// Skull (Horn) Rod --------------------------------------------------------- class SkullRod : HereticWeapon { Default { Weapon.SelectionOrder 200; Weapon.AmmoUse1 1; Weapon.AmmoGive1 50; Weapon.YAdjust 15; Weapon.AmmoType1 "SkullRodAmmo"; Weapon.SisterWeapon "SkullRodPowered"; Inventory.PickupMessage "$TXT_WPNSKULLROD"; Tag "$TAG_SKULLROD"; } States { Spawn: WSKL A -1; Stop; Ready: HROD A 1 A_WeaponReady; Loop; Deselect: HROD A 1 A_Lower; Loop; Select: HROD A 1 A_Raise; Loop; Fire: HROD AB 4 A_FireSkullRodPL1; HROD B 0 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireSkullRodPL1 // //---------------------------------------------------------------------------- action void A_FireSkullRodPL1() { if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } Actor mo = SpawnPlayerMissile ("HornRodFX1"); // Randomize the first frame if (mo && random[FireSkullRod]() > 128) { mo.SetState (mo.CurState.NextState); } } } class SkullRodPowered : SkullRod { Default { +WEAPON.POWERED_UP Weapon.AmmoUse1 5; Weapon.AmmoGive1 0; Weapon.SisterWeapon "SkullRod"; Tag "$TAG_SKULLRODP"; } States { Fire: HROD C 2; HROD D 3; HROD E 2; HROD F 3; HROD G 4 A_FireSkullRodPL2; HROD F 2; HROD E 3; HROD D 2; HROD C 2 A_ReFire; Goto Ready; } //---------------------------------------------------------------------------- // // PROC A_FireSkullRodPL2 // // The special2 field holds the player number that shot the rain missile. // The special1 field holds the id of the rain sound. // //---------------------------------------------------------------------------- action void A_FireSkullRodPL2() { FTranslatedLineTarget t; if (player == null) { return; } Weapon weapon = player.ReadyWeapon; if (weapon != null) { if (!weapon.DepleteAmmo (weapon.bAltFire)) return; } // Use MissileActor instead of the first return value from P_SpawnPlayerMissile // because we need to give info to it, even if it exploded immediately. Actor mo, MissileActor; [mo, MissileActor] = SpawnPlayerMissile ("HornRodFX2", angle, pLineTarget: t); if (MissileActor != null) { if (t.linetarget && !t.unlinked) { MissileActor.tracer = t.linetarget; } MissileActor.A_StartSound ("weapons/hornrodpowshoot", CHAN_WEAPON); } } } // Horn Rod FX 1 ------------------------------------------------------------ class HornRodFX1 : Actor { Default { Radius 12; Height 8; Speed 22; Damage 3; Projectile; +WINDTHRUST +ZDOOMTRANS -NOBLOCKMAP RenderStyle "Add"; SeeSound "weapons/hornrodshoot"; DeathSound "weapons/hornrodhit"; Obituary "$OB_MPSKULLROD"; } States { Spawn: FX00 AB 6 BRIGHT; Loop; Death: FX00 HI 5 BRIGHT; FX00 JK 4 BRIGHT; FX00 LM 3 BRIGHT; Stop; } } // Horn Rod FX 2 ------------------------------------------------------------ class HornRodFX2 : Actor { Default { Radius 12; Height 8; Speed 22; Damage 10; Health 140; Projectile; RenderStyle "Add"; +ZDOOMTRANS SeeSound "weapons/hornrodpowshoot"; DeathSound "weapons/hornrodpowhit"; Obituary "$OB_MPPSKULLROD"; } States { Spawn: FX00 C 3 BRIGHT; FX00 D 3 BRIGHT A_SeekerMissile(10, 30); FX00 E 3 BRIGHT; FX00 F 3 BRIGHT A_SeekerMissile(10, 30); Loop; Death: FX00 H 5 BRIGHT A_AddPlayerRain; FX00 I 5 BRIGHT; FX00 J 4 BRIGHT; FX00 KLM 3 BRIGHT; FX00 G 1 A_HideInCeiling; FX00 G 1 A_SkullRodStorm; Wait; } override int DoSpecialDamage (Actor target, int damage, Name damagetype) { Sorcerer2 s2 = Sorcerer2(target); if (s2 != null && random[HornRodFX2]() < 96) { // D'Sparil teleports away s2.DSparilTeleport (); return -1; } return damage; } //---------------------------------------------------------------------------- // // PROC A_AddPlayerRain // //---------------------------------------------------------------------------- void A_AddPlayerRain() { RainTracker tracker; if (target == null || target.health <= 0) { // Shooter is dead or nonexistent return; } tracker = RainTracker(target.FindInventory("RainTracker")); // They