- converted some Heretic stuff to ZScript for testing.

- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
This commit is contained in:
Christoph Oelckers 2016-10-16 22:32:52 +02:00
parent afd9347087
commit 6650e2bbfb
21 changed files with 1438 additions and 1144 deletions

View File

@ -1748,7 +1748,8 @@ PClassPointer::PClassPointer()
PClassPointer::PClassPointer(PClass *restrict) PClassPointer::PClassPointer(PClass *restrict)
: PPointer(RUNTIME_CLASS(PClass)), ClassRestriction(restrict) : PPointer(RUNTIME_CLASS(PClass)), ClassRestriction(restrict)
{ {
mDescriptiveName.Format("ClassPointer<%s>", restrict->TypeName.GetChars()); if (restrict) mDescriptiveName.Format("ClassPointer<%s>", restrict->TypeName.GetChars());
else mDescriptiveName = "ClassPointer";
} }
//========================================================================== //==========================================================================

View File

@ -1123,6 +1123,18 @@ FxExpression *FxTypeCast::Resolve(FCompileContext &ctx)
delete this; delete this;
return x; return x;
} }
else if (ValueType == TypeState)
{
// Right now this only supports string constants. There should be an option to pass a string variable, too.
if (basex->isConstant() && (basex->ValueType == TypeString || basex->ValueType == TypeName))
{
FxExpression *x = new FxMultiNameState(static_cast<FxConstant *>(basex)->GetValue().GetString(), basex->ScriptPosition);
x = x->Resolve(ctx);
basex = nullptr;
delete this;
return x;
}
}
else if (ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer))) else if (ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer)))
{ {
FxExpression *x = new FxClassTypeCast(static_cast<PClassPointer*>(ValueType), basex); FxExpression *x = new FxClassTypeCast(static_cast<PClassPointer*>(ValueType), basex);
@ -4624,45 +4636,10 @@ FxExpression *FxVMFunctionCall::Resolve(FCompileContext& ctx)
{ {
for (unsigned i = 0; i < ArgList->Size(); i++) for (unsigned i = 0; i < ArgList->Size(); i++)
{ {
if ((*ArgList)[i]->isConstant()) FxExpression *x = new FxTypeCast((*ArgList)[i], argtypes[i + implicit], false);
{ x = x->Resolve(ctx);
if (i + implicit < argtypes.Size()) failed |= (x == nullptr);
{ (*ArgList)[i] = x;
auto type = static_cast<FxConstant*>((*ArgList)[i])->ValueType;
// temporary hack to add the casts which get used by the internal definitions
if (argtypes[i + implicit] == TypeState && type == TypeString)
{
ScriptPosition.Message(MSG_WARNING, "Converting %s to state", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString());
auto statenode = new FxMultiNameState(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString(), ScriptPosition);
delete (*ArgList)[i];
(*ArgList)[i] = statenode;
}
if (argtypes[i + implicit] == TypeSound && type == TypeString)
{
ScriptPosition.Message(MSG_WARNING, "Converting %s to sound", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString());
auto statenode = new FxConstant(FSoundID(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetString()), ScriptPosition);
delete (*ArgList)[i];
(*ArgList)[i] = statenode;
}
if (argtypes[i + implicit] == TypeSInt32 && type == TypeFloat64)
{
ScriptPosition.Message(MSG_WARNING, "Converting %f to int", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetFloat());
auto statenode = new FxConstant(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetInt(), ScriptPosition);
delete (*ArgList)[i];
(*ArgList)[i] = statenode;
}
if (argtypes[i + implicit] == TypeFloat64 && type == TypeSInt32)
{
ScriptPosition.Message(MSG_WARNING, "Converting %d to float", static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetInt());
auto statenode = new FxConstant(static_cast<FxConstant*>((*ArgList)[i])->GetValue().GetFloat(), ScriptPosition);
delete (*ArgList)[i];
(*ArgList)[i] = statenode;
}
}
}
(*ArgList)[i] = (*ArgList)[i]->Resolve(ctx);
if ((*ArgList)[i] == NULL) failed = true;
} }
} }
if (failed) if (failed)
@ -5592,7 +5569,7 @@ FxExpression *FxClassTypeCast::Resolve(FCompileContext &ctx)
if (basex->ValueType != TypeName && basex->ValueType != TypeString) if (basex->ValueType != TypeName && basex->ValueType != TypeString)
{ {
ScriptPosition.Message(MSG_ERROR, "Cannot convert to class type"); ScriptPosition.Message(MSG_ERROR, "Cannot convert %s to class type", basex->ValueType->DescriptiveName());
delete this; delete this;
return NULL; return NULL;
} }
@ -5855,7 +5832,7 @@ FxMultiNameState::FxMultiNameState(const char *_statestring, const FScriptPositi
} }
else else
{ {
scopename = NULL; scopename = NAME_None;
} }
names = MakeStateNameList(statestring); names = MakeStateNameList(statestring);
names.Insert(0, scopename); names.Insert(0, scopename);

View File

@ -174,6 +174,7 @@ struct ExpVal
FName GetName() const FName GetName() const
{ {
if (Type == TypeString) return FName(*(FString *)&pointer);
return Type == TypeName ? ENamedName(Int) : NAME_None; return Type == TypeName ? ENamedName(Int) : NAME_None;
} }
}; };
@ -338,8 +339,9 @@ public:
FxConstant(PClass *val, const FScriptPosition &pos) : FxExpression(pos) FxConstant(PClass *val, const FScriptPosition &pos) : FxExpression(pos)
{ {
value.pointer = (void*)val; value.pointer = (void*)val;
ValueType = val; if (val != nullptr) ValueType = NewClassPointer(val);
value.Type = NewClassPointer(RUNTIME_CLASS(AActor)); else ValueType = NewClassPointer(RUNTIME_CLASS(DObject));
value.Type = NewClassPointer(RUNTIME_CLASS(DObject));
isresolved = true; isresolved = true;
} }

