gzdoom-gles/wadsrc/static/zscript/hexen/flechette.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00

601 lines
12 KiB
Text

// Poison Bag (Flechette used by Cleric) ------------------------------------
class PoisonBag : Actor
{
Default
{
Radius 5;
Height 5;
+NOBLOCKMAP +NOGRAVITY
}
States
{
Spawn:
PSBG A 18 Bright;
PSBG B 4 Bright;
PSBG C 3;
PSBG C 1 A_PoisonBagInit;
Stop;
}
//===========================================================================
//
// A_PoisonBagInit
//
//===========================================================================
void A_PoisonBagInit()
{
Actor mo = Spawn("PoisonCloud", pos + (0, 0, 28), ALLOW_REPLACE);
if (mo)
{
mo.target = target;
}
}
}
// Fire Bomb (Flechette used by Mage) ---------------------------------------
class FireBomb : Actor
{
Default
{
DamageType "Fire";
+NOGRAVITY
+FOILINVUL
RenderStyle "Translucent";
Alpha 0.6;
DeathSound "FlechetteExplode";
}
States
{
Spawn:
PSBG A 20;
PSBG AA 10;
PSBG B 4;
PSBG C 4 A_Scream;
XPL1 A 4 Bright A_TimeBomb;
XPL1 BCDEF 4 Bright;
Stop;
}
void A_TimeBomb()
{
AddZ(32, false);
A_SetRenderStyle(1., STYLE_Add);
A_Explode();
}
}
// Throwing Bomb (Flechette used by Fighter) --------------------------------
class ThrowingBomb : Actor
{
Default
{
Health 48;
Speed 12;
Radius 8;
Height 10;
DamageType "Fire";
+NOBLOCKMAP +DROPOFF +MISSILE
BounceType "HexenCompat";
SeeSound "FlechetteBounce";
DeathSound "FlechetteExplode";
}
States
{
Spawn:
THRW A 4 A_CheckThrowBomb;
THRW BCDE 3 A_CheckThrowBomb;
THRW F 3 A_CheckThrowBomb2;
Loop;
Tail:
THRW G 6 A_CheckThrowBomb;
THRW F 4 A_CheckThrowBomb;
THRW H 6 A_CheckThrowBomb;
THRW F 4 A_CheckThrowBomb;
THRW G 6 A_CheckThrowBomb;
THRW F 3 A_CheckThrowBomb;
Wait;
Death:
CFCF Q 4 Bright A_NoGravity;
CFCF R 3 Bright A_Scream;
CFCF S 4 Bright A_Explode;
CFCF T 3 Bright;
CFCF U 4 Bright;
CFCF W 3 Bright;
CFCF X 4 Bright;
CFCF Z 3 Bright;
Stop;
}
//===========================================================================
//
// A_CheckThrowBomb
//
//===========================================================================
void A_CheckThrowBomb()
{
if (--health <= 0)
{
SetStateLabel("Death");
}
}
//===========================================================================
//
// A_CheckThrowBomb2
//
//===========================================================================
void A_CheckThrowBomb2()
{
// [RH] Check using actual velocity, although the vel.z < 2 check still stands
if (Vel.Z < 2 && Vel.Length() < 1.5)
{
SetStateLabel("Tail");
SetZ(floorz);
Vel.Z = 0;
ClearBounce();
bMissile = false;
}
A_CheckThrowBomb();
}
}
// Poison Bag Artifact (Flechette) ------------------------------------------
class ArtiPoisonBag : Inventory
{
Default
{
+FLOATBOB
Inventory.DefMaxAmount;
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPSBG";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIPOISONBAG";
Tag "$TAG_ARTIPOISONBAG";
}
States
{
Spawn:
PSBG A -1;
Stop;
}
//============================================================================
//
// AArtiPoisonBag :: BeginPlay
//
//============================================================================
override void BeginPlay ()
{
Super.BeginPlay ();
// If a subclass's specific icon is not defined, let it use the base class's.
if (!Icon.isValid())
{
Icon = GetDefaultByType("ArtiPoisonBag").Icon;
}
}
//============================================================================
//
// GetFlechetteType
//
//============================================================================
private class<Actor> GetFlechetteType(Actor other)
{
class<Actor> spawntype = null;
PlayerPawn pp = PlayerPawn(other);
if (pp)
{
spawntype = pp.FlechetteType;
}
if (spawntype == null)
{
// default fallback if nothing valid defined.
