More robust wall busting / crusher breaking.
Integrate ZPolyobject library (will be used soon). Update credits.
This commit is contained in:
parent
a4ec1d124d
commit
d532ddc3fa
14 changed files with 557 additions and 38 deletions
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@ -3301,7 +3301,8 @@ Class AngeryPower : Powerup
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// (2^31-1)/25 : guarantee that it caps rather than overflowing
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if ( damage > 85899345 ) newdamage = int.max;
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else newdamage = damage*25;
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DoHitFX();
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// don't play hit fx for wall busting, as it'll be done manually if the bust goes through
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if ( damageType != 'Wallbust' ) DoHitFX();
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}
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}
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Class AngerySigil : Inventory
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@ -184,18 +184,15 @@ Class SWWMCreditsMenu : GenericMenu
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Dac"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Pietro Gagliardi"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Ryan Weatherman"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Valerie Thiessen"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Xada Xephron"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Zard1084"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"John"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"VoanHead"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"NekoMithos"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Artem Bashev"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Ceyne Taikato"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"bouncytem"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Brett Saltzer"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Clint Walker"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Figo"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Holly_Rook"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"m8f"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"Namsan"));
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cpatrons.Push(new("SWWMCreditsEntry").Init(sfnt,"YaGirlJuniper"));
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@ -203,6 +200,7 @@ Class SWWMCreditsMenu : GenericMenu
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"KynikossDragonn","$SWWM_CDRAGON2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Lucy","$SWWM_CLUCY2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Gutawer","$SWWM_CGUTA2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Mikolah","$SWWM_CMIKO2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"KeksDose","$SWWM_CKEKS2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"ZZYZX & Nash","$SWWM_CZN2"));
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cthanks.Push(new("SWWMCreditsEntry").Init(sfnt,"Val Pal","$SWWM_CVAL2"));
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48
zscript/swwm_Polyobjects/PolyobjectEffector.zs
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48
zscript/swwm_Polyobjects/PolyobjectEffector.zs
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@ -0,0 +1,48 @@
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class swwm_PolyobjectEffector: Thinker abstract
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{
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// Base abstract class for Polyobject Effectors
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// Polyobject Effectors affect how a polyobject behaves.
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// Polyobject Effectors contain a pointer to the next Effector of a polyobject,
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// forming a circular linked list.
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// To add an effector to a polyobject, call AddEffector() on a PolyobjectHandle.
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// To remove an effector, simply call Destroy() on it.
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swwm_PolyobjectHandle Polyobject;
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swwm_PolyobjectEffector Next;
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// OnAdd() is called once after adding the effector to a PolyobjectHandle
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virtual void OnAdd()
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{
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}
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// PolyTick() is called every tic by a PolyobjectHandle
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virtual void PolyTick()
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{
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}
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override void OnDestroy()
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{
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swwm_PolyobjectEffector e = Polyobject.EffectorList;
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if (e != NULL)
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{
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// Find previous effector
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while (e && e.Next != self)
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{
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e = e.Next;
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}
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// Link previous effector to the next effector
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e.Next = Next;
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// Check if this effector is the last one
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if (e == self)
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{
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// Polyobject has no other effectors, set EffectorList to NULL
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Polyobject.EffectorList = NULL;
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}
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}
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Super.OnDestroy();
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}
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}
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356
zscript/swwm_Polyobjects/PolyobjectHandle.zs
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356
zscript/swwm_Polyobjects/PolyobjectHandle.zs
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@ -0,0 +1,356 @@
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class swwm_PolyobjectHandle: Thinker
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{
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// This thinker keeps track of a polyobject's position, angle, movement speed etc.