View File

@ -1,204 +0,0 @@
// Wimpy ammo ---------------------------------------------------------------
ACTOR GoldWandAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND1"
Inventory.Amount 10
Inventory.MaxAmount 100
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 200
Inventory.Icon "INAMGLD"
States
{
Spawn:
AMG1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR GoldWandHefty : GoldWandAmmo
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND2"
Inventory.Amount 50
States
{
Spawn:
AMG2 ABC 4
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR CrossbowAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW1"
Inventory.Amount 5
Inventory.MaxAmount 50
Ammo.BackpackAmount 5
Ammo.BackpackMaxAmount 100
Inventory.Icon "INAMBOW"
States
{
Spawn:
AMC1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR CrossbowHefty : CrossbowAmmo
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW2"
Inventory.Amount 20
States
{
Spawn:
AMC2 ABC 5
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR MaceAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOMACE1"
Inventory.Amount 20
Inventory.MaxAmount 150
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 300
Inventory.Icon "INAMLOB"
States
{
Spawn:
AMM1 A -1
Stop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR MaceHefty : MaceAmmo
{
Inventory.PickupMessage "$TXT_AMMOMACE2"
Inventory.Amount 100
States
{
Spawn:
AMM2 A -1
Stop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR BlasterAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOBLASTER1"
Inventory.Amount 10
Inventory.MaxAmount 200
Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 400
Inventory.Icon "INAMBST"
States
{
Spawn:
AMB1 ABC 4
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR BlasterHefty : BlasterAmmo
{
Inventory.PickupMessage "$TXT_AMMOBLASTER2"
Inventory.Amount 25
States
{
Spawn:
AMB2 ABC 4
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR SkullRodAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD1"
Inventory.Amount 20
Inventory.MaxAmount 200
Ammo.BackpackAmount 20
Ammo.BackpackMaxAmount 400
Inventory.Icon "INAMRAM"
States
{
Spawn:
AMS1 AB 5
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR SkullRodHefty : SkullRodAmmo
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD2"
Inventory.Amount 100
States
{
Spawn:
AMS2 AB 5
Loop
}
}
// Wimpy ammo ---------------------------------------------------------------
ACTOR PhoenixRodAmmo : Ammo
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD1"
Inventory.Amount 1
Inventory.MaxAmount 20
Ammo.BackpackAmount 1
Ammo.BackpackMaxAmount 40
Inventory.Icon "INAMPNX"
States
{
Spawn:
AMP1 ABC 4
Loop
}
}
// Hefty ammo ---------------------------------------------------------------
ACTOR PhoenixRodHefty : PhoenixRodAmmo
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD2"
Inventory.Amount 10
States
{
Spawn:
AMP2 ABC 4
Loop
}
}
// --- Bag of holding -------------------------------------------------------
ACTOR BagOfHolding : BackpackItem
{
Inventory.PickupMessage "$TXT_ITEMBAGOFHOLDING"
+COUNTITEM
+FLOATBOB
States
{
Spawn:
BAGH A -1
Stop
}
}

View File

@ -1,35 +0,0 @@
// Silver Shield (Shield1) --------------------------------------------------
Actor SilverShield : BasicArmorPickup
{
+FLOATBOB
Inventory.Pickupmessage "$TXT_ITEMSHIELD1"
Inventory.Icon "SHLDA0"
Armor.Savepercent 50
Armor.Saveamount 100
States
{
Spawn:
SHLD A -1
stop
}
}
// Enchanted shield (Shield2) -----------------------------------------------
Actor EnchantedShield : BasicArmorPickup
{
+FLOATBOB
Inventory.Pickupmessage "$TXT_ITEMSHIELD2"
Inventory.Icon "SHD2A0"
Armor.Savepercent 75
Armor.Saveamount 200
States
{
Spawn:
SHD2 A -1
stop
}
}

View File

@ -1,103 +0,0 @@
// Super map ----------------------------------------------------------------
ACTOR SuperMap : MapRevealer
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
Inventory.MaxAmount 0
Inventory.PickupMessage "$TXT_ITEMSUPERMAP"
States
{
Spawn:
SPMP A -1
Stop
}
}
// Invisibility -------------------------------------------------------------
ACTOR ArtiInvisibility : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
RenderStyle Translucent
Alpha 0.4
Inventory.RespawnTics 4230
Inventory.Icon ARTIINVS
Powerup.Type Ghost
Inventory.PickupMessage "$TXT_ARTIINVISIBILITY"
Tag "$TAG_ARTIINVISIBILITY"
States
{
Spawn:
INVS A 350 Bright
Loop
}
}
// Tome of power ------------------------------------------------------------
ACTOR ArtiTomeOfPower : PowerupGiver native
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.Icon "ARTIPWBK"
Powerup.Type Weaponlevel2
Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER"
Tag "$TAG_ARTITOMEOFPOWER"
States
{
Spawn:
PWBK A 350
Loop
}
}
// Time bomb ----------------------------------------------------------------
ACTOR ActivatedTimeBomb
{
+NOGRAVITY
RenderStyle Translucent
Alpha 0.4
DeathSound "misc/timebomb"
action native A_Timebomb();
States
{
Spawn:
FBMB ABCD 10
FBMB E 6 A_Scream
XPL1 A 4 BRIGHT A_Timebomb
XPL1 BCDEF 4 BRIGHT
Stop
}
}
ACTOR ArtiTimeBomb : Inventory native
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIFBMB"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIFIREBOMB"
Tag "$TAG_ARTIFIREBOMB"
Inventory.DefMaxAmount
States
{
Spawn:
FBMB E 350
Loop
}
}

