORFIRE = 0x01000000,
SFLAG_HITRADIUS_FLAG1 = 0x02000000,
SFLAG_HITRADIUS_FLAG2 = 0x04000000,
SFLAG_CHECKSLEEP = 0x08000000,
SFLAG_NOTELEPORT = 0x10000000,
SFLAG_SE24_REMOVE = 0x20000000,
SFLAG_BLOCK_TRIPBOMB = 0x40000000,
SFLAG_NOFALLER = 0x80000000,
};
enum sflags2_t
{
SFLAG2_USEACTIVATOR = 0x00000001,
SFLAG2_NOROTATEWITHSECTOR = 0x00000002,
SFLAG2_SHOWWALLSPRITEONMAP = 0x00000004,
SFLAG2_NOFLOORPAL = 0x00000008,
SFLAG2_EXPLOSIVE = 0x00000010,
SFLAG2_BRIGHTEXPLODE = 0x00000020,
SFLAG2_DOUBLEDMGTHRUST = 0x00000040,
SFLAG2_BREAKMIRRORS = 0x00000080,
SFLAG2_CAMERA = 0x00000100,
SFLAG2_DONTANIMATE = 0x00000200,
//SFLAG2_INTERPOLATEANGLE = 0x00000400,
SFLAG2_GREENBLOOD = 0x00000800,
SFLAG2_ALWAYSROTATE1 = 0x00001000,
SFLAG2_DIENOW = 0x00002000,
SFLAG2_TRANFERPALTOJIBS = 0x00004000,
SFLAG2_NORADIUSPUSH = 0x00008000,
SFLAG2_FREEZEDAMAGE = 0x00010000,
SFLAG2_REFLECTIVE = 0x00020000,
SFLAG2_ALWAYSROTATE2 = 0x00040000,
SFLAG2_SPECIALAUTOAIM = 0x00080000,
SFLAG2_NODAMAGEPUSH = 0x00100000,
SFLAG2_IGNOREHITOWNER = 0x00200000,
SFLAG2_DONTDIVE = 0x00400000,
SFLAG2_FLOATING = 0x00800000,
SFLAG2_PAL8OOZ = 0x01000000, // dirty hack - only needed because this needs to work from CON.
SFLAG2_SPAWNRABBITGUTS = 0x02000000, // this depends on the shooter, not the projectile so it has to be done with a flag.
SFLAG2_NONSMOKYROCKET = 0x04000000, // same with this one. Flags should later be copied to the projectile once posible.
SFLAG2_MIRRORREFLECT = 0x08000000,
SFLAG2_ALTPROJECTILESPRITE = 0x10000000, // yet another shooter flag. RRRA has some projectiles with alternative visuals, again this is on the caller thanks to CON.
SFLAG2_UNDERWATERSLOWDOWN = 0x20000000,
};
enum sflags3_t
{
SFLAG3_DONTDIVEALIVE = 0x00000001,
SFLAG3_BLOODY = 0x00000002,
SFLAG3_BROWNBLOOD = 0x00000004,
SFLAG3_LIGHTDAMAGE = 0x00000008,
};