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// Instances of this thinker should only be created by the included map postprocessor
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enum EPolyobjType
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{
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POTYP_NORMAL = 9301, // Normal StartSpot
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POTYP_CRUSH = 9302, // Crush StartSpot
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POTYP_HURT = 9303 // Hurt StartSpot
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}
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// Polyobject Number
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int PolyobjectNum;
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// Line defining the polyobject (Polyobj_StartLine, or one of Polyobj_ExplicitLine)
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Line StartLine;
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// Initial angle of StartLine
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double StartAngle;
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// Last tic angle of StartLine
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double LastAngle;
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// Starting positions of StartLine vertices
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Vector2[2] VertexStartingPos;
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// Last tic positions of StartLine vertices
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Vector2[2] VertexLastPos;
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// Last tic position of the polyobject
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Vector2 LastPos;
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// SoundSequence number
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int SoundSequenceNum;
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// StartSpot position
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Vector2 StartSpotPos;
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// For bounds checking
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double z;
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// Sector the polyobject spawns in ()
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Sector StartSector;
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// Polyobject type (normal, crush, hurt)
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EPolyobjType Type;
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// Mirror Polyobject
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swwm_PolyobjectHandle Mirror;
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// Circular linked list of attached Polyobject Effectors
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swwm_PolyobjectEffector EffectorList;
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// Whether the initalization has finished
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bool IsInitialized;
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// Creates a PolyobjectHandle
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static swwm_PolyobjectHandle Create()
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{
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swwm_PolyobjectHandle po = swwm_PolyobjectHandle(new('swwm_PolyobjectHandle'));
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// Sets the underlying Thinker StatNum to 127 so that LastPos, LastAngle etc. get
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// updated after all the other thinkers.
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po.ChangeStatNum(127);
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return po;
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}
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// Returns a PolyobjectHandle corresponding to the provided polyobject number
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// Returns NULL if no such handler exists.
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static swwm_PolyobjectHandle FindPolyobj(int pobjnum)
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{
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swwm_PolyobjectHandle po;
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let it = ThinkerIterator.Create('swwm_PolyobjectHandle');
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while ((po = swwm_PolyobjectHandle(it.Next())) != NULL)
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{
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if (po.PolyobjectNum == pobjnum)
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return po;
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}
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return NULL;
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}
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// Adds effector to the end of current effector list
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void AddEffector(swwm_PolyobjectEffector effector)
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{
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effector.Polyobject = self;
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// If effector list is empty, new effector becomes head of the list
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if (EffectorList == NULL)
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{
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EffectorList = effector;
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effector.Next = effector;
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}
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else
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{
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swwm_PolyobjectEffector e = EffectorList;
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// Go through every effector until the last item
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while (e.Next != EffectorList)
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{
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e = e.Next;
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}
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effector.Next = EffectorList;
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e.Next = effector;
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}
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if (IsInitialized)
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{
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// If we're initialized, run the OnAdd effect immediately
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effector.OnAdd();
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}
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}
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// Finds effector of specified class, and returns it
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swwm_PolyobjectEffector FindEffector(class<swwm_PolyobjectEffector> effectorclass)
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{
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// No effectors? Nothing to find then
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if (EffectorList == NULL)
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return NULL;
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// Go through each effector
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swwm_PolyobjectEffector e = EffectorList;
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do
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{
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// Effector is of specified class, return it
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if (e is effectorclass)
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return e;
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e = e.Next;
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}
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while (e != EffectorList);
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return NULL;
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}
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override void PostBeginPlay()
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{
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// Initialization shouldn't happen when reentering the map
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if (Level.Time > 0)
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return;
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// Map has no lines corresponding to this polyobject, destroy the handle
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if (StartLine == NULL)
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{
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Destroy();
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return;
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}
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// Using polyobject linedefs is the only way to track polyobject movements.
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// All geometric calculations will be done relative to StartLine.