View File

@ -1,248 +0,0 @@
ACTOR SkullHang70
{
Radius 20
Height 70
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH1 A -1
Stop
}
}
ACTOR SkullHang60
{
Radius 20
Height 60
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH2 A -1
Stop
}
}
ACTOR SkullHang45
{
Radius 20
Height 45
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH3 A -1
Stop
}
}
ACTOR SkullHang35
{
Radius 20
Height 35
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
SKH4 A -1
Stop
}
}
ACTOR Chandelier
{
Radius 20
Height 60
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
CHDL ABC 4
Loop
}
}
ACTOR SerpentTorch
{
Radius 12
Height 54
+SOLID
States
{
Spawn:
SRTC ABC 4
Loop
}
}
ACTOR SmallPillar
{
Radius 16
Height 34
+SOLID
States
{
Spawn:
SMPL A -1
Stop
}
}
ACTOR StalagmiteSmall
{
Radius 8
Height 32
+SOLID
States
{
Spawn:
STGS A -1
Stop
}
}
ACTOR StalagmiteLarge
{
Radius 12
Height 64
+SOLID
States
{
Spawn:
STGL A -1
Stop
}
}
ACTOR StalactiteSmall
{
Radius 8
Height 36
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
STCS A -1
Stop
}
}
ACTOR StalactiteLarge
{
Radius 12
Height 68
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
STCL A -1
Stop
}
}
ACTOR FireBrazier
{
Radius 16
Height 44
+SOLID
States
{
Spawn:
KFR1 ABCDEFGH 3 Bright
Loop
}
}
ACTOR Barrel
{
Radius 12
Height 32
+SOLID
States
{
Spawn:
BARL A -1
Stop
}
}
ACTOR BrownPillar
{
Radius 14
Height 128
+SOLID
States
{
Spawn:
BRPL A -1
Stop
}
}
ACTOR Moss1
{
Radius 20
Height 23
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
MOS1 A -1
Stop
}
}
ACTOR Moss2
{
Radius 20
Height 27
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
MOS2 A -1
Stop
}
}
ACTOR WallTorch
{
Radius 6
Height 16
+NOGRAVITY
+FIXMAPTHINGPOS
States
{
Spawn:
WTRH ABC 6 Bright
Loop
}
}
ACTOR HangingCorpse
{
Radius 8
Height 104
+SOLID
+SPAWNCEILING
+NOGRAVITY
States
{
Spawn:
HCOR A -1
Stop
}
}

View File

@ -1,144 +0,0 @@
ACTOR HereticKey : Key
{
+NOTDMATCH
Radius 20
Height 16
}
// Green key ------------------------------------------------------------
ACTOR KeyGreen : HereticKey
{
Inventory.PickupMessage "$TXT_GOTGREENKEY"
Inventory.Icon "GKEYICON"
States
{
Spawn:
AKYY ABCDEFGHIJ 3 Bright
Loop
}
}
// Blue key -----------------------------------------------------------------
ACTOR KeyBlue : HereticKey
{
Inventory.PickupMessage "$TXT_GOTBLUEKEY"
Inventory.Icon "BKEYICON"
States
{
Spawn:
BKYY ABCDEFGHIJ 3 Bright
Loop
}
}
// Yellow key ---------------------------------------------------------------
ACTOR KeyYellow : HereticKey
{
Inventory.PickupMessage "$TXT_GOTYELLOWKEY"
Inventory.Icon "YKEYICON"
States
{
Spawn:
CKYY ABCDEFGHI 3 Bright
Loop
}
}
// --- Blue Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoBlue
{
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatBlue", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatBlue
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZB A -1 Bright
Stop
}
}
// --- Green Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoGreen
{
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatGreen", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatGreen
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZG A -1 Bright
Stop
}
}
// --- Yellow Key gizmo -----------------------------------------------------------
ACTOR KeyGizmoYellow
{
Radius 16
Height 50
+SOLID
States
{
Spawn:
KGZ1 A 1
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatYellow", 0, 0, 60)
KGZ1 A -1
Stop
}
}
ACTOR KeyGizmoFloatYellow
{
Radius 16
Height 16
+SOLID
+NOGRAVITY
States
{
Spawn:
KGZY A -1 Bright
Stop
}
}

View File

@ -1,229 +0,0 @@
// Pod ----------------------------------------------------------------------
ACTOR Pod
{
Health 45
Radius 16
Height 54
Painchance 255
+SOLID +NOBLOOD +SHOOTABLE +DROPOFF
+WINDTHRUST +PUSHABLE +SLIDESONWALLS
+CANPASS +TELESTOMP +DONTMORPH
+NOBLOCKMONST +DONTGIB +OLDRADIUSDMG
DeathSound "world/podexplode"
PushFactor 0.5
action native A_PodPain (class<Actor> podtype = "PodGoo");
action native A_RemovePod ();
States
{
Spawn:
PPOD A 10
Loop
Pain:
PPOD B 14 A_PodPain
Goto Spawn
Death:
PPOD C 5 BRIGHT A_RemovePod
PPOD D 5 BRIGHT A_Scream
PPOD E 5 BRIGHT A_Explode
PPOD F 10 BRIGHT
Stop
Grow:
PPOD IJKLMNOP 3
Goto Spawn
}
}
// Pod goo (falls from pod when damaged) ------------------------------------
ACTOR PodGoo
{
Radius 2
Height 4
Gravity 0.125
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT +CANNOTPUSH
States
{
Spawn:
PPOD GH 8
Loop
Death:
PPOD G 10
Stop
}
}
// Pod generator ------------------------------------------------------------
ACTOR PodGenerator
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
AttackSound "world/podgrow"
action native A_MakePod (class<Actor> podtype = "Pod");
States
{
Spawn:
TNT1 A 35 A_MakePod
Loop
}
}
// Teleglitter generator 1 --------------------------------------------------
ACTOR TeleGlitterGenerator1
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+MOVEWITHSECTOR
States
{
Spawn:
TNT1 A 8 A_SpawnItemEx("TeleGlitter1", random[TeleGlitter](0,31)-16, random[TeleGlitter](0,31)-16, 0, 0,0,0.25)
Loop
}
}
// Teleglitter generator 2 --------------------------------------------------
ACTOR TeleGlitterGenerator2
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+MOVEWITHSECTOR
States
{
Spawn:
TNT1 A 8 A_SpawnItemEx("TeleGlitter2", random[TeleGlitter2](0,31)-16, random[TeleGlitter2](0,31)-16, 0, 0,0,0.25)
Loop
}
}
// Teleglitter 1 ------------------------------------------------------------
ACTOR TeleGlitter1
{
+NOBLOCKMAP +NOGRAVITY +MISSILE
RenderStyle Add
Damage 0
action native A_AccTeleGlitter ();
States
{
Spawn:
TGLT A 2 BRIGHT
TGLT B 2 BRIGHT A_AccTeleGlitter
TGLT C 2 BRIGHT
TGLT D 2 BRIGHT A_AccTeleGlitter
TGLT E 2 BRIGHT
Loop
}
}
// Teleglitter 2 ------------------------------------------------------------
ACTOR TeleGlitter2 : TeleGlitter1
{
States
{
Spawn:
TGLT F 2 BRIGHT
TGLT G 2 BRIGHT A_AccTeleGlitter
TGLT H 2 BRIGHT
TGLT I 2 BRIGHT A_AccTeleGlitter
TGLT J 2 BRIGHT
Loop
}
}
// --- Volcano --------------------------------------------------------------
ACTOR Volcano
{
Radius 12
Height 20
+SOLID
action native A_VolcanoSet ();
action native A_VolcanoBlast ();
States
{
Spawn:
VLCO A 350
VLCO A 35 A_VolcanoSet
VLCO BCDBCD 3
VLCO E 10 A_VolcanoBlast
Goto Spawn+1
}
}
// Volcano blast ------------------------------------------------------------
ACTOR VolcanoBlast
{
Radius 8
Height 8
Speed 2
Damage 2
DamageType Fire
Gravity 0.125
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT
DeathSound "world/volcano/blast"
action native A_VolcBallImpact ();
States
{
Spawn:
VFBL AB 4 BRIGHT A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
0,0,0,0,SXF_ABSOLUTEPOSITION, 64)
Loop
Death:
XPL1 A 4 BRIGHT A_VolcBallImpact
XPL1 BCDEF 4 BRIGHT
Stop
}
}
// Volcano T Blast ----------------------------------------------------------
ACTOR VolcanoTBlast
{
Radius 8
Height 6
Speed 2
Damage 1
DamageType Fire
Gravity 0.125
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT
States
{
Spawn:
VTFB AB 4 BRIGHT
Loop
Death:
SFFI CBABCDE 4 BRIGHT
Stop
}
}

