TNTE3_Torch.zc 9.2 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557
  1. // Copyright 2020 Nash Muhandes
  2. // All rights reserved.
  3. //
  4. // Redistribution and use in source and binary forms, with or without
  5. // modification, are permitted provided that the following conditions
  6. // are met:
  7. //
  8. // 1. Redistributions of source code must retain the above copyright
  9. // notice, this list of conditions and the following disclaimer.
  10. // 2. Redistributions in binary form must reproduce the above copyright
  11. // notice, this list of conditions and the following disclaimer in the
  12. // documentation and/or other materials provided with the distribution.
  13. // 3. The name of the author may not be used to endorse or promote products
  14. // derived from this software without specific prior written permission.
  15. //
  16. // THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
  17. // IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  18. // OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
  19. // IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
  20. // INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
  21. // NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  22. // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  23. // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  25. // THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. //===========================================================================
  27. //
  28. // Actors with minimal ticking. Useful for completely non-interactive stuff
  29. //
  30. //===========================================================================
  31. class TNTE3DietActor : Actor
  32. {
  33. bool ticked;
  34. //===========================================================================
  35. //
  36. //
  37. //
  38. //===========================================================================
  39. override void Tick()
  40. {
  41. if (!ticked)
  42. {
  43. Super.Tick();
  44. ticked = true;
  45. return;
  46. }
  47. if (!bNoTimeFreeze && isFrozen()) return;
  48. if (tics != -1)
  49. {
  50. if (--tics <= 0)
  51. {
  52. if (!SetState(curstate.NextState)) return;
  53. }
  54. }
  55. }
  56. }
  57. class TNTE3DietActorWithVel : TNTE3DietActor
  58. {
  59. override void Tick(void)
  60. {
  61. SetXYZ(Vec3Offset(Vel.X, Vel.Y, Vel.Z));
  62. Super.Tick();
  63. }
  64. }
  65. //===========================================================================
  66. //
  67. // Common code for fire effects
  68. //
  69. //===========================================================================
  70. mixin class TNTE3FireMixin
  71. {
  72. bool fadedIn;
  73. //===========================================================================
  74. //
  75. //
  76. //
  77. //===========================================================================
  78. Default
  79. {
  80. RenderStyle "Add";
  81. Alpha 0;
  82. +ROLLSPRITE
  83. +ROLLCENTER
  84. +BRIGHT
  85. +FORCEXYBILLBOARD
  86. +NOINTERACTION
  87. }
  88. //===========================================================================
  89. //
  90. //
  91. //
  92. //===========================================================================
  93. States
  94. {
  95. SpawnLoop:
  96. "####" "#" 0
  97. {
  98. bSpriteFlip = RandomPick(false, true);
  99. A_SetRoll(frandom(0.0, 360.0));
  100. }
  101. "####" "#" 1
  102. {
  103. int rollDir = bSpriteFlip ? -1 : 1;
  104. double rollSpeed = 2.33 * rollDir;
  105. A_SetRoll(Roll + rollSpeed, SPF_INTERPOLATE);
  106. if (!fadedIn)
  107. {
  108. if (Alpha < 0.5)
  109. {
  110. A_FadeIn(0.1);
  111. }
  112. else
  113. {
  114. fadedIn = true;
  115. }
  116. }
  117. if (fadedIn)
  118. {
  119. A_SetScale(Scale.X * 0.98);
  120. A_FadeOut(0.025);
  121. }
  122. }
  123. Goto SpawnLoop + 1;
  124. }
  125. }