spawntype = "ArtiPoisonBag3";
}
return spawntype;
}
//============================================================================
//
// AArtiPoisonBag :: HandlePickup
//
//============================================================================
override bool HandlePickup (Inventory item)
{
// Only do special handling when picking up the base class
if (item.GetClass() != "ArtiPoisonBag")
{
return Super.HandlePickup (item);
}
if (GetClass() == GetFlechetteType(Owner))
{
if (Amount < MaxAmount || sv_unlimited_pickup)
{
Amount += item.Amount;
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item.bPickupGood = true;
}
return true;
}
return false;
}
//============================================================================
//
// AArtiPoisonBag :: CreateCopy
//
//============================================================================
override Inventory CreateCopy (Actor other)
{
// Only the base class gets special handling
if (GetClass() != "ArtiPoisonBag")
{
return Super.CreateCopy (other);
}
class<Actor> spawntype = GetFlechetteType(other);
let copy = Inventory(Spawn (spawntype));
if (copy != null)
{
copy.Amount = Amount;
copy.MaxAmount = MaxAmount;
GoAwayAndDie ();
}
return copy;
}
}
// Poison Bag 1 (The Cleric's) ----------------------------------------------
class ArtiPoisonBag1 : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB1";
Tag "$TAG_ARTIPOISONBAG1";
}
override bool Use (bool pickup)
{
Actor mo = Spawn("PoisonBag", Owner.Vec3Offset(
16 * cos(Owner.angle),
24 * sin(Owner.angle),
-Owner.Floorclip + 8), ALLOW_REPLACE);
if (mo)
{
mo.target = Owner;
return true;
}
return false;
}
}
// Poison Bag 2 (The Mage's) ------------------------------------------------
class ArtiPoisonBag2 : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB2";
Tag "$TAG_ARTIPOISONBAG2";
}
override bool Use (bool pickup)
{
Actor mo = Spawn("FireBomb", Owner.Vec3Offset(
16 * cos(Owner.angle),
24 * sin(Owner.angle),
-Owner.Floorclip + 8), ALLOW_REPLACE);
if (mo)
{
mo.target = Owner;
return true;
}
return false;
}
}
// Poison Bag 3 (The Fighter's) ---------------------------------------------
class ArtiPoisonBag3 : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB3";
Tag "$TAG_ARTIPOISONBAG3";
}
override bool Use (bool pickup)
{
Actor mo = Spawn("ThrowingBomb", Owner.Pos + (0,0,35. - Owner.Floorclip + (Owner.player? Owner.player.crouchoffset : 0)), ALLOW_REPLACE);
if (mo)
{
mo.angle = Owner.angle + (random[PoisonBag](-4, 3) * (360./256.));
/* Original flight code from Hexen
* mo.momz = 4*F.RACUNIT+((player.lookdir)<<(F.RACBITS-4));
* mo.z += player.lookdir<<(F.RACBITS-4);
* P_ThrustMobj(mo, mo.ang, mo.info.speed);
* mo.momx += player.mo.momx>>1;
* mo.momy += player.mo.momy>>1;
*/
// When looking straight ahead, it uses a z velocity of 4 while the xy velocity
// is as set by the projectile. To accommodate self with a proper trajectory, we
// aim the projectile ~20 degrees higher than we're looking at and increase the
// speed we fire at accordingly.