View File

@ -1,129 +0,0 @@
ACTOR HereticPlayer : PlayerPawn
{
Health 100
Radius 16
Height 56
Mass 100
Painchance 255
Speed 1
Player.DisplayName "Corvus"
Player.StartItem "GoldWand"
Player.StartItem "Staff"
Player.StartItem "GoldWandAmmo", 50
Player.WeaponSlot 1, Staff, Gauntlets
Player.WeaponSlot 2, GoldWand
Player.WeaponSlot 3, Crossbow
Player.WeaponSlot 4, Blaster
Player.WeaponSlot 5, SkullRod
Player.WeaponSlot 6, PhoenixRod
Player.WeaponSlot 7, Mace
Player.ColorRange 225, 240
Player.Colorset 0, "Green", 225, 240, 238
Player.Colorset 1, "Yellow", 114, 129, 127
Player.Colorset 2, "Red", 145, 160, 158
Player.Colorset 3, "Blue", 190, 205, 203
// Doom Legacy additions
Player.Colorset 4, "Brown", 67, 82, 80
Player.Colorset 5, "Light Gray", 9, 24, 22
Player.Colorset 6, "Light Brown", 74, 89, 87
Player.Colorset 7, "Light Red", 150, 165, 163
Player.Colorset 8, "Light Blue", 192, 207, 205
Player.Colorset 9, "Beige", 95, 110, 108
States
{
Spawn:
PLAY A -1
Stop
See:
PLAY ABCD 4
Loop
Melee:
Missile:
PLAY F 6 BRIGHT
PLAY E 12
Goto Spawn
Pain:
PLAY G 4
PLAY G 4 A_Pain
Goto Spawn
Death:
PLAY H 6 A_PlayerSkinCheck("AltSkinDeath")
PLAY I 6 A_PlayerScream
PLAY JK 6
PLAY L 6 A_NoBlocking
PLAY MNO 6
PLAY P -1
Stop
XDeath:
PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath")
PLAY Q 5 A_PlayerScream
PLAY R 0 A_NoBlocking
PLAY R 5 A_SkullPop
PLAY STUVWX 5
PLAY Y -1
Stop
Burn:
FDTH A 5 BRIGHT A_PlaySound("*burndeath")
FDTH B 4 BRIGHT
FDTH C 5 BRIGHT
FDTH D 4 BRIGHT A_PlayerScream
FDTH E 5 BRIGHT
FDTH F 4 BRIGHT
FDTH G 5 BRIGHT A_PlaySound("*burndeath")
FDTH H 4 BRIGHT
FDTH I 5 BRIGHT
FDTH J 4 BRIGHT
FDTH K 5 BRIGHT
FDTH L 4 BRIGHT
FDTH M 5 BRIGHT
FDTH N 4 BRIGHT
FDTH O 5 BRIGHT A_NoBlocking
FDTH P 4 BRIGHT
FDTH Q 5 BRIGHT
FDTH R 4 BRIGHT
ACLO E 35 A_CheckPlayerDone
Wait
AltSkinDeath:
PLAY H 10
PLAY I 10 A_PlayerScream
PLAY J 10 A_NoBlocking
PLAY KLM 10
PLAY N -1
Stop
AltSkinXDeath:
PLAY O 5
PLAY P 5 A_XScream
PLAY Q 5 A_NoBlocking
PLAY RSTUV 5
PLAY W -1
Stop
}
}
// The player's skull -------------------------------------------------------
ACTOR BloodySkull : PlayerChunk
{
Radius 4
Height 4
+NOBLOCKMAP
+DROPOFF
+LOWGRAVITY
+CANNOTPUSH
+SKYEXPLODE
+NOBLOCKMONST
+NOSKIN
States
{
Spawn:
BSKL A 0
BSKL ABCDE 5 A_CheckFloor("Hit")
Goto Spawn+1
Hit:
BSKL F 16 A_CheckPlayerDone
Wait
}
}

View File

@ -5,13 +5,13 @@
#include "actors/raven/ravenambient.txt" #include "actors/raven/ravenambient.txt"
#include "actors/raven/minotaur.txt" #include "actors/raven/minotaur.txt"
#include "actors/heretic/hereticplayer.txt" //#include "actors/heretic/hereticplayer.txt"
#include "actors/heretic/hereticammo.txt" //#include "actors/heretic/hereticammo.txt"
#include "actors/heretic/hereticarmor.txt" //#include "actors/heretic/hereticarmor.txt"
#include "actors/heretic/hereticartifacts.txt" //#include "actors/heretic/hereticartifacts.txt"
#include "actors/heretic/heretickeys.txt" //#include "actors/heretic/heretickeys.txt"
#include "actors/heretic/hereticdecorations.txt" //#include "actors/heretic/hereticdecorations.txt"
#include "actors/heretic/hereticmisc.txt" //#include "actors/heretic/hereticmisc.txt"
#include "actors/heretic/hereticweaps.txt" #include "actors/heretic/hereticweaps.txt"
#include "actors/heretic/mummy.txt" #include "actors/heretic/mummy.txt"
#include "actors/heretic/clink.txt" #include "actors/heretic/clink.txt"