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// Store initial position and angle
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StartAngle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
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VertexStartingPos[0] = VertexLastPos[0] = StartLine.v1.p;
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VertexStartingPos[1] = VertexLastPos[1] = StartLine.v2.p;
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// Now that the map is loaded, it's safe to call effectors' OnAdd() methods
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swwm_PolyobjectEffector e = EffectorList;
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if (e != NULL)
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{
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do
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{
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e.OnAdd();
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e = e.Next;
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}
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while (e != EffectorList);
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}
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// Done initializing
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IsInitialized = true;
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}
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override void Tick()
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{
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// Call PolyTick() for each effector
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if (EffectorList != NULL)
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{
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swwm_PolyobjectEffector e = EffectorList;
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do
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{
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e.PolyTick();
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e = e.Next;
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}
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while (e != EffectorList);
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}
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// Store current position/angle to be used during the next tic
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VertexLastPos[0] = StartLine.v1.p;
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VertexLastPos[1] = StartLine.v2.p;
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LastAngle = GetAngle();
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LastPos = GetPos();
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}
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override void OnDestroy()
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{
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// Clean up effectors first
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swwm_PolyobjectEffector e = EffectorList;
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if (e != NULL)
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{
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swwm_PolyobjectEffector next;
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do
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{
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next = e.Next;
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e.Destroy();
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e = next;
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}
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while (e != EffectorList);
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}
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}
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Sector GetSector()
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{
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if (StartSector == NULL)
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{
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Vector2 SpotPos = StartSpotPos;
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// Sometimes if StartSpot lies on a one-sided linedef, its position is considered
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// out of bounds by GZDoom, which makes Level.PointInSector() produce unexpected
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// results. In that case, we need to compensate.
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if (!Level.IsPointInLevel((SpotPos, z)))
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{
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// Look at points in a 5x5 square around the StartSpot
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for (int x = -2; x <= 2; x++)
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{
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for (int y = -2; y <= 2; y++)
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{
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SpotPos = StartSpotPos + (x, y);
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if (Level.IsPointInLevel((SpotPos, z)))
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{
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// Found a point within bounds, should be good enough
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StartSector = Level.PointInSector(SpotPos);
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break;
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}
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}
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if (StartSector)
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break;
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}
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}
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else
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{
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StartSector = Level.PointInSector(SpotPos);
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}
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}
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return StartSector;
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}
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// Returns initial StartSpot position
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Vector2 GetOrigin()
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{
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return StartSpotPos;
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}
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// Returns current polyobject angle
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double GetAngle()
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{
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double lineangle = VectorAngle(StartLine.Delta.x, StartLine.Delta.y);
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return Actor.DeltaAngle(StartAngle, lineangle);
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}
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// Returns current polyobject startspot position
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Vector2 GetPos()
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{
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let spotdelta = StartSpotPos - VertexStartingPos[0];
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return StartLine.v1.p + Actor.RotateVector(spotdelta, GetAngle());
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}
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// Returns polyobject coordinates relative to the startspot
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Vector2 GetPosDelta()
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{
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return GetPos() - StartSpotPos;
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}
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// Returns last polyobject angle
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double GetLastAngle()
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{
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return LastAngle;
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}
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// Returns last polyobject startspot position
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Vector2 GetLastPos()
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{
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return LastPos;
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}
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// Returns last coordinates relative to the startspot
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Vector2 GetLastPosDelta()
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{
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return LastPos - StartSpotPos;
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}
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// Returns current polyobject velocity
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Vector2 GetVel()
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{
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return StartLine.v1.p - VertexLastPos[0];
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}
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// Returns current polyobject rotation speed
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double GetRotationSpeed()
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{
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return GetAngle() - LastAngle;
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}
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// Returns whether the polyobject has moved from its spawn position
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bool IsAtOrigin()
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{
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return (VertexStartingPos[0] == StartLine.v1.p && VertexStartingPos[1] == StartLine.v2.p);
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}
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// Returns whether the polyobject is in motion
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bool IsMoving()
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{
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return (GetPos() != GetLastPos() || GetAngle() != GetLastAngle());
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}
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// Moves the polyobject to specified location, with specified speed, and plays the
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// specified sound of its sound sequence
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// (i.e. for a door sound sequence, sndseqmode 0 plays the open sound, 1 plays the
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// closing sound)
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void MoveTo(Actor activator, Vector2 dest, int Speed, int sndseqmode = 0)
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{
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// Stop any polyobject movement
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Level.ExecuteSpecial(Polyobj_Stop, activator, StartLine, Line.Front, PolyobjectNum);
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// Move the polyobject
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Level.ExecuteSpecial(Polyobj_OR_MoveTo, activator, StartLine, Line.Front, PolyobjectNum,
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Speed, dest.x, dest.y);
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// Polyobj_OR_MoveTo ignores the sound sequence set by the polyobject.