double modpitch = clamp(-Owner.Pitch + 20, -89., 89.);
double ang = mo.angle;
double speed = (mo.Speed, 4.).Length();
double xyscale = speed * cos(modpitch);
mo.Vel.Z = speed * sin(modpitch);
mo.Vel.X = xyscale * cos(ang) + Owner.Vel.X / 2;
mo.Vel.Y = xyscale * sin(ang) + Owner.Vel.Y / 2;
mo.AddZ(mo.Speed * sin(modpitch));
mo.target = Owner;
mo.tics -= random[PoisonBag](0, 3);
mo.CheckMissileSpawn(Owner.radius);
return true;
}
return false;
}
}
// Poison Bag 4 (Custom Giver) ----------------------------------------------
class ArtiPoisonBagGiver : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB4";
}
override bool Use (bool pickup)
{
Class<Actor> missiletype = MissileName;
if (missiletype != null)
{
Actor mo = Spawn (missiletype, Owner.Pos, ALLOW_REPLACE);
if (mo != null)
{
Inventory inv = Inventory(mo);
if (inv && inv.CallTryPickup(Owner)) return true;
mo.Destroy(); // Destroy if not inventory or couldn't be picked up
}
}
return false;
}
}
// Poison Bag 5 (Custom Thrower) --------------------------------------------
class ArtiPoisonBagShooter : ArtiPoisonBag
{
Default
{
Inventory.Icon "ARTIPSB5";
}
override bool Use (bool pickup)
{
Class<Actor> missiletype = MissileName;
if (missiletype != null)
{
Actor mo = Owner.SpawnPlayerMissile(missiletype);
if (mo != null)
{
// automatic handling of seeker missiles
if (mo.bSeekerMissile)
{
mo.tracer = Owner.target;
}
return true;
}
}
return false;
}
}
// Poison Cloud -------------------------------------------------------------
class PoisonCloud : Actor
{
Default
{
Radius 20;
Height 30;
Mass 0x7fffffff;
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NODAMAGETHRUST
+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS +FORCEZERORADIUSDMG
RenderStyle "Translucent";
Alpha 0.6;
DeathSound "PoisonShroomDeath";
DamageType "PoisonCloud";
}
States
{
Spawn:
PSBG D 1;
PSBG D 1 A_Scream;
PSBG DEEEFFFGGGHHHII 2 A_PoisonBagDamage;
PSBG I 2 A_PoisonBagCheck;
PSBG I 1 A_PoisonBagCheck;
Goto Spawn + 3;
Death:
PSBG HG 7;
PSBG FD 6;
Stop;
}
//===========================================================================
//
//
//
//===========================================================================
override void BeginPlay ()
{
Vel.X = MinVel; // missile objects must move to impact other objects
special1 = random[PoisonCloud](24, 31);
special2 = 0;
}
//===========================================================================
//
//
//
//===========================================================================
override int DoSpecialDamage (Actor victim, int damage, Name damagetype)
{
if (victim.player)
{
bool mate = (target != null && victim.player != target.player && victim.IsTeammate (target));
bool dopoison;
if (!mate)
{
dopoison = victim.player.poisoncount < 4;
}
else
{
dopoison = victim.player.poisoncount < (int)(4. * level.teamdamage);
}
if (dopoison)
{
damage = random[PoisonCloud](15, 30);
if (mate)
{
damage = (int)(damage * level.teamdamage);
}
// Handle passive damage modifiers (e.g. PowerProtection)
damage = victim.GetModifiedDamage(damagetype, damage, true);
// Modify with damage factors
damage = victim.ApplyDamageFactor(damagetype, damage);
if (damage > 0)
{
victim.player.PoisonDamage (self, random[PoisonCloud](15, 30), false); // Don't play painsound
// If successful, play the poison sound.
if (victim.player.PoisonPlayer (self, self.target, 50))
victim.A_PlaySound ("*poison", CHAN_VOICE);
}
}
return -1;
}
else if (!victim.bIsMonster)
{ // only damage monsters/players with the poison cloud
return -1;
}
return damage;
}
//===========================================================================
//
// A_PoisonBagCheck
//
//===========================================================================
void A_PoisonBagCheck()
{
if (--special1 <= 0)
{
SetStateLabel("Death");
}
}
//===========================================================================
//
// A_PoisonBagDamage
//
//===========================================================================
void A_PoisonBagDamage()
{
A_Explode(4, 40);
AddZ(BobSin(special2) / 16);
special2 = (special2 + 1) & 63;
}
}
// Poison Shroom ------------------------------------------------------------
class ZPoisonShroom : PoisonBag
{
Default
{
Radius 6;
Height 20;
PainChance 255;
Health 30;
Mass 0x7fffffff;
+SHOOTABLE
+SOLID
+NOBLOOD
+NOICEDEATH
-NOBLOCKMAP
-NOGRAVITY
PainSound "PoisonShroomPain";
DeathSound "PoisonShroomDeath";
}
States
{
Spawn:
SHRM A 5 A_PoisonShroom;
Goto Pain+1;
Pain:
SHRM A 6;
SHRM B 8 A_Pain;
Goto Spawn;
Death:
SHRM CD 5;
SHRM E 5 A_PoisonBagInit;
SHRM F -1;
Stop;
}
//===========================================================================
//
// A_PoisonShroom
//
//===========================================================================
void A_PoisonShroom()
{
tics = 128 + (random[PoisonShroom]() << 1);
}
}