View File

@ -59,5 +59,24 @@ zscript/doom/doomweapons.txt
zscript/doom/stealthmonsters.txt zscript/doom/stealthmonsters.txt
zscript/doom/scriptedmarine.txt zscript/doom/scriptedmarine.txt
zscript/heretic/hereticplayer.txt
zscript/heretic/hereticammo.txt
zscript/heretic/hereticarmor.txt
zscript/heretic/hereticartifacts.txt
zscript/heretic/heretickeys.txt
zscript/heretic/hereticdecorations.txt
zscript/heretic/hereticmisc.txt
/*
zscript/heretic/hereticweaps.txt
zscript/heretic/mummy.txt
zscript/heretic/clink.txt
zscript/heretic/beast.txt zscript/heretic/beast.txt
zscript/heretic/snake.txt
zscript/heretic/hereticimp.txt
zscript/heretic/knight.txt
zscript/heretic/wizard.txt
zscript/heretic/ironlich.txt
zscript/heretic/dsparil.txt
zscript/heretic/chicken.txt
*/

View File

@ -55,7 +55,8 @@ class DoomImp : Actor
TROO U -1; TROO U -1;
Stop; Stop;
Raise: Raise:
TROO MLKJI 8; TROO ML 8;
TROO KJI 6;
Goto See; Goto See;
} }
} }

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@ -0,0 +1,118 @@
// Beast --------------------------------------------------------------------
class Beast : Actor
{
Default
{
Health 220;
Radius 32;
Height 74;
Mass 200;
Speed 14;
Painchance 100;
Monster;
+FLOORCLIP
SeeSound "beast/sight";
AttackSound "beast/attack";
PainSound "beast/pain";
DeathSound "beast/death";
ActiveSound "beast/active";
Obituary "$OB_BEAST";
DropItem "CrossbowAmmo", 84, 10;
}
States
{
Spawn:
BEAS AB 10 A_Look;
Loop;
See:
BEAS ABCDEF 3 A_Chase;
Loop;
Missile:
BEAS H 10 A_FaceTarget;
BEAS I 10 A_CustomComboAttack("BeastBall", 32, random[BeastAttack](1,8)*3, "beast/attack");
Goto See;
Pain:
BEAS G 3;
BEAS G 3 A_Pain;
Goto See;
Death:
BEAS R 6;
BEAS S 6 A_Scream;
BEAS TUV 6;
BEAS W 6 A_NoBlocking;
BEAS XY 6;
BEAS Z -1;
Stop;
XDeath:
BEAS J 5;
BEAS K 6 A_Scream;
BEAS L 5;
BEAS M 6;
BEAS N 5;
BEAS O 6 A_NoBlocking;
BEAS P 5;
BEAS Q -1;
Stop;
}
}
// Beast ball ---------------------------------------------------------------
class BeastBall : Actor
{
Default
{
Radius 9;
Height 8;
Speed 12;
FastSpeed 20;
Damage 4;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOBLOCKMAP
+WINDTHRUST
+SPAWNSOUNDSOURCE
RenderStyle "Add";
SeeSound "beast/attack";
}
States
{
Spawn:
FRB1 AABBCC 2 A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
0,0,0,0,SXF_ABSOLUTEPOSITION, 64);
Loop;
Death:
FRB1 DEFGH 4;
Stop;
}
}
// Puffy --------------------------------------------------------------------
class Puffy : Actor
{
Default
{
Radius 6;
Height 8;
Speed 10;
+NOBLOCKMAP
+NOGRAVITY
+MISSILE
+NOTELEPORT
+DONTSPLASH
RenderStyle "Add";
}
States
{
Spawn:
FRB1 DEFGH 4;
Stop;
}
}

View File

@ -0,0 +1,243 @@
// Wimpy ammo ---------------------------------------------------------------
Class GoldWandAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND1";
Inventory.Amount 10;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 10;
Ammo.BackpackMaxAmount 200;
Inventory.Icon "INAMGLD";
}
States
{
Spawn:
AMG1 A -1;
Stop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class GoldWandHefty : GoldWandAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOGOLDWAND2";
Inventory.Amount 50;
}
States
{
Spawn:
AMG2 ABC 4;
Loop;
}
}
// Wimpy ammo ---------------------------------------------------------------
Class CrossbowAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW1";
Inventory.Amount 5;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 5;
Ammo.BackpackMaxAmount 100;
Inventory.Icon "INAMBOW";
}
States
{
Spawn:
AMC1 A -1;
Stop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class CrossbowHefty : CrossbowAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOCROSSBOW2";
Inventory.Amount 20;
}
States
{
Spawn:
AMC2 ABC 5;
Loop;
}
}
// Wimpy ammo ---------------------------------------------------------------
Class MaceAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOMACE1";
Inventory.Amount 20;
Inventory.MaxAmount 150;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 300;
Inventory.Icon "INAMLOB";
}
States
{
Spawn:
AMM1 A -1;
Stop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class MaceHefty : MaceAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOMACE2";
Inventory.Amount 100;
}
States
{
Spawn:
AMM2 A -1;
Stop;
}
}
// Wimpy ammo ---------------------------------------------------------------
Class BlasterAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOBLASTER1";
Inventory.Amount 10;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 10;
Ammo.BackpackMaxAmount 400;
Inventory.Icon "INAMBST";
}
States
{
Spawn:
AMB1 ABC 4;
Loop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class BlasterHefty : BlasterAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOBLASTER2";
Inventory.Amount 25;
}
States
{
Spawn:
AMB2 ABC 4;
Loop;
}
}
// Wimpy ammo ---------------------------------------------------------------
Class SkullRodAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD1";
Inventory.Amount 20;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 400;
Inventory.Icon "INAMRAM";
}
States
{
Spawn:
AMS1 AB 5;
Loop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class SkullRodHefty : SkullRodAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOSKULLROD2";
Inventory.Amount 100;
}
States
{
Spawn:
AMS2 AB 5;
Loop;
}
}
// Wimpy ammo ---------------------------------------------------------------
Class PhoenixRodAmmo : Ammo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD1";
Inventory.Amount 1;
Inventory.MaxAmount 20;
Ammo.BackpackAmount 1;
Ammo.BackpackMaxAmount 40;
Inventory.Icon "INAMPNX";
}
States
{
Spawn:
AMP1 ABC 4;
Loop;
}
}
// Hefty ammo ---------------------------------------------------------------
Class PhoenixRodHefty : PhoenixRodAmmo
{
Default
{
Inventory.PickupMessage "$TXT_AMMOPHOENIXROD2";
Inventory.Amount 10;
}
States
{
Spawn:
AMP2 ABC 4;
Loop;
}
}
// --- Bag of holding -------------------------------------------------------
Class BagOfHolding : BackpackItem
{
Default
{
Inventory.PickupMessage "$TXT_ITEMBAGOFHOLDING";
+COUNTITEM
+FLOATBOB
}
States
{
Spawn:
BAGH A -1;
Stop;
}
}