  126. class TNTE3Torch : RedTorch replaces RedTorch
  127. {
  128. Default
  129. {
  130. Radius 10;
  131. Height 67;
  132. ProjectilePassHeight -16;
  133. +SOLID
  134. }
  135. States
  136. {
  137. Spawn:
  138. TBLX A 0 NoDelay
  139. {
  140. A_SpawnItemEx("TNTE3TallTorchLensFlare", 0, 0, 62.0);
  141. }
  142. TBLX A 1 A_SpawnItemEx("TNTE3TorchFlame", 0, 0, frandom(60.0, 62.0), 0, 0, frandom(1.0, 2.5));
  143. Goto Spawn + 1;
  144. }
  145. }
  146. class TNTE3TorchFlame : TNTE3DietActorWithVel
  147. {
  148. mixin TNTE3FireMixin;
  149. Default
  150. {
  151. DistanceCheck "TNTE3_lod";
  152. Scale 0.3;
  153. }
  154. States
  155. {
  156. Spawn:
  157. AFNO A 0;
  158. Goto SpawnLoop;
  159. }
  160. }
  161. class TNTE3TallTorchLensFlare : TNTE3DietActor
  162. {
  163. Default
  164. {
  165. DistanceCheck "TNTE3_lod";
  166. RenderStyle "Add";
  167. Alpha 0.8;
  168. Scale 0.5;
  169. +NOINTERACTION
  170. }
  171. States
  172. {
  173. Spawn:
  174. FLRE A -1 Bright Light("BIGREDTORCH");
  175. Stop;
  176. }
  177. }
  178. class TNTE3TorchG : GreenTorch replaces GreenTorch
  179. {
  180. Default
  181. {
  182. Radius 10;
  183. Height 67;
  184. ProjectilePassHeight -16;
  185. +SOLID
  186. }
  187. States
  188. {
  189. Spawn:
  190. TBLX A 0 NoDelay
  191. {
  192. A_SpawnItemEx("TNTE3TallTorchLensFlareG", 0, 0, 62.0);
  193. }
  194. TBLX A 1 A_SpawnItemEx("TNTE3TorchFlameG", 0, 0, frandom(60.0, 62.0), 0, 0, frandom(1.0, 2.5));
  195. Goto Spawn + 1;
  196. }
  197. }
  198. class TNTE3TorchFlameG : TNTE3DietActorWithVel
  199. {
  200. mixin TNTE3FireMixin;
  201. Default
  202. {
  203. DistanceCheck "TNTE3_lod";
  204. Scale 0.3;
  205. }
  206. States
  207. {
  208. Spawn:
  209. AFNG A 0;
  210. Goto SpawnLoop;
  211. }
  212. }
  213. class TNTE3TallTorchLensFlareG : TNTE3DietActor
  214. {
  215. Default
  216. {
  217. DistanceCheck "TNTE3_lod";
  218. RenderStyle "Add";
  219. Alpha 0.8;
  220. Scale 0.5;
  221. +NOINTERACTION
  222. }
  223. States
  224. {
  225. Spawn:
  226. FLRE B -1 Bright Light("BIGGREENTORCH");
  227. Stop;
  228. }
  229. }
  230. class TNTE3TorchB : BlueTorch replaces BlueTorch
  231. {
  232. Default
  233. {
  234. Radius 10;
  235. Height 67;
  236. ProjectilePassHeight -16;
  237. +SOLID
  238. }
  239. States
  240. {
  241. Spawn:
  242. TBLX A 0 NoDelay
  243. {
  244. A_SpawnItemEx("TNTE3TallTorchLensFlareB", 0, 0, 62.0);
  245. }
  246. TBLX A 1 A_SpawnItemEx("TNTE3TorchFlameB", 0, 0, frandom(60.0, 62.0), 0, 0, frandom(1.0, 2.5));
  247. Goto Spawn + 1;
  248. }
  249. }
  250. class TNTE3TorchFlameB : TNTE3DietActorWithVel
  251. {
  252. mixin TNTE3FireMixin;
  253. Default
  254. {
  255. DistanceCheck "TNTE3_lod";
  256. Scale 0.3;
  257. }
  258. States
  259. {
  260. Spawn:
  261. AFNB A 0;
  262. Goto SpawnLoop;
  263. }
  264. }
  265. class TNTE3TallTorchLensFlareB : TNTE3DietActor
  266. {
  267. Default
  268. {
  269. DistanceCheck "TNTE3_lod";
  270. RenderStyle "Add";
  271. Alpha 0.8;
  272. Scale 0.5;
  273. +NOINTERACTION
  274. }
  275. States
  276. {
  277. Spawn:
  278. FLRE C -1 Bright Light("BIGBLUETORCH");
  279. Stop;
  280. }
  281. }
  282. //Experimental yet
  283. mixin class TNTE3FireMixinShort
  284. {
  285. bool fadedIn;
  286. //===========================================================================
  287. //
  288. //
  289. //
  290. //===========================================================================
  291. Default
  292. {
  293. RenderStyle "Add";
  294. Alpha 0;
  295. +ROLLSPRITE
  296. +ROLLCENTER
  297. +BRIGHT
  298. +FORCEXYBILLBOARD
  299. +NOINTERACTION
  300. }
  301. //===========================================================================
  302. //
  303. //
  304. //
  305. //===========================================================================
  306. States
  307. {
  308. SpawnLoop:
  309. "####" "#" 0
  310. {
