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gzdoom-gles/wadsrc/static/zscript/heretic/chicken.txt
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00

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// Beak puff ----------------------------------------------------------------
class BeakPuff : StaffPuff
{
Default
{
Mass 5;
Renderstyle "Translucent";
Alpha 0.4;
AttackSound "chicken/attack";
VSpeed 1;
}
}
// Beak ---------------------------------------------------------------------
class Beak : Weapon
{
Default
{
Weapon.SelectionOrder 10000;
+WEAPON.DONTBOB
+WEAPON.MELEEWEAPON
Weapon.YAdjust 15;
Weapon.SisterWeapon "BeakPowered";
}
States
{
Ready:
BEAK A 1 A_WeaponReady;
Loop;
Deselect:
BEAK A 1 A_Lower;
Loop;
Select:
BEAK A 1 A_BeakRaise;
Loop;
Fire:
BEAK A 18 A_BeakAttackPL1;
Goto Ready;
}
//---------------------------------------------------------------------------
//
// PROC A_BeakRaise
//
//---------------------------------------------------------------------------
action void A_BeakRaise ()
{
if (player == null)
{
return;
}
player.GetPSprite(PSP_WEAPON).y = WEAPONTOP;
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.GetReadyState());
}
//----------------------------------------------------------------------------
//
// PROC A_BeakAttackPL1
//
//----------------------------------------------------------------------------
action void A_BeakAttackPL1()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = random[BeakAtk](1,3);
double ang = angle;
double slope = AimLineAttack (ang, DEFMELEERANGE);
LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
if (t.linetarget)
{
angle = t.angleFromSource;
}
A_PlaySound ("chicken/peck", CHAN_VOICE);
player.chickenPeck = 12;
player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,7);
}
}
// BeakPowered ---------------------------------------------------------------------
class BeakPowered : Beak
{
Default
{
+WEAPON.POWERED_UP
Weapon.SisterWeapon "Beak";
}
States
{
Fire:
BEAK A 12 A_BeakAttackPL2;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_BeakAttackPL2
//
//----------------------------------------------------------------------------
action void A_BeakAttackPL2()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
int damage = random[BeakAtk](1,8) * 4;
double ang = angle;
double slope = AimLineAttack (ang, DEFMELEERANGE);
LineAttack (ang, DEFMELEERANGE, slope, damage, 'Melee', "BeakPuff", true, t);
if (t.linetarget)
{
angle = t.angleFromSource;
}
A_PlaySound ("chicken/peck", CHAN_VOICE);
player.chickenPeck = 12;
player.GetPSprite(PSP_WEAPON).Tics -= random[BeakAtk](0,3);
}
}
// Chicken player -----------------------------------------------------------
class ChickenPlayer : PlayerPawn
{
Default
{
Health 30;
ReactionTime 0;
PainChance 255;
Radius 16;
Height 24;
Speed 1;
Gravity 0.125;
+NOSKIN
+PLAYERPAWN.CANSUPERMORPH
PainSound "chicken/pain";
DeathSound "chicken/death";
Player.JumpZ 1;
Player.Viewheight 21;
Player.ForwardMove 1.22, 1.22;
Player.SideMove 1.22, 1.22;
Player.SpawnClass "Chicken";
Player.SoundClass "Chicken";
Player.DisplayName "Chicken";
Player.MorphWeapon "Beak";
-PICKUP
}
States
{
Spawn:
CHKN A -1;
Stop;
See:
CHKN ABAB 3;
Loop;
Melee:
Missile:
CHKN C 12;
Goto Spawn;
Pain:
CHKN D 4 A_Feathers;
CHKN C 4 A_Pain;
Goto Spawn;
Death:
CHKN E 6 A_Scream;
CHKN F 6 A_Feathers;
CHKN G 6;
CHKN H 6 A_NoBlocking;
CHKN IJK 6;
CHKN L -1;
Stop;
}
//---------------------------------------------------------------------------
//
// PROC P_UpdateBeak
//
//---------------------------------------------------------------------------
override void MorphPlayerThink ()
{
if (health > 0)
{ // Handle beak movement
PSprite pspr;
if (player != null && (pspr = player.FindPSprite(PSP_WEAPON)) != null)
{
pspr.y = WEAPONTOP + player.chickenPeck / 2;
}
}
if (player.morphTics & 15)
{
return;
}
if (Vel.X == 0 && Vel.Y == 0 && random[ChickenPlayerThink]() < 160)
{ // Twitch view ang
angle += Random2[ChickenPlayerThink]() * (360. / 256. / 32.);
}
if ((pos.z <= floorz) && (random[ChickenPlayerThink]() < 32))
{ // Jump and noise
Vel.Z += JumpZ;
State painstate = FindState('Pain');
if (painstate != null) SetState (painstate);
}
if (random[ChickenPlayerThink]() < 48)
{ // Just noise
A_PlaySound ("chicken/active", CHAN_VOICE);
}
}
}
// Chicken (non-player) -----------------------------------------------------
class Chicken : MorphedMonster
{
Default
{
Health 10;
Radius 9;
Height 22;
Mass 40;
Speed 4;
Painchance 200;
Monster;
-COUNTKILL
+WINDTHRUST
+DONTMORPH
+FLOORCLIP
SeeSound "chicken/pain";
AttackSound "chicken/attack";
PainSound "chicken/pain";
DeathSound "chicken/death";
ActiveSound "chicken/active";
Obituary "$OB_CHICKEN";
}
States
{
Spawn:
CHKN AB 10 A_Look;
Loop;
See:
CHKN AB 3 A_Chase;
Loop;
Pain:
CHKN D 5 A_Feathers;
CHKN C 5 A_Pain;
Goto See;
Melee:
CHKN A 8 A_FaceTarget;
CHKN C 10 A_CustomMeleeAttack(random[ChicAttack](1,2));
Goto See;
Death:
CHKN E 6 A_Scream;
CHKN F 6 A_Feathers;
CHKN G 6;
CHKN H 6 A_NoBlocking;
CHKN IJK 6;
CHKN L -1;
Stop;
}
}
// Feather ------------------------------------------------------------------
class Feather : Actor
{
Default
{
Radius 2;
Height 4;
+MISSILE +DROPOFF
+NOTELEPORT +CANNOTPUSH
+WINDTHRUST +DONTSPLASH
Gravity 0.125;
}
States
{
Spawn:
CHKN MNOPQPON 3;
Loop;
Death:
CHKN N 6;
Stop;
}
}
extend class Actor
{
//----------------------------------------------------------------------------
//
// PROC A_Feathers
// This is used by both the chicken player and monster and must be in the
// common base class to be accessible by both
//
//----------------------------------------------------------------------------
void A_Feathers()
{
int count;
if (health > 0)
{ // Pain
count = random[Feathers]() < 32 ? 2 : 1;
}
else
{ // Death
count = 5 + (random[Feathers]()&3);
}
for (int i = 0; i < count; i++)
{
Actor mo = Spawn("Feather", pos + (0, 0, 20), NO_REPLACE);
if (mo != null)
{
mo.target = self;
mo.Vel.X = Random2[Feathers]() / 256.;
mo.Vel.Y = Random2[Feathers]() / 256.;
mo.Vel.Z = 1. + random[Feathers]() / 128.;
mo.SetState (mo.SpawnState + (random[Feathers]()&7));
}
}
}
}