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@ -0,0 +1,41 @@
// Silver Shield (Shield1) --------------------------------------------------
Class SilverShield : BasicArmorPickup
{
Default
{
+FLOATBOB
Inventory.Pickupmessage "$TXT_ITEMSHIELD1";
Inventory.Icon "SHLDA0";
Armor.Savepercent 50;
Armor.Saveamount 100;
}
States
{
Spawn:
SHLD A -1;
stop;
}
}
// Enchanted shield (Shield2) -----------------------------------------------
Class EnchantedShield : BasicArmorPickup
{
Default
{
+FLOATBOB
Inventory.Pickupmessage "$TXT_ITEMSHIELD2";
Inventory.Icon "SHD2A0";
Armor.Savepercent 75;
Armor.Saveamount 200;
}
States
{
Spawn:
SHD2 A -1;
stop;
}
}

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@ -0,0 +1,118 @@
// Super map ----------------------------------------------------------------
Class SuperMap : MapRevealer
{
Default
{
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
+FLOATBOB
Inventory.MaxAmount 0;
Inventory.PickupMessage "$TXT_ITEMSUPERMAP";
}
States
{
Spawn:
SPMP A -1;
Stop;
}
}
// Invisibility -------------------------------------------------------------
Class ArtiInvisibility : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
RenderStyle "Translucent";
Alpha 0.4;
Inventory.RespawnTics 4230;
Inventory.Icon "ARTIINVS";
Powerup.Type "Ghost";
Inventory.PickupMessage "$TXT_ARTIINVISIBILITY";
Tag "$TAG_ARTIINVISIBILITY";
}
States
{
Spawn:
INVS A 350 Bright;
Loop;
}
}
// Tome of power ------------------------------------------------------------
Class ArtiTomeOfPower : PowerupGiver native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.Icon "ARTIPWBK";
Powerup.Type "Weaponlevel2";
Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER";
Tag "$TAG_ARTITOMEOFPOWER";
}
States
{
Spawn:
PWBK A 350;
Loop;
}
}
// Time bomb ----------------------------------------------------------------
Class ActivatedTimeBomb : Actor
{
Default
{
+NOGRAVITY
RenderStyle "Translucent";
Alpha 0.4;
DeathSound "misc/timebomb";
}
action native void A_Timebomb();
States
{
Spawn:
FBMB ABCD 10;
FBMB E 6 A_Scream;
XPL1 A 4 BRIGHT A_Timebomb;
XPL1 BCDEF 4 BRIGHT;
Stop;
}
}
Class ArtiTimeBomb : Inventory native
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
+INVENTORY.INVBAR
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIFBMB";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIFIREBOMB";
Tag "$TAG_ARTIFIREBOMB";
Inventory.DefMaxAmount;
}
States
{
Spawn:
FBMB E 350;
Loop;
}
}

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@ -0,0 +1,302 @@
Class SkullHang70 : Actor
{
Default
{
Radius 20;
Height 70;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
SKH1 A -1;
Stop;
}
}
Class SkullHang60 : Actor
{
Default
{
Radius 20;
Height 60;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
SKH2 A -1;
Stop;
}
}
Class SkullHang45 : Actor
{
Default
{
Radius 20;
Height 45;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
SKH3 A -1;
Stop;
}
}
Class SkullHang35 : Actor
{
Default
{
Radius 20;
Height 35;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
SKH4 A -1;
Stop;
}
}
Class Chandelier : Actor
{
Default
{
Radius 20;
Height 60;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
CHDL ABC 4;
Loop;
}
}
Class SerpentTorch : Actor
{
Default
{
Radius 12;
Height 54;
+SOLID
}
States
{
Spawn:
SRTC ABC 4;
Loop;
}
}
Class SmallPillar : Actor
{
Default
{
Radius 16;
Height 34;
+SOLID
}
States
{
Spawn:
SMPL A -1;
Stop;
}
}
Class StalagmiteSmall : Actor
{
Default
{
Radius 8;
Height 32;
+SOLID
}
States
{
Spawn:
STGS A -1;
Stop;
}
}
Class StalagmiteLarge : Actor
{
Default
{
Radius 12;
Height 64;
+SOLID
}
States
{
Spawn:
STGL A -1;
Stop;
}
}
Class StalactiteSmall : Actor
{
Default
{
Radius 8;
Height 36;
+SOLID
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
STCS A -1;
Stop;
}
}
Class StalactiteLarge : Actor
{
Default
{
Radius 12;
Height 68;
+SOLID
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
STCL A -1;
Stop;
}
}
Class FireBrazier : Actor
{
Default
{
Radius 16;
Height 44;
+SOLID
}
States
{
Spawn:
KFR1 ABCDEFGH 3 Bright;
Loop;
}
}
Class Barrel : Actor
{
Default
{
Radius 12;
Height 32;
+SOLID
}
States
{
Spawn:
BARL A -1;
Stop;
}
}
Class BrownPillar : Actor
{
Default
{
Radius 14;
Height 128;
+SOLID
}
States
{
Spawn:
BRPL A -1;
Stop;
}
}
Class Moss1 : Actor
{
Default
{
Radius 20;
Height 23;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
MOS1 A -1;
Stop;
}
}
Class Moss2 : Actor
{
Default
{
Radius 20;
Height 27;
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
MOS2 A -1;
Stop;
}
}
Class WallTorch : Actor
{
Default
{
Radius 6;
Height 16;
+NOGRAVITY
+FIXMAPTHINGPOS
}
States
{
Spawn:
WTRH ABC 6 Bright;
Loop;
}
}
Class HangingCorpse : Actor
{
Default
{
Radius 8;
Height 104;
+SOLID
+SPAWNCEILING
+NOGRAVITY
}
States
{
Spawn:
HCOR A -1;
Stop;
}
}

