mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 20:43:15 +00:00
447 lines
8.3 KiB
Text
447 lines
8.3 KiB
Text
|
|
// The Mage's Lightning Arc of Death ----------------------------------------
|
|
|
|
class MWeapLightning : MageWeapon
|
|
{
|
|
Default
|
|
{
|
|
+NOGRAVITY
|
|
Weapon.SelectionOrder 1100;
|
|
Weapon.AmmoUse1 5;
|
|
Weapon.AmmoGive1 25;
|
|
Weapon.KickBack 0;
|
|
Weapon.YAdjust 20;
|
|
Weapon.AmmoType1 "Mana2";
|
|
Inventory.PickupMessage "$TXT_WEAPON_M3";
|
|
Tag "$TAG_MWEAPLIGHTNING";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
WMLG ABCDEFGH 4 Bright;
|
|
Loop;
|
|
Select:
|
|
MLNG A 1 Bright A_Raise;
|
|
Loop;
|
|
Deselect:
|
|
MLNG A 1 Bright A_Lower;
|
|
Loop;
|
|
Ready:
|
|
MLNG AAAAA 1 Bright A_WeaponReady;
|
|
MLNG A 1 Bright A_LightningReady;
|
|
MLNG BBBBBB 1 Bright A_WeaponReady;
|
|
MLNG CCCCC 1 Bright A_WeaponReady;
|
|
MLNG C 1 Bright A_LightningReady;
|
|
MLNG BBBBBB 1 Bright A_WeaponReady;
|
|
Loop;
|
|
Fire:
|
|
MLNG DE 3 Bright;
|
|
MLNG F 4 Bright A_MLightningAttack;
|
|
MLNG G 4 Bright;
|
|
MLNG HI 3 Bright;
|
|
MLNG I 6 Bright Offset (0, 199);
|
|
MLNG C 2 Bright Offset (0, 55);
|
|
MLNG B 2 Bright Offset (0, 50);
|
|
MLNG B 2 Bright Offset (0, 45);
|
|
MLNG B 2 Bright Offset (0, 40);
|
|
Goto Ready;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LightningReady
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_LightningReady()
|
|
{
|
|
A_WeaponReady();
|
|
if (random[LightningReady]() < 160)
|
|
{
|
|
A_PlaySound ("MageLightningReady", CHAN_WEAPON);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MLightningAttack
|
|
//
|
|
//============================================================================
|
|
|
|
action void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling")
|
|
{
|
|
LightningFloor fmo = LightningFloor(SpawnPlayerMissile (floor));
|
|
LightningCeiling cmo = LightningCeiling(SpawnPlayerMissile (ceiling));
|
|
if (fmo)
|
|
{
|
|
fmo.special1 = 0;
|
|
fmo.lastenemy = cmo;
|
|
fmo.A_LightningZap();
|
|
}
|
|
if (cmo)
|
|
{
|
|
cmo.tracer = NULL;
|
|
cmo.lastenemy = fmo;
|
|
cmo.A_LightningZap();
|
|
}
|
|
A_PlaySound ("MageLightningFire", CHAN_BODY);
|
|
|
|
if (player != NULL)
|
|
{
|
|
Weapon weapon = player.ReadyWeapon;
|
|
if (weapon != NULL)
|
|
{
|
|
weapon.DepleteAmmo (weapon.bAltFire);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
// Ceiling Lightning --------------------------------------------------------
|
|
|
|
class Lightning : Actor
|
|
{
|
|
Default
|
|
{
|
|
MissileType "LightningZap";
|
|
AttackSound "MageLightningZap";
|
|
ActiveSound "MageLightningContinuous";
|
|
Obituary "$OB_MPMWEAPLIGHTNING";
|
|
}
|
|
|
|
override int SpecialMissileHit (Actor thing)
|
|
{
|
|
if (thing.bShootable && thing != target)
|
|
{
|
|
if (thing.Mass < LARGE_MASS)
|
|
{
|
|
thing.Vel.X += Vel.X / 16;
|
|
thing.Vel.Y += Vel.Y / 16;
|
|
}
|
|
if ((!thing.player && !thing.bBoss) || !(level.time&1))
|
|
{
|
|
thing.DamageMobj(self, target, 3, 'Electric');
|
|
A_PlaySound(AttackSound, CHAN_WEAPON|CHAN_NOSTOP, 1, false);
|
|
if (thing.bIsMonster && random[LightningHit]() < 64)
|
|
{
|
|
thing.Howl ();
|
|
}
|
|
}
|
|
health--;
