gzdoom-gles/wadsrc/static/zscript/actors/doom/weaponbfg.zs

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Text

// --------------------------------------------------------------------------
//
// BFG 9000
//
// --------------------------------------------------------------------------
class BFG9000 : DoomWeapon
{
Default
{
Height 20;
Weapon.SelectionOrder 2800;
Weapon.AmmoUse 40;
Weapon.AmmoGive 40;
Weapon.AmmoType "Cell";
+WEAPON.NOAUTOFIRE;
Inventory.PickupMessage "$GOTBFG9000";
Tag "$TAG_BFG9000";
}
States
{
Ready:
BFGG A 1 A_WeaponReady;
Loop;
Deselect:
BFGG A 1 A_Lower;
Loop;
Select:
BFGG A 1 A_Raise;
Loop;
Fire:
BFGG A 20 A_BFGsound;
BFGG B 10 A_GunFlash;
BFGG B 10 A_FireBFG;
BFGG B 20 A_ReFire;
Goto Ready;
Flash:
BFGF A 11 Bright A_Light1;
BFGF B 6 Bright A_Light2;
Goto LightDone;
Spawn:
BFUG A -1;
Stop;
OldFire:
BFGG A 10 A_BFGsound;
BFGG BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FireOldBFG;
BFGG B 0 A_Light0;
BFGG B 20 A_ReFire;
Goto Ready;
}
}
//===========================================================================
//
// Weapon code (must be attached to StateProvider)
//
//===========================================================================
extend class StateProvider
{
action void A_BFGsound()
{
A_PlaySound("weapons/bfgf", CHAN_WEAPON);
}
//
// A_FireBFG
//
action void A_FireBFG()
{
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (weap != null && invoker == weap && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, deh.BFGCells))
return;
}
SpawnPlayerMissile("BFGBall", angle, nofreeaim:sv_nobfgaim);
}
//
// A_FireOldBFG
//
// This function emulates Doom's Pre-Beta BFG
// By Lee Killough 6/6/98, 7/11/98, 7/19/98, 8/20/98
//
// This code may not be used in other mods without appropriate credit given.
// Code leeches will be telefragged.
action void A_FireOldBFG()
{
bool doesautoaim = false;
if (player == null)
{
return;
}
Weapon weap = player.ReadyWeapon;
if (invoker != weap || stateinfo == null || stateinfo.mStateType != STATE_Psprite) weap = null;
if (weap != null)
{
if (!weap.DepleteAmmo (weap.bAltFire, true, 1))
return;
doesautoaim = weap.bNoAutoaim;
weap.bNoAutoaim = true;
}
player.extralight = 2;
// Save values temporarily
double SavedPlayerAngle = angle;
double SavedPlayerPitch = pitch;
for (int i = 0; i < 2; i++) // Spawn two plasma balls in sequence
{
angle += random[OldBFG](-64, 63) * (90./768);
pitch += random[OldBFG](-64, 63) * (90./640);
SpawnPlayerMissile (i == 0? (class<Actor>)("PlasmaBall1") : (class<Actor>)("PlasmaBall2"));
// Restore saved values
angle = SavedPlayerAngle;
pitch = SavedPlayerPitch;
}
// Restore autoaim setting
if (weap != null) weap.bNoAutoaim = doesautoaim;
}
}
class BFGBall : Actor
{
Default
{
Radius 13;
Height 8;
Speed 25;
Damage 100;
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 0.75;
DeathSound "weapons/bfgx";
Obituary "$OB_MPBFG_BOOM";
}
States
{
Spawn:
BFS1 AB 4 Bright;
Loop;
Death:
BFE1 AB 8 Bright;
BFE1 C 8 Bright A_BFGSpray;
BFE1 DEF 8 Bright;
Stop;
}
}
class BFGExtra : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
RenderStyle "Add";
Alpha 0.75;
DamageType "BFGSplash";
}
States
{
Spawn:
BFE2 ABCD 8 Bright;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//
void A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecnt = 15, double ang = 90, double distance = 16*64, double vrange = 32, int defdamage = 0, int flags = 0)
{
int damage;
FTranslatedLineTarget t;
// validate parameters
if (spraytype == null) spraytype = "BFGExtra";
if (numrays <= 0) numrays = 40;
if (damagecnt <= 0) damagecnt = 15;
if (ang == 0) ang = 90.;
if (distance <= 0) distance = 16 * 64;
if (vrange == 0) vrange = 32.;
// [RH] Don't crash if no target
if (!target) return;
// [XA] Set the originator of the rays to the projectile (self) if
// the new flag is set, else set it to the player (target)
Actor originator = (flags & BFGF_MISSILEORIGIN) ? self : target;
// offset angles from its attack ang
for (int i = 0; i < numrays; i++)
{
double an = angle - ang / 2 + ang / numrays*i;
originator.AimLineAttack(an, distance, t, vrange);
if (t.linetarget != null)
{
Actor spray = Spawn(spraytype, t.linetarget.pos + (0, 0, t.linetarget.Height / 4), ALLOW_REPLACE);
int dmgFlags = 0;
Name dmgType = 'BFGSplash';
if (spray != null)
{
if ((spray.bMThruSpecies && target.GetSpecies() == t.linetarget.GetSpecies()) ||
(!(flags & BFGF_HURTSOURCE) && target == t.linetarget)) // [XA] Don't hit oneself unless we say so.
{
spray.Destroy(); // [MC] Remove it because technically, the spray isn't trying to "hit" them.
continue;
}
if (spray.bPuffGetsOwner) spray.target = target;
if (spray.bFoilInvul) dmgFlags |= DMG_FOILINVUL;
if (spray.bFoilBuddha) dmgFlags |= DMG_FOILBUDDHA;
dmgType = spray.DamageType;
}
if (defdamage == 0)
{
damage = 0;
for (int j = 0; j < damagecnt; ++j)
damage += Random[BFGSpray](1, 8);
}
else
{
// if this is used, damagecnt will be ignored
damage = defdamage;
}
int newdam = t.linetarget.DamageMobj(originator, target, damage, dmgType, dmgFlags|DMG_USEANGLE, t.angleFromSource);
t.TraceBleed(newdam > 0 ? newdam : damage, self);
}
}
}
}