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@ -0,0 +1,174 @@
Class HereticKey : Key
{
Default
{
+NOTDMATCH
Radius 20;
Height 16;
}
}
// Green key ------------------------------------------------------------
Class KeyGreen : HereticKey
{
Default
{
Inventory.PickupMessage "$TXT_GOTGREENKEY";
Inventory.Icon "GKEYICON";
}
States
{
Spawn:
AKYY ABCDEFGHIJ 3 Bright;
Loop;
}
}
// Blue key -----------------------------------------------------------------
Class KeyBlue : HereticKey
{
Default
{
Inventory.PickupMessage "$TXT_GOTBLUEKEY";
Inventory.Icon "BKEYICON";
}
States
{
Spawn:
BKYY ABCDEFGHIJ 3 Bright;
Loop;
}
}
// Yellow key ---------------------------------------------------------------
Class KeyYellow : HereticKey
{
Default
{
Inventory.PickupMessage "$TXT_GOTYELLOWKEY";
Inventory.Icon "YKEYICON";
}
States
{
Spawn:
CKYY ABCDEFGHI 3 Bright;
Loop;
}
}
// --- Blue Key gizmo -----------------------------------------------------------
Class KeyGizmoBlue : Actor
{
Default
{
Radius 16;
Height 50;
+SOLID
}
States
{
Spawn:
KGZ1 A 1;
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatBlue", 0, 0, 60);
KGZ1 A -1;
Stop;
}
}
Class KeyGizmoFloatBlue : Actor
{
Default
{
Radius 16;
Height 16;
+SOLID
+NOGRAVITY
}
States
{
Spawn:
KGZB A -1 Bright;
Stop;
}
}
// --- Green Key gizmo -----------------------------------------------------------
Class KeyGizmoGreen : Actor
{
Default
{
Radius 16;
Height 50;
+SOLID
}
States
{
Spawn:
KGZ1 A 1;
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatGreen", 0, 0, 60);
KGZ1 A -1;
Stop;
}
}
Class KeyGizmoFloatGreen : Actor
{
Default
{
Radius 16;
Height 16;
+SOLID
+NOGRAVITY
}
States
{
Spawn:
KGZG A -1 Bright;
Stop;
}
}
// --- Yellow Key gizmo -----------------------------------------------------------
Class KeyGizmoYellow : Actor
{
Default
{
Radius 16;
Height 50;
+SOLID
}
States
{
Spawn:
KGZ1 A 1;
KGZ1 A 1 A_SpawnItemEx("KeyGizmoFloatYellow", 0, 0, 60);
KGZ1 A -1;
Stop;
}
}
Class KeyGizmoFloatYellow : Actor
{
Default
{
Radius 16;
Height 16;
+SOLID
+NOGRAVITY
}
States
{
Spawn:
KGZY A -1 Bright;
Stop;
}
}

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@ -0,0 +1,255 @@
// Pod ----------------------------------------------------------------------
class Pod : Actor
{
Default
{
Health 45;
Radius 16;
Height 54;
Painchance 255;
+SOLID +NOBLOOD +SHOOTABLE +DROPOFF
+WINDTHRUST +PUSHABLE +SLIDESONWALLS
+CANPASS +TELESTOMP +DONTMORPH
+NOBLOCKMONST +DONTGIB +OLDRADIUSDMG
DeathSound "world/podexplode";
PushFactor 0.5;
}
action native void A_PodPain (class<Actor> podtype = "PodGoo");
action native void A_RemovePod ();
States
{
Spawn:
PPOD A 10;
Loop;
Pain:
PPOD B 14 A_PodPain;
Goto Spawn;
Death:
PPOD C 5 BRIGHT A_RemovePod;
PPOD D 5 BRIGHT A_Scream;
PPOD E 5 BRIGHT A_Explode;
PPOD F 10 BRIGHT;
Stop;
Grow:
PPOD IJKLMNOP 3;
Goto Spawn;
}
}
// Pod goo (falls from pod when damaged) ------------------------------------
class PodGoo : Actor
{
Default
{
Radius 2;
Height 4;
Gravity 0.125;
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT +CANNOTPUSH
}
States
{
Spawn:
PPOD GH 8;
Loop;
Death:
PPOD G 10;
Stop;
}
}
// Pod generator ------------------------------------------------------------
class PodGenerator : Actor
{
Default
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
AttackSound "world/podgrow";
}
action native void A_MakePod (class<Actor> podtype = "Pod");
States
{
Spawn:
TNT1 A 35 A_MakePod;
Loop;
}
}
// Teleglitter generator 1 --------------------------------------------------
class TeleGlitterGenerator1 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+MOVEWITHSECTOR
}
States
{
Spawn:
TNT1 A 8 A_SpawnItemEx("TeleGlitter1", random[TeleGlitter](0,31)-16, random[TeleGlitter](0,31)-16, 0, 0,0,0.25);
Loop;
}
}
// Teleglitter generator 2 --------------------------------------------------
class TeleGlitterGenerator2 : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+DONTSPLASH
+MOVEWITHSECTOR
}
States
{
Spawn:
TNT1 A 8 A_SpawnItemEx("TeleGlitter2", random[TeleGlitter2](0,31)-16, random[TeleGlitter2](0,31)-16, 0, 0,0,0.25);
Loop;
}
}
// Teleglitter 1 ------------------------------------------------------------
class TeleGlitter1 : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY +MISSILE
RenderStyle "Add";
Damage 0;
}
action native void A_AccTeleGlitter ();
States
{
Spawn:
TGLT A 2 BRIGHT;
TGLT B 2 BRIGHT A_AccTeleGlitter;
TGLT C 2 BRIGHT;
TGLT D 2 BRIGHT A_AccTeleGlitter;
TGLT E 2 BRIGHT;
Loop;
}
}
// Teleglitter 2 ------------------------------------------------------------
class TeleGlitter2 : TeleGlitter1
{
States
{
Spawn:
TGLT F 2 BRIGHT;
TGLT G 2 BRIGHT A_AccTeleGlitter;
TGLT H 2 BRIGHT;
TGLT I 2 BRIGHT A_AccTeleGlitter;
TGLT J 2 BRIGHT;
Loop;
}
}
// --- Volcano --------------------------------------------------------------
class Volcano : Actor
{
Default
{
Radius 12;
Height 20;
+SOLID
}
action native void A_VolcanoSet ();
action native void A_VolcanoBlast ();
States
{
Spawn:
VLCO A 350;
VLCO A 35 A_VolcanoSet;
VLCO BCDBCD 3;
VLCO E 10 A_VolcanoBlast;
Goto Spawn+1;
}
}
// Volcano blast ------------------------------------------------------------
class VolcanoBlast : Actor
{
Default
{
Radius 8;
Height 8;
Speed 2;
Damage 2;
DamageType "Fire";
Gravity 0.125;
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT
DeathSound "world/volcano/blast";
}
action native void A_VolcBallImpact ();
States
{
Spawn:
VFBL AB 4 BRIGHT A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
0,0,0,0,SXF_ABSOLUTEPOSITION, 64);
Loop;
Death:
XPL1 A 4 BRIGHT A_VolcBallImpact;
XPL1 BCDEF 4 BRIGHT;
Stop;
}
}
// Volcano T Blast ----------------------------------------------------------
class VolcanoTBlast : Actor
{
Default
{
Radius 8;
Height 6;
Speed 2;
Damage 1;
DamageType "Fire";
Gravity 0.125;
+NOBLOCKMAP +MISSILE +DROPOFF
+NOTELEPORT
}
States
{
Spawn:
VTFB AB 4 BRIGHT;
Loop;
Death:
SFFI CBABCDE 4 BRIGHT;
Stop;
}
}