|
|
if (health <= 0 || thing.health <= 0)
|
|
{
|
|
return 0;
|
|
}
|
|
if (bFloorHugger)
|
|
{
|
|
if (lastenemy && ! lastenemy.tracer)
|
|
{
|
|
lastenemy.tracer = thing;
|
|
}
|
|
}
|
|
else if (!tracer)
|
|
{
|
|
tracer = thing;
|
|
}
|
|
}
|
|
return 1; // lightning zaps through all sprites
|
|
}
|
|
|
|
}
|
|
|
|
class LightningCeiling : Lightning
|
|
{
|
|
const ZAGSPEED = 1;
|
|
|
|
Default
|
|
{
|
|
Health 144;
|
|
Speed 25;
|
|
Radius 16;
|
|
Height 40;
|
|
Damage 8;
|
|
Projectile;
|
|
+CEILINGHUGGER
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MLFX A 2 Bright A_LightningZap;
|
|
MLFX BCD 2 Bright A_LightningClip;
|
|
Loop;
|
|
Death:
|
|
MLF2 A 2 Bright A_LightningRemove;
|
|
MLF2 BCDEKLM 3 Bright;
|
|
ACLO E 35;
|
|
MLF2 NO 3 Bright;
|
|
MLF2 P 4 Bright;
|
|
MLF2 QP 3 Bright;
|
|
MLF2 Q 4 Bright;
|
|
MLF2 P 3 Bright;
|
|
MLF2 O 3 Bright;
|
|
MLF2 P 3 Bright;
|
|
MLF2 P 1 Bright A_HideThing;
|
|
ACLO E 1050;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LightningClip
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LightningClip()
|
|
{
|
|
Actor cMo;
|
|
Actor target = NULL;
|
|
int zigZag;
|
|
|
|
if (bFloorHugger)
|
|
{
|
|
if (lastenemy == NULL)
|
|
{
|
|
return;
|
|
}
|
|
SetZ(floorz);
|
|
target = lastenemy.tracer;
|
|
}
|
|
else if (bCeilingHugger)
|
|
{
|
|
SetZ(ceilingz - Height);
|
|
target = tracer;
|
|
}
|
|
if (bFloorHugger)
|
|
{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
|
|
cMo = lastenemy;
|
|
zigZag = random[LightningClip]();
|
|
if((zigZag > 128 && special1 < 2) || special1 < -2)
|
|
{
|
|
Thrust(ZAGSPEED, angle + 90);
|
|
if(cMo)
|
|
{
|
|
cMo.Thrust(ZAGSPEED, angle + 90);
|
|
}
|
|
special1++;
|
|
}
|
|
else
|
|
{
|
|
Thrust(ZAGSPEED,angle - 90);
|
|
if(cMo)
|
|
{
|
|
cMo.Thrust(ZAGSPEED, angle - 90);
|
|
}
|
|
special1--;
|
|
}
|
|
}
|
|
if(target)
|
|
{
|
|
if(target.health <= 0)
|
|
{
|
|
ExplodeMissile();
|
|
}
|
|
else
|
|
{
|
|
angle = AngleTo(target);
|
|
VelFromAngle(Speed / 2);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LightningZap
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LightningZap()
|
|
{
|
|
Class<Actor> lightning = MissileName;
|
|
if (lightning == NULL) lightning = "LightningZap";
|
|
|
|
A_LightningClip();
|
|
|
|
health -= 8;
|
|
if (health <= 0)
|
|
{
|
|
SetStateLabel ("Death");
|
|
return;
|
|
}
|
|
double deltaX = (random[LightningZap]() - 128) * radius / 256;
|
|
double deltaY = (random[LightningZap]() - 128) * radius / 256;
|
|
double deltaZ = (bFloorHugger) ? 10 : -10;
|
|
|
|
Actor mo = Spawn(lightning, Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.lastenemy = self;
|
|
mo.Vel.X = Vel.X;
|
|
mo.Vel.Y = Vel.Y;
|
|
mo.Vel.Z = (bFloorHugger) ? 20 : -20;
|
|
mo.target = target;
|
|
}
|
|
if (bFloorHugger && random[LightningZap]() < 160)
|
|
{
|
|
A_PlaySound (ActiveSound, CHAN_BODY);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LightningRemove
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LightningRemove()
|
|
{
|
|
Actor mo = lastenemy;
|
|
if (mo)
|
|
{
|
|
bNoTarget = true; // tell A_ZapMimic that we are dead. The original code did a state pointer compare which is not safe.
