gzdoom-gles/wadsrc/static/zscript/actors/hexen/magestaff.zs

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// Mage Weapon Piece --------------------------------------------------------
class MageWeaponPiece : WeaponPiece
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Inventory.PickupMessage "$TXT_BLOODSCOURGE_PIECE";
Inventory.ForbiddenTo "FighterPlayer", "ClericPlayer";
WeaponPiece.Weapon "MWeapBloodscourge";
+FLOATBOB
}
}
// Mage Weapon Piece 1 ------------------------------------------------------
class MWeaponPiece1 : MageWeaponPiece
{
Default
{
WeaponPiece.Number 1;
}
States
{
Spawn:
WMS1 A -1 Bright;
Stop;
}
}
// Mage Weapon Piece 2 ------------------------------------------------------
class MWeaponPiece2 : MageWeaponPiece
{
Default
{
WeaponPiece.Number 2;
}
States
{
Spawn:
WMS2 A -1 Bright;
Stop;
}
}
// Mage Weapon Piece 3 ------------------------------------------------------
class MWeaponPiece3 : MageWeaponPiece
{
Default
{
WeaponPiece.Number 3;
}
States
{
Spawn:
WMS3 A -1 Bright;
Stop;
}
}
// Bloodscourge Drop --------------------------------------------------------
class BloodscourgeDrop : Actor
{
States
{
Spawn:
TNT1 A 1;
TNT1 A 1 A_DropWeaponPieces("MWeaponPiece1", "MWeaponPiece2", "MWeaponPiece3");
Stop;
}
}
// The Mages's Staff (Bloodscourge) -----------------------------------------
class MWeapBloodscourge : MageWeapon
{
int MStaffCount;
Default
{
Health 3;
Weapon.SelectionOrder 3100;
Weapon.AmmoUse1 15;
Weapon.AmmoUse2 15;
Weapon.AmmoGive1 20;
Weapon.AmmoGive2 20;
Weapon.KickBack 150;
Weapon.YAdjust 20;
Weapon.AmmoType1 "Mana1";
Weapon.AmmoType2 "Mana2";
+WEAPON.PRIMARY_USES_BOTH;
+Inventory.NoAttenPickupSound
Inventory.PickupMessage "$TXT_WEAPON_M4";
Inventory.PickupSound "WeaponBuild";
Tag "$TAG_MWEAPBLOODSCOURGE";
}
States
{
Spawn:
TNT1 A -1;
Stop;
Select:
MSTF A 1 A_Raise;
Loop;
Deselect:
MSTF A 1 A_Lower;
Loop;
Ready:
MSTF AAAAAABBBBBBCCCCCCDDDDDDEEEEEEFFFFF 1 A_WeaponReady;
Loop;
Fire:
MSTF G 4 Offset (0, 40);
MSTF H 4 Bright Offset (0, 48) A_MStaffAttack;
MSTF H 2 Bright Offset (0, 48) A_MStaffPalette;
MSTF II 2 Offset (0, 48) A_MStaffPalette;
MSTF I 1 Offset (0, 40);
MSTF J 5 Offset (0, 36);
Goto Ready;
}
//============================================================================
//
//
//
//============================================================================
override Color GetBlend ()
{
if (paletteflash & PF_HEXENWEAPONS)
{
if (MStaffCount == 3)
return Color(128, 100, 73, 0);
else if (MStaffCount == 2)
return Color(128, 125, 92, 0);
else if (MStaffCount == 1)
return Color(128, 150, 110, 0);
else
return Color(0, 0, 0, 0);
}
else
{
return Color (MStaffCount * 128 / 3, 151, 110, 0);
}
}
//============================================================================
//
// MStaffSpawn
//
//============================================================================
private action void MStaffSpawn (double angle, Actor alttarget)
{
FTranslatedLineTarget t;
Actor mo = SpawnPlayerMissile ("MageStaffFX2", angle, pLineTarget:t);
if (mo)
{
mo.target = self;
if (t.linetarget && !t.unlinked)
mo.tracer = t.linetarget;
else
mo.tracer = alttarget;
}
}
//============================================================================
//
// A_MStaffAttack
//
//============================================================================
action void A_MStaffAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != NULL)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
// [RH] Let's try and actually track what the player aimed at
AimLineAttack (angle, PLAYERMISSILERANGE, t, 32.);
if (t.linetarget == NULL)
{
t.linetarget = RoughMonsterSearch(10, true, true);
}
MStaffSpawn (angle, t.linetarget);
MStaffSpawn (angle-5, t.linetarget);
MStaffSpawn (angle+5, t.linetarget);
A_PlaySound ("MageStaffFire", CHAN_WEAPON);
invoker.MStaffCount = 3;
}
//============================================================================
//
// A_MStaffPalette
//
//============================================================================
action void A_MStaffPalette()
{
if (invoker.MStaffCount > 0) invoker.MStaffCount--;
}
}
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
class MageStaffFX2 : Actor
{
Default
{
Speed 17;
Height 8;
Damage 4;
DamageType "Fire";
Projectile;
+SEEKERMISSILE
+SCREENSEEKER
+EXTREMEDEATH
DeathSound "MageStaffExplode";
Obituary "$OB_MPMWEAPBLOODSCOURGE";
}
States
{
Spawn:
MSP2 ABCD 2 Bright A_MStaffTrack;
Loop;
Death:
MSP2 E 4 Bright A_SetTranslucent(1,1);
MSP2 F 5 Bright A_Explode (80, 192, 0);
MSP2 GH 5 Bright;
MSP2 I 4 Bright;
Stop;
}
//============================================================================
//
//
//
//============================================================================
override int SpecialMissileHit (Actor victim)
{
if (victim != target && !victim.player && !victim.bBoss)
{
victim.DamageMobj (self, target, 10, 'Fire');
return 1; // Keep going
}
return -1;
}
override bool SpecialBlastHandling (Actor source, double strength)
{
// Reflect to originator
tracer = target;
target = source;
return true;
}
//============================================================================
//
// A_MStaffTrack
//
//============================================================================
void A_MStaffTrack()
{
if (tracer == null && random[MStaffTrack]() < 50)
{
tracer = RoughMonsterSearch (10, true);
}
A_SeekerMissile(2, 10);
}
}