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@ -0,0 +1,135 @@
class HereticPlayer : PlayerPawn
{
Default
{
Health 100;
Radius 16;
Height 56;
Mass 100;
Painchance 255;
Speed 1;
Player.DisplayName "Corvus";
Player.StartItem "GoldWand";
Player.StartItem "Staff";
Player.StartItem "GoldWandAmmo", 50;
Player.WeaponSlot 1, "Staff", "Gauntlets";
Player.WeaponSlot 2, "GoldWand";
Player.WeaponSlot 3, "Crossbow";
Player.WeaponSlot 4, "Blaster";
Player.WeaponSlot 5, "SkullRod";
Player.WeaponSlot 6, "PhoenixRod";
Player.WeaponSlot 7, "Mace";
Player.ColorRange 225, 240;
Player.Colorset 0, "Green", 225, 240, 238;
Player.Colorset 1, "Yellow", 114, 129, 127;
Player.Colorset 2, "Red", 145, 160, 158;
Player.Colorset 3, "Blue", 190, 205, 203;
// Doom Legacy additions
Player.Colorset 4, "Brown", 67, 82, 80;
Player.Colorset 5, "Light Gray", 9, 24, 22;
Player.Colorset 6, "Light Brown", 74, 89, 87;
Player.Colorset 7, "Light Red", 150, 165, 163;
Player.Colorset 8, "Light Blue", 192, 207, 205;
Player.Colorset 9, "Beige", 95, 110, 108;
}
States
{
Spawn:
PLAY A -1;
Stop;
See:
PLAY ABCD 4;
Loop;
Melee:
Missile:
PLAY F 6 BRIGHT;
PLAY E 12;
Goto Spawn;
Pain:
PLAY G 4;
PLAY G 4 A_Pain;
Goto Spawn;
Death:
PLAY H 6 A_PlayerSkinCheck("AltSkinDeath");
PLAY I 6 A_PlayerScream;
PLAY JK 6;
PLAY L 6 A_NoBlocking;
PLAY MNO 6;
PLAY P -1;
Stop;
XDeath:
PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath");
PLAY Q 5 A_PlayerScream;
PLAY R 0 A_NoBlocking;
PLAY R 5 A_SkullPop;
PLAY STUVWX 5;
PLAY Y -1;
Stop;
Burn:
FDTH A 5 BRIGHT A_PlaySound("*burndeath");
FDTH B 4 BRIGHT;
FDTH C 5 BRIGHT;
FDTH D 4 BRIGHT A_PlayerScream;
FDTH E 5 BRIGHT;
FDTH F 4 BRIGHT;
FDTH G 5 BRIGHT A_PlaySound("*burndeath");
FDTH H 4 BRIGHT;
FDTH I 5 BRIGHT;
FDTH J 4 BRIGHT;
FDTH K 5 BRIGHT;
FDTH L 4 BRIGHT;
FDTH M 5 BRIGHT;
FDTH N 4 BRIGHT;
FDTH O 5 BRIGHT A_NoBlocking;
FDTH P 4 BRIGHT;
FDTH Q 5 BRIGHT;
FDTH R 4 BRIGHT;
ACLO E 35 A_CheckPlayerDone;
Wait;
AltSkinDeath:
PLAY H 10;
PLAY I 10 A_PlayerScream;
PLAY J 10 A_NoBlocking;
PLAY KLM 10;
PLAY N -1;
Stop;
AltSkinXDeath:
PLAY O 5;
PLAY P 5 A_XScream;
PLAY Q 5 A_NoBlocking;
PLAY RSTUV 5;
PLAY W -1;
Stop;
}
}
// The player's skull -------------------------------------------------------
class BloodySkull : PlayerChunk
{
Default
{
Radius 4;
Height 4;
Gravity 0.125;
+NOBLOCKMAP
+DROPOFF
+CANNOTPUSH
+SKYEXPLODE
+NOBLOCKMONST
+NOSKIN
}
States
{
Spawn:
BSKL A 0;
BSKL ABCDE 5 A_CheckFloor("Hit");
Goto Spawn+1;
Hit:
BSKL F 16 A_CheckPlayerDone;
Wait;
}
}