  311. bSpriteFlip = RandomPick(false, true);
  312. A_SetRoll(frandom(0.0, 360.0));
  313. }
  314. "####" "#" 1
  315. {
  316. int rollDir = bSpriteFlip ? -1 : 1;
  317. double rollSpeed = 2.33 * rollDir;
  318. A_SetRoll(Roll + rollSpeed, SPF_INTERPOLATE);
  319. if (!fadedIn)
  320. {
  321. if (Alpha < 0.5)
  322. {
  323. A_FadeIn(0.1);
  324. }
  325. else
  326. {
  327. fadedIn = true;
  328. }
  329. }
  330. if (fadedIn)
  331. {
  332. A_SetScale(Scale.X * 0.58);
  333. A_FadeOut(0.025);
  334. }
  335. }
  336. Goto SpawnLoop + 1;
  337. }
  338. }
  339. class TNTE3ShortRedTorch : ShortRedTorch replaces ShortRedTorch
  340. {
  341. Default
  342. {
  343. Radius 8;
  344. Height 32;
  345. ProjectilePassHeight -16;
  346. +SOLID
  347. }
  348. States
  349. {
  350. Spawn:
  351. SMRX A 0 NoDelay
  352. {
  353. A_SpawnItemEx("TNTE3ShortTorchLensFlare", 0, 0, 32.0);
  354. }
  355. SMRX A 1 A_SpawnItemEx("TNTE3TorchFlameShort", 0, 0, frandom(30.0, 32.0), 0, 0, frandom(1.0, 2.5));
  356. Goto Spawn + 1;
  357. }
  358. }
  359. class TNTE3TorchFlameShort : TNTE3DietActorWithVel //necessary for diff mixin
  360. {
  361. mixin TNTE3FireMixinShort;
  362. Default
  363. {
  364. DistanceCheck "TNTE3_lod";
  365. Scale 0.3;
  366. }
  367. States
  368. {
  369. Spawn:
  370. AFNO A 0;
  371. Goto SpawnLoop;
  372. }
  373. }
  374. class TNTE3ShortTorchLensFlare : TNTE3DietActor
  375. {
  376. Default
  377. {
  378. DistanceCheck "TNTE3_lod";
  379. RenderStyle "Add";
  380. Alpha 0.8;
  381. Scale 0.25;
  382. +NOINTERACTION
  383. }
  384. States
  385. {
  386. Spawn:
  387. FLRE A -1 Bright Light("SMALLREDTORCH");
  388. Stop;
  389. }
  390. }
  391. class TNTE3ShortGreenTorch : ShortGreenTorch replaces ShortGreenTorch
  392. {
  393. Default
  394. {
  395. Radius 8;
  396. Height 32;
  397. ProjectilePassHeight -16;
  398. +SOLID
  399. }
  400. States
  401. {
  402. Spawn:
  403. SMRX A 0 NoDelay
  404. {
  405. A_SpawnItemEx("TNTE3ShortTorchLensFlareG", 0, 0, 32.0);
  406. }
  407. SMRX A 1 A_SpawnItemEx("TNTE3TorchFlameShortG", 0, 0, frandom(30.0, 32.0), 0, 0, frandom(1.0, 2.5));
  408. Goto Spawn + 1;
  409. }
  410. }
  411. class TNTE3TorchFlameShortG : TNTE3DietActorWithVel //necessary for diff mixin
  412. {
  413. mixin TNTE3FireMixinShort;
  414. Default
  415. {
  416. DistanceCheck "TNTE3_lod";
  417. Scale 0.3;
  418. }
  419. States
  420. {
  421. Spawn:
  422. AFNG A 0;
  423. Goto SpawnLoop;
  424. }
  425. }
  426. class TNTE3ShortTorchLensFlareG : TNTE3DietActor
  427. {
  428. Default
  429. {
  430. DistanceCheck "TNTE3_lod";
  431. RenderStyle "Add";
  432. Alpha 0.8;
  433. Scale 0.25;
  434. +NOINTERACTION
  435. }
  436. States
  437. {
  438. Spawn:
  439. FLRE B -1 Bright Light("SMALLGREENTORCH");
  440. Stop;
  441. }
  442. }
  443. class TNTE3ShortBlueTorch : ShortBlueTorch replaces ShortBlueTorch
  444. {
  445. Default
  446. {
  447. Radius 8;
  448. Height 32;
  449. ProjectilePassHeight -16;
  450. +SOLID
  451. }
  452. States
  453. {
  454. Spawn:
  455. SMRX A 0 NoDelay
  456. {
  457. A_SpawnItemEx("TNTE3ShortTorchLensFlareB", 0, 0, 32.0);
  458. }
  459. SMRX A 1 A_SpawnItemEx("TNTE3TorchFlameShortB", 0, 0, frandom(30.0, 32.0), 0, 0, frandom(1.0, 2.5));
  460. Goto Spawn + 1;
  461. }
  462. }
  463. class TNTE3TorchFlameShortB : TNTE3DietActorWithVel //necessary for diff mixin
  464. {
  465. mixin TNTE3FireMixinShort;
  466. Default
  467. {
  468. DistanceCheck "TNTE3_lod";
  469. Scale 0.3;
  470. }
  471. States
  472. {
  473. Spawn:
  474. AFNB A 0;
  475. Goto SpawnLoop;
  476. }
  477. }
  478. class TNTE3ShortTorchLensFlareB : TNTE3DietActor
  479. {
  480. Default
  481. {
  482. DistanceCheck "TNTE3_lod";
  483. RenderStyle "Add";
  484. Alpha 0.8;
  485. Scale 0.25;
  486. +NOINTERACTION
  487. }
  488. States
  489. {
  490. Spawn:
  491. FLRE C -1 Bright Light("SMALLBLUETORCH");
  492. Stop;
  493. }
  494. }