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// Play the sound sequence manually inside the sector containing the polyobject.
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if (SoundSequenceNum)
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{
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GetSector().StartSoundSequenceID(CHAN_AUTO, SoundSequenceNum, SeqNode.DOOR, sndseqmode, false);
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}
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}
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}
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// Class for iterating over polyobjects
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class swwm_PolyobjectIterator: Object
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{
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private ThinkerIterator it;
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static swwm_PolyobjectIterator Create()
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{
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let it = New('swwm_PolyobjectIterator');
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it.it = ThinkerIterator.Create('swwm_PolyobjectHandle');
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return it;
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}
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swwm_PolyobjectHandle Next()
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{
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return swwm_PolyobjectHandle(it.Next());
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}
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void Reinit()
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{
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it.Reinit();
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}
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}
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84
zscript/swwm_Polyobjects/PolyobjectMapPostprocessor.zs
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84
zscript/swwm_Polyobjects/PolyobjectMapPostprocessor.zs
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@ -0,0 +1,84 @@
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// Creates a PolyobjectHandle for every polyobject in the map
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class swwm_PolyobjectHandlePostProcessor: LevelPostProcessor
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{
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protected void Apply(Name checksum, String mapname)
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{
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Array<int> pobjnums;
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Array<swwm_PolyobjectHandle> pobjhandles;
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// Make sure initialization doesn't happen when reentering a map
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if (Level.Time > 0)
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return;
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// Look for Polyobject StartSpots and create a handle for each
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for (int i = 0; i < GetThingCount(); i++)
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{
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// Ignore every thing that isn't a Polyobject StartSpot
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int ednum = GetThingEdNum(i);
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if (ednum < swwm_PolyobjectHandle.POTYP_NORMAL || ednum > swwm_PolyobjectHandle.POTYP_HURT)
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continue;