player is only allowed two rainstorms at a time. Shooting more // than that will cause the oldest one to terminate. if (tracker != null) { if (tracker.Rain1 && tracker.Rain2) { // Terminate an active rain if (tracker.Rain1.health < tracker.Rain2.health) { if (tracker.Rain1.health > 16) { tracker.Rain1.health = 16; } tracker.Rain1 = null; } else { if (tracker.Rain2.health > 16) { tracker.Rain2.health = 16; } tracker.Rain2 = null; } } } else { tracker = RainTracker(target.GiveInventoryType("RainTracker")); } // Add rain mobj to list if (tracker.Rain1) { tracker.Rain2 = self; } else { tracker.Rain1 = self; } ActiveSound = "misc/rain"; } //---------------------------------------------------------------------------- // // PROC A_HideInCeiling // //---------------------------------------------------------------------------- void A_HideInCeiling() { // This no longer hides in the ceiling. It just makes the actor invisible and keeps it in place. // We need its actual position to determine the correct ceiling height in A_SkullRodStorm. bInvisible = true; bSolid = false; bMissile = false; Vel = (0,0,0); } //---------------------------------------------------------------------------- // // PROC A_SkullRodStorm // //---------------------------------------------------------------------------- void A_SkullRodStorm() { static const Name translations[] = { "RainPillar1", "RainPillar2", "RainPillar3", "RainPillar4", "RainPillar5", "RainPillar6", "RainPillar7", "RainPillar8" }; if (health-- == 0) { A_StopSound (CHAN_BODY); if (target == null) { // Player left the game Destroy (); return; } RainTracker tracker = RainTracker(target.FindInventory("RainTracker")); if (tracker != null) { if (tracker.Rain1 == self) { tracker.Rain1 = null; } else if (tracker.Rain2 == self) { tracker.Rain2 = null; } } Destroy (); return; } if (Random[SkullRodStorm]() < 25) { // Fudge rain frequency return; } double xo = Random[SkullRodStorm](-64, 63); double yo = Random[SkullRodStorm](-64, 63); Vector3 spawnpos = Vec2OffsetZ(xo, yo, pos.z); Actor mo = Spawn("RainPillar", spawnpos, ALLOW_REPLACE); if (!mo) return; // Find the ceiling above the spawn location. This may come from 3D floors but will not reach through portals. // (should probably be fixed for portals, too.) double newz = mo.CurSector.NextHighestCeilingAt(mo.pos.x, mo.pos.y, mo.pos.z, mo.pos.z, FFCF_NOPORTALS) - mo.height; mo.SetZ(newz); if (multiplayer && target.player) { mo.A_SetTranslation(translations[target.PlayerNumber()]); } mo.target = target; mo.Vel.X = MinVel; // Force collision detection mo.Vel.Z = -mo.Speed; mo.CheckMissileSpawn (radius); if (ActiveSound > 0) A_StartSound(ActiveSound, CHAN_BODY, CHANF_LOOPING); } } // Rain pillar 1 ------------------------------------------------------------ class RainPillar : Actor { Default { Radius 5; Height 12; Speed 12; Damage 5; Mass 5; Projectile; -ACTIVATEPCROSS -ACTIVATEIMPACT +ZDOOMTRANS RenderStyle "Add"; Obituary "$OB_MPPSKULLROD"; } States { Spawn: FX22 A -1 BRIGHT; Stop; Death: FX22 B 4 BRIGHT A_RainImpact; FX22 CDEF 4 BRIGHT; Stop; NotFloor: FX22 GHI 4 BRIGHT; Stop; } //---------------------------------------------------------------------------- // // PROC A_RainImpact // //---------------------------------------------------------------------------- void A_RainImpact() { if (pos.z > floorz) { SetStateLabel("NotFloor"); } else if (random[RainImpact]() < 40) { HitFloor (); } } // Rain pillar 1 ------------------------------------------------------------ override int DoSpecialDamage (Actor target, int damage, Name damagetype) { if (target.bBoss) { // Decrease damage for bosses damage = random[RainDamage](1, 8); } return damage; } } // Rain tracker "inventory" item -------------------------------------------- class RainTracker : Inventory { Actor Rain1, Rain2; Default { +INVENTORY.UNDROPPABLE } }