mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-15 00:51:24 +00:00
447 lines
8.3 KiB
Text
447 lines
8.3 KiB
Text
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// The Mage's Lightning Arc of Death ----------------------------------------
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class MWeapLightning : MageWeapon
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{
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Default
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{
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+NOGRAVITY
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Weapon.SelectionOrder 1100;
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Weapon.AmmoUse1 5;
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Weapon.AmmoGive1 25;
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Weapon.KickBack 0;
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Weapon.YAdjust 20;
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Weapon.AmmoType1 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_M3";
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Tag "$TAG_MWEAPLIGHTNING";
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}
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States
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{
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Spawn:
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WMLG ABCDEFGH 4 Bright;
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Loop;
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Select:
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MLNG A 1 Bright A_Raise;
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Loop;
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Deselect:
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MLNG A 1 Bright A_Lower;
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Loop;
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Ready:
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MLNG AAAAA 1 Bright A_WeaponReady;
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MLNG A 1 Bright A_LightningReady;
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MLNG BBBBBB 1 Bright A_WeaponReady;
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MLNG CCCCC 1 Bright A_WeaponReady;
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MLNG C 1 Bright A_LightningReady;
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MLNG BBBBBB 1 Bright A_WeaponReady;
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Loop;
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Fire:
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MLNG DE 3 Bright;
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MLNG F 4 Bright A_MLightningAttack;
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MLNG G 4 Bright;
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MLNG HI 3 Bright;
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MLNG I 6 Bright Offset (0, 199);
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MLNG C 2 Bright Offset (0, 55);
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MLNG B 2 Bright Offset (0, 50);
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MLNG B 2 Bright Offset (0, 45);
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MLNG B 2 Bright Offset (0, 40);
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Goto Ready;
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}
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//============================================================================
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//
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// A_LightningReady
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//
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//============================================================================
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action void A_LightningReady()
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{
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A_WeaponReady();
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if (random[LightningReady]() < 160)
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{
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A_PlaySound ("MageLightningReady", CHAN_WEAPON);
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}
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}
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//============================================================================
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//
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// A_MLightningAttack
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//
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//============================================================================
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action void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling")
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{
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LightningFloor fmo = LightningFloor(SpawnPlayerMissile (floor));
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LightningCeiling cmo = LightningCeiling(SpawnPlayerMissile (ceiling));
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if (fmo)
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{
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fmo.special1 = 0;
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fmo.lastenemy = cmo;
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fmo.A_LightningZap();
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}
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if (cmo)
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{
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cmo.tracer = NULL;
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cmo.lastenemy = fmo;
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cmo.A_LightningZap();
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}
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A_PlaySound ("MageLightningFire", CHAN_BODY);
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if (player != NULL)
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{
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Weapon weapon = player.ReadyWeapon;
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if (weapon != NULL)
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{
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weapon.DepleteAmmo (weapon.bAltFire);
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}
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}
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}
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}
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// Ceiling Lightning --------------------------------------------------------
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class Lightning : Actor
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{
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Default
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{
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MissileType "LightningZap";
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AttackSound "MageLightningZap";
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ActiveSound "MageLightningContinuous";
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Obituary "$OB_MPMWEAPLIGHTNING";
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}
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override int SpecialMissileHit (Actor thing)
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{
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if (thing.bShootable && thing != target)
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{
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if (thing.Mass < LARGE_MASS)
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{
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thing.Vel.X += Vel.X / 16;
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thing.Vel.Y += Vel.Y / 16;
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}
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if ((!thing.player && !thing.bBoss) || !(level.time&1))
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{
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thing.DamageMobj(self, target, 3, 'Electric');
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A_PlaySound(AttackSound, CHAN_WEAPON|CHAN_NOSTOP, 1, false);
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if (thing.bIsMonster && random[LightningHit]() < 64)
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{
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thing.Howl ();
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}
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}
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health--;
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if (health <= 0 || thing.health <= 0)
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{
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return 0;
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}
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if (bFloorHugger)
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{
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if (lastenemy && ! lastenemy.tracer)
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{
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lastenemy.tracer = thing;
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}
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}
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else if (!tracer)
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{
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tracer = thing;
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}
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}
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return 1; // lightning zaps through all sprites
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}
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}
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class LightningCeiling : Lightning
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{
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const ZAGSPEED = 1;
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Default
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{
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Health 144;
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Speed 25;
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Radius 16;
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Height 40;
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Damage 8;
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Projectile;
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+CEILINGHUGGER
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+ZDOOMTRANS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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MLFX A 2 Bright A_LightningZap;
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MLFX BCD 2 Bright A_LightningClip;
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Loop;
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Death:
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MLF2 A 2 Bright A_LightningRemove;
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MLF2 BCDEKLM 3 Bright;
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ACLO E 35;
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MLF2 NO 3 Bright;
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MLF2 P 4 Bright;
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MLF2 QP 3 Bright;
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MLF2 Q 4 Bright;
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MLF2 P 3 Bright;
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MLF2 O 3 Bright;
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MLF2 P 3 Bright;
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MLF2 P 1 Bright A_HideThing;
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ACLO E 1050;
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Stop;
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}
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//============================================================================
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//
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// A_LightningClip
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//
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//============================================================================
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void A_LightningClip()
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{
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Actor cMo;
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Actor target = NULL;
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int zigZag;
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if (bFloorHugger)
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{
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if (lastenemy == NULL)
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{
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return;
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}
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SetZ(floorz);
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target = lastenemy.tracer;
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}
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else if (bCeilingHugger)
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{
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SetZ(ceilingz - Height);