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// Create a PolyobjectHandle
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swwm_PolyobjectHandle handle = swwm_PolyobjectHandle.Create();
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// Get polyobject number from StartSpot angle
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handle.PolyobjectNum = GetThingAngle(i);
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// Store StartSpot position
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Vector3 pos = GetThingPos(i);
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handle.StartSpotPos = pos.xy;
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handle.z = pos.z;
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// Store StartSpot type (normal, crush, hurt)
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handle.Type = ednum;
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// Append polyobject number and corresponding handle to the respective arrays
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pobjnums.Push(handle.PolyobjectNum);
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pobjhandles.Push(handle);
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}
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// Look for Polyobj_StartLine/Polyobj_ExplicitLine lines
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for (int i = 0; i < Level.Lines.Size(); i++)
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{
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Line line = Level.Lines[i];
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|
||||
// Ignore every line that doesn't have a Polyobj_StartLine or Polyobj_ExplicitLine
|
||||
// line special
|
||||
if (line.Special != Polyobj_StartLine && line.Special != Polyobj_ExplicitLine)
|
||||
continue;
|
||||
|
||||
// Get polyobject number
|
||||
// (Args[0] for both Polyobj_StartLine and Polyobj_ExplicitLine)
|
||||
int pobjnum = line.Args[0];
|
||||
|
||||
// Find the array index of the corresponding handle
|
||||
int pobjhandleindex = pobjnums.Find(pobjnum);
|
||||
if (pobjhandleindex >= pobjnums.Size())
|
||||
continue; // Polyobject doesn't have a corresponding StartSpot
|
||||
|
||||
swwm_PolyobjectHandle handle = pobjhandles[pobjhandleindex];
|
||||
|
||||
// Get mirror polyobject number
|
||||
// (Args[1] for Polyobj_StartLine, Args[2] for Polyobj_ExplicitLine)
|
||||
int mirrorpobjnum = line.Special == Polyobj_StartLine ? line.Args[1] : line.Args[2];
|
||||
if (mirrorpobjnum != 0)
|
||||
{
|
||||
// Find the array index of the mirror polyobject handle
|
||||
int mirrorpobjhandleindex = pobjnums.Find(mirrorpobjnum);
|
||||
if (mirrorpobjhandleindex < pobjnums.Size())
|
||||
{
|
||||
// Mirror polyobject handle exists, store it
|
||||
handle.Mirror = pobjhandles[mirrorpobjhandleindex];
|
||||
}
|
||||
}
|
||||
|
||||
// Get sound sequence number and store it
|
||||
// (Args[2] for Polyobj_StartLine, Args[3] for Polyobj_ExplicitLine)
|
||||
int soundseq = line.Special == Polyobj_StartLine ? line.Args[2] : line.Args[3];
|
||||
handle.SoundSequenceNum = soundseq;
|
||||
|
||||
// Store the line
|
||||
handle.StartLine = line;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
zscript/swwm_Polyobjects/Polyobjects.zs
Normal file
3
zscript/swwm_Polyobjects/Polyobjects.zs
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
#include "zscript/swwm_Polyobjects/PolyobjectHandle.zs"
|
||||
#include "zscript/swwm_Polyobjects/PolyobjectMapPostprocessor.zs"
|
||||
#include "zscript/swwm_Polyobjects/PolyobjectEffector.zs"
|
||||
|
|
@ -152,15 +152,15 @@ Class SWWMDamageAccumulator : Thinker
|
|||
}
|
||||
|
||||
// prevents floors/ceilings from ever moving again, as they're "broken crushers"
|
||||