|
|
mo.lastenemy = NULL;
|
|
mo.ExplodeMissile ();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Floor Lightning ----------------------------------------------------------
|
|
|
|
class LightningFloor : LightningCeiling
|
|
{
|
|
Default
|
|
{
|
|
-CEILINGHUGGER
|
|
+FLOORHUGGER
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MLFX E 2 Bright A_LightningZap;
|
|
MLFX FGH 2 Bright A_LightningClip;
|
|
Loop;
|
|
Death:
|
|
MLF2 F 2 Bright A_LightningRemove;
|
|
MLF2 GHIJKLM 3 Bright;
|
|
ACLO E 20;
|
|
MLF2 NO 3 Bright;
|
|
MLF2 P 4 Bright;
|
|
MLF2 QP 3 Bright;
|
|
MLF2 Q 4 Bright A_LastZap;
|
|
MLF2 POP 3 Bright;
|
|
MLF2 P 1 Bright A_HideThing;
|
|
Goto Super::Death + 19;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_LastZap
|
|
//
|
|
//============================================================================
|
|
|
|
void A_LastZap()
|
|
{
|
|
Class<Actor> lightning = MissileName;
|
|
if (lightning == NULL) lightning = "LightningZap";
|
|
|
|
Actor mo = Spawn(lightning, self.Pos, ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.SetStateLabel ("Death");
|
|
mo.Vel.Z = 40;
|
|
mo.SetDamage(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Lightning Zap ------------------------------------------------------------
|
|
|
|
class LightningZap : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 35;
|
|
Damage 2;
|
|
Projectile;
|
|
-ACTIVATEIMPACT
|
|
-ACTIVATEPCROSS
|
|
+ZDOOMTRANS
|
|
RenderStyle "Add";
|
|
Obituary "$OB_MPMWEAPLIGHTNING";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MLFX IJKLM 2 Bright A_ZapMimic;
|
|
Loop;
|
|
Death:
|
|
MLFX NOPQRSTU 2 Bright;
|
|
Stop;
|
|
}
|
|
|
|
override int SpecialMissileHit (Actor thing)
|
|
{
|
|
Actor lmo;
|
|
|
|
if (thing.bShootable && thing != target)
|
|
{
|
|
lmo = lastenemy;
|
|
if (lmo)
|
|
{
|
|
if (lmo.bFloorHugger)
|
|
{
|
|
if (lmo.lastenemy && !lmo.lastenemy.tracer)
|
|
{
|
|
lmo.lastenemy.tracer = thing;
|
|
}
|
|
}
|
|
else if (!lmo.tracer)
|
|
{
|
|
lmo.tracer = thing;
|
|
}
|
|
if (!(level.time&3))
|
|
{
|
|
lmo.health--;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_ZapMimic
|
|
//
|
|
//============================================================================
|
|
|
|
void A_ZapMimic()
|
|
{
|
|
Actor mo = lastenemy;
|
|
if (mo)
|
|
{
|
|
if (mo.bNoTarget)
|
|
{
|
|
ExplodeMissile ();
|
|
}
|
|
else
|
|
{
|
|
Vel.X = mo.Vel.X;
|
|
Vel.Y = mo.Vel.Y;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|