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target = tracer;
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}
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if (bFloorHugger)
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{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
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cMo = lastenemy;
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zigZag = random[LightningClip]();
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if((zigZag > 128 && special1 < 2) || special1 < -2)
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{
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Thrust(ZAGSPEED, angle + 90);
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if(cMo)
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{
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cMo.Thrust(ZAGSPEED, angle + 90);
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}
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special1++;
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}
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else
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{
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Thrust(ZAGSPEED,angle - 90);
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if(cMo)
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{
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cMo.Thrust(ZAGSPEED, angle - 90);
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}
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special1--;
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}
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}
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if(target)
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{
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if(target.health <= 0)
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{
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ExplodeMissile();
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}
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else
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{
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angle = AngleTo(target);
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VelFromAngle(Speed / 2);
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}
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}
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}
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//============================================================================
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//
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// A_LightningZap
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//
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//============================================================================
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void A_LightningZap()
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{
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Class<Actor> lightning = MissileName;
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if (lightning == NULL) lightning = "LightningZap";
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A_LightningClip();
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health -= 8;
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if (health <= 0)
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{
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SetStateLabel ("Death");
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return;
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}
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double deltaX = (random[LightningZap]() - 128) * radius / 256;
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double deltaY = (random[LightningZap]() - 128) * radius / 256;
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double deltaZ = (bFloorHugger) ? 10 : -10;
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Actor mo = Spawn(lightning, Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
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if (mo)
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{
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mo.lastenemy = self;
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mo.Vel.X = Vel.X;
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mo.Vel.Y = Vel.Y;
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mo.Vel.Z = (bFloorHugger) ? 20 : -20;
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mo.target = target;
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}
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if (bFloorHugger && random[LightningZap]() < 160)
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{
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A_PlaySound (ActiveSound, CHAN_BODY);
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}
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}
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//============================================================================
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//
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// A_LightningRemove
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//
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//============================================================================
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void A_LightningRemove()
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{
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Actor mo = lastenemy;
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if (mo)
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{
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bNoTarget = true; // tell A_ZapMimic that we are dead. The original code did a state pointer compare which is not safe.
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mo.lastenemy = NULL;
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mo.ExplodeMissile ();
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}
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}
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}
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// Floor Lightning ----------------------------------------------------------
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class LightningFloor : LightningCeiling
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{
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Default
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{
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-CEILINGHUGGER
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+FLOORHUGGER
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+ZDOOMTRANS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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MLFX E 2 Bright A_LightningZap;
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MLFX FGH 2 Bright A_LightningClip;
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Loop;
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Death:
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MLF2 F 2 Bright A_LightningRemove;
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MLF2 GHIJKLM 3 Bright;
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ACLO E 20;
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MLF2 NO 3 Bright;
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MLF2 P 4 Bright;
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MLF2 QP 3 Bright;
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MLF2 Q 4 Bright A_LastZap;
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MLF2 POP 3 Bright;
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MLF2 P 1 Bright A_HideThing;
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Goto Super::Death + 19;
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}
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//============================================================================
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//
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// A_LastZap
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//
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//============================================================================
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void A_LastZap()
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{
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Class<Actor> lightning = MissileName;
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if (lightning == NULL) lightning = "LightningZap";
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Actor mo = Spawn(lightning, self.Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.SetStateLabel ("Death");
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mo.Vel.Z = 40;
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mo.SetDamage(0);
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}
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}
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}
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// Lightning Zap ------------------------------------------------------------
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class LightningZap : Actor
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{
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Default
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{
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Radius 15;
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Height 35;
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Damage 2;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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+ZDOOMTRANS
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RenderStyle "Add";
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Obituary "$OB_MPMWEAPLIGHTNING";
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}
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States
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{
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Spawn:
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MLFX IJKLM 2 Bright A_ZapMimic;
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Loop;
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Death:
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MLFX NOPQRSTU 2 Bright;
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Stop;
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}
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override int SpecialMissileHit (Actor thing)
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{
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Actor lmo;
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if (thing.bShootable && thing != target)
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{
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lmo = lastenemy;
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if (lmo)
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{
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if (lmo.bFloorHugger)
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{
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if (lmo.lastenemy && !lmo.lastenemy.tracer)
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{
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lmo.lastenemy.tracer = thing;
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}
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}
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else if (!lmo.tracer)
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{
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lmo.tracer = thing;
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}
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if (!(level.time&3))
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{
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lmo.health--;
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}
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}
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}
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return -1;
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}
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//============================================================================
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//
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// A_ZapMimic
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//
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//============================================================================
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void A_ZapMimic()
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{
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Actor mo = lastenemy;
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if (mo)
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{
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if (mo.bNoTarget)
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{
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ExplodeMissile ();
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}
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else
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{
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Vel.X = mo.Vel.X;
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Vel.Y = mo.Vel.Y;
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}
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}
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}
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}
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