// optional "instant" parameter is used by wall busting, no crusher malfunction animation will play
|
||||
Class SWWMCrusherBroken : Thinker
|
||||
{
|
||||
Sector fsec, csec;
|
||||
double diffh;
|
||||
int fphase, cphase;
|
||||
int ftics, ctics;
|
||||
SectorEffect fse, cse; // pointers to zero-speed movers
|
||||
|
||||
static void Create( Sector f, Sector c, double diffh, bool instant = false )
|
||||
static void Create( Sector f, Sector c, double diffh )
|
||||
{
|
||||
if ( !f && !c ) return;
|
||||
let ti = ThinkerIterator.Create("SWWMCrusherBroken",STAT_USER);
|
||||
|
|
@ -168,15 +168,7 @@ Class SWWMCrusherBroken : Thinker
|
|||
while ( cb = SWWMCrusherBroken(ti.Next()) )
|
||||
{
|
||||
if ( (cb.fsec == f) && (cb.csec == c) )
|
||||
{
|
||||
if ( instant )
|
||||
{
|
||||
// force it to be instant
|
||||
if ( f ) cb.fphase = 3;
|
||||
if ( c ) cb.cphase = 3;
|
||||
}
|
||||
return; // we already have this
|
||||
}
|
||||
if ( cb.fsec && (cb.fsec == f) )
|
||||
{
|
||||
cb.Destroy(); // we override this one
|
||||
|
|
@ -195,10 +187,21 @@ Class SWWMCrusherBroken : Thinker
|
|||
cb.diffh = diffh;
|
||||
if ( f && f.floordata ) f.floordata.Destroy();
|
||||
if ( c && c.ceilingdata ) c.ceilingdata.Destroy();
|
||||
if ( instant )
|
||||
}
|
||||
|
||||
static void Remove( Sector f, Sector c )
|
||||
{
|
||||
if ( !f && !c ) return;
|
||||
let ti = ThinkerIterator.Create("SWWMCrusherBroken",STAT_USER);
|
||||
SWWMCrusherBroken cb;
|
||||
while ( cb = SWWMCrusherBroken(ti.Next()) )
|
||||
{
|
||||
if ( f ) cb.fphase = 3;
|
||||
if ( c ) cb.cphase = 3;
|
||||
if ( (cb.fsec == f) && (cb.csec == c) )
|
||||
cb.Destroy(); // destroy entirely
|
||||
else if ( f && (cb.fsec == f) )
|
||||
cb.fsec = null; // only clear the floor
|
||||
else if ( c && (cb.csec == c) )
|
||||
cb.csec = null; // only clear the ceiling
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -228,10 +231,12 @@ Class SWWMCrusherBroken : Thinker
|
|||
ftics--;
|
||||
if ( ftics <= 0 ) fphase = 3;
|
||||
}
|
||||
else if ( (fphase >= 3) && fsec.floordata )
|
||||
else if ( (fphase >= 3) && (!fse || (fsec.floordata != fse)) )
|
||||
{
|
||||
fsec.floordata.Destroy();
|
||||
if ( fsec.floordata ) fsec.floordata.Destroy();
|
||||
level.CreateFloor(fsec,Floor.floorLowerByValue,null,0.,1.);
|
||||
fsec.StopSoundSequence(CHAN_WEAPON);
|
||||
fse = fsec.floordata;
|
||||
}
|
||||
}
|
||||
if ( csec )
|
||||
|
|
@ -258,10 +263,12 @@ Class SWWMCrusherBroken : Thinker
|
|||
ctics--;
|
||||
if ( ctics <= 0 ) cphase = 3;
|
||||
}
|
||||
else if ( (cphase >= 3) && csec.ceilingdata )
|
||||
else if ( (cphase >= 3) && (!cse || (csec.ceilingdata != cse)) )
|
||||
{
|
||||
csec.ceilingdata.Destroy();
|
||||
if ( csec.ceilingdata ) csec.ceilingdata.Destroy();
|
||||
level.CreateCeiling(csec,Ceiling.ceilRaiseByValue,null,0.,0.,1.);
|
||||
csec.StopSoundSequence(CHAN_VOICE);
|
||||
cse = csec.ceilingdata;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1741,6 +1741,12 @@ Class SWWMUtility
|
|||
return false, checkme;
|
||||
}
|
||||
|
||||
static bool IsPolyLine( Line l, out swwm_PolyobjectHandle p )
|
||||
{
|
||||
// TODO iterate through polyobjects and see if this line is connected to their start line
|
||||
return false;
|
||||
}
|
||||
|
||||
// full reset of inventory (excluding collectibles, and optionally resetting the score)
|
||||
static play void WipeInventory( Actor mo, bool resetscore = false, bool allplayers = false )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -227,6 +227,11 @@ Class BusterWall : Thinker
|
|||
return Bust(faketracer.Results,accdamage,instigator,x,hitz);
|
||||
}
|
||||
|
||||
private static bool BustPolyobj( swwm_PolyobjectHandle p, int accdamage, Actor instigator, Vector3 x, double hitz )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool Bust( TraceResults d, int accdamage, Actor instigator, Vector3 x, double hitz )
