gzdoom-gles/wadsrc/static/zscript/heretic/weaponskullrod.txt
Christoph Oelckers 8dba322775 - scriptified Heretic's Skull Rod.
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +01:00

425 lines
8.4 KiB
Text

// 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 "$TAG_SKULLRODP";
}
States
{
Fire:
HROD C 2;
HROD D 3;
HROD E 2;
HROD F 3;
HROD G 4 A_FireSkullRodPL2;
HROD F 2;
HROD E 3;
HROD D 2;
HROD C 2 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireSkullRodPL2
//
// The special2 field holds the player number that shot the rain missile.
// The special1 field holds the id of the rain sound.
//
//----------------------------------------------------------------------------
action void A_FireSkullRodPL2()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
// Use MissileActor instead of the first return value from P_SpawnPlayerMissile
// because we need to give info to it, even if it exploded immediately.
Actor mo, MissileActor;
[mo, MissileActor] = SpawnPlayerMissile ("HornRodFX2", angle, pLineTarget: t);
if (MissileActor != null)
{
if (t.linetarget && !t.unlinked)
{
MissileActor.tracer = t.linetarget;
}
MissileActor.A_PlaySound ("weapons/hornrodpowshoot", CHAN_WEAPON);
}
}
}
// Horn Rod FX 1 ------------------------------------------------------------
class HornRodFX1 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 3;
Projectile;
+WINDTHRUST
-NOBLOCKMAP
RenderStyle "Add";
SeeSound "weapons/hornrodshoot";
DeathSound "weapons/hornrodhit";
Obituary "$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";
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 nonexistant
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]() & 127) - 64);
double yo = ((Random[SkullRodStorm]() & 127) - 64);
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_PlaySound(ActiveSound, CHAN_BODY, 1, true);
}
}
// Rain pillar 1 ------------------------------------------------------------
class RainPillar : Actor
{
Default
{
Radius 5;
Height 12;
Speed 12;
Damage 5;
Mass 5;
Projectile;
-ACTIVATEPCROSS
-ACTIVATEIMPACT
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 ------------------------------------------------------------
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
}
}