|
||||
{
|
||||
// we can't blow up 3D floors
|
||||
|
|
@ -235,6 +240,9 @@ Class BusterWall : Thinker
|
|||
int hp;
|
||||
if ( d.HitType == TRACE_HitWall )
|
||||
{
|
||||
// check if it's a polyobject line, if so, switch to the other bust method
|
||||
swwm_PolyObjectHandle p;
|
||||
if ( SWWMUtility.IsPolyLine(d.HitLine,p) ) return BustPolyobj(p,accdamage,instigator,x,hitz);
|
||||
// no busting the goat
|
||||
if ( IsIOSWall(d.HitLine) ) return false;
|
||||
// onesided wall? no bust
|
||||
|
|
@ -286,6 +294,8 @@ Class BusterWall : Thinker
|
|||
bust.bustdir = x;
|
||||
mnew = true;
|
||||
}
|
||||
// multiply damage
|
||||
if ( instigator ) accdamage = instigator.GetModifiedDamage('Wallbust',accdamage,false,instigator,instigator,0);
|
||||
bust.delay = max(bust.delay,5+min(20,accdamage>>4));
|
||||
bust.accdamage += accdamage;
|
||||
bust.acchits.Push(accdamage);
|
||||
|
|
@ -353,6 +363,9 @@ Class BusterWall : Thinker
|
|||
if ( s ) s.busts++;
|
||||
SWWMUtility.AchievementProgressInc('swwm_progress_bustin',1,Instigator.player);
|
||||
}
|
||||
// call hit fx for devastation sigil (if any)
|
||||
AngeryPower as = instigator?AngeryPower(instigator.FindInventory("AngeryPower")):null;
|
||||
if ( as ) as.DoHitFX();
|
||||
bust.busted = true;
|
||||
bust.busttics = 0;
|
||||
bust.bustmax = min(30,int(12+girthitude**.1));
|
||||
|
|
@ -374,39 +387,37 @@ Class BusterWall : Thinker
|
|||
if ( !l.sidedef[1] ) continue;
|
||||
int away = 0;
|
||||
if ( l.sidedef[0].sector == hs ) away = 1;
|
||||
// temporarily set filler texture so switches don't play a sound
|
||||
TextureID oldtex[3][2];
|
||||
for ( int j=0; j<3; j++ ) for ( int k=0; k<2; k++ )
|
||||
{
|
||||
oldtex[j][k] = l.sidedef[k].GetTexture(j);
|
||||
l.sidedef[k].SetTexture(j,rubble);
|
||||
}
|
||||
l.Activate(instigator,away,SPAC_Use);
|
||||
l.Activate(instigator,away,SPAC_Impact);
|
||||
for ( int j=0; j<3; j++ ) for ( int k=0; k<2; k++ )
|
||||
l.sidedef[k].SetTexture(j,oldtex[j][k]);
|
||||
// clear any use/impact specials
|
||||
if ( l.Activation&(SPAC_Use|SPAC_Impact) )
|
||||
l.Activation &= ~(SPAC_Use|SPAC_Impact);
|
||||
}
|
||||
// stop movement permanently
|
||||
SWWMCrusherBroken.Create(hp?null:hs,hp?hs:null,0.,true);
|
||||
// if this is a broken crusher, we need to clear that now that we've busted it
|
||||
SWWMCrusherBroken.Remove(hp?null:hs,hp?hs:null);
|
||||
// quakin'
|
||||
let q = Actor.Spawn("BustedQuake",(hs.centerspot.x,hs.centerspot.y,thisheight));
|
||||
q.special1 = clamp(int(girthitude**.15),1,9);
|
||||
if ( hp )
|
||||
{
|
||||
// remove any current movers
|
||||
if ( hs.CeilingData ) hs.CeilingData.Destroy();
|
||||
// blow up that ceiling
|
||||
hs.MoveCeiling(abs(partheight),bust.cutheight,0,1,false);
|
||||
bust.boundsmin = (a.x,a.y,thisheight)+(1,1,1);
|
||||
bust.boundsmax = (b.x,b.y,bust.cutheight)-(1,1,1);
|
||||
// prevent any further ceiling movement
|
||||
level.CreateCeiling(hs,Ceiling.ceilRaiseByValue,null,0.,0.,1.);
|
||||
hs.StopSoundSequence(CHAN_VOICE);
|
||||
}
|
||||
else
|
||||
{
|
||||
// remove any current movers
|
||||
if ( hs.FloorData ) hs.FloorData.Destroy();
|
||||
// blow up that floor
|
||||
hs.MoveFloor(abs(partheight),abs(bust.cutheight),0,-1,false,true);
|
||||
bust.boundsmin = (a.x,a.y,bust.cutheight)+(1,1,1);
|
||||
bust.boundsmax = (b.x,b.y,thisheight)-(1,1,1);
|
||||
// prevent any further floor movement
|
||||
level.CreateFloor(hs,Floor.floorLowerByValue,null,0.,1.);
|
||||
hs.StopSoundSequence(CHAN_WEAPON);
|
||||
}
|
||||
bust.step = (clamp((b.x-a.x)/4.,2.,32.),clamp((b.y-a.y)/4.,2.,32.),clamp(partheight/4.,2.,32.));
|
||||
bust.SpawnDebris(true);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue