gzdoom/wadsrc/static/zscript/hexen/hexenspecialdecs.txt
Christoph Oelckers 5ce5466e18 - scriptified hexenspecialdecs.
- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
2016-11-27 20:14:43 +01:00

1009 lines
16 KiB
Text

// Winged Statue (no skull) -------------------------------------------------
class ZWingedStatueNoSkull : SwitchingDecoration
{
Default
{
Radius 10;
Height 62;
+SOLID
}
States
{
Spawn:
STWN A -1;
Stop;
Active:
STWN B -1;
Stop;
}
}
// Gem pedestal -------------------------------------------------------------
class ZGemPedestal : SwitchingDecoration
{
Default
{
Radius 10;
Height 40;
+SOLID
}
States
{
Spawn:
GMPD A -1;
Stop;
Active:
GMPD B -1;
Stop;
}
}
// Tree (destructible) ------------------------------------------------------
class TreeDestructible : Actor
{
Default
{
Health 70;
Radius 15;
Height 180;
DeathHeight 24;
Mass 0x7fffffff;
PainSound "TreeExplode";
DeathSound "TreeBreak";
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
}
States
{
Spawn:
TRDT A -1;
Stop;
Death:
TRDT B 5;
TRDT C 5 A_Scream;
TRDT DEF 5;
TRDT G -1;
Stop;
Burn:
TRDT H 5 Bright A_Pain;
TRDT IJKL 5 Bright;
TRDT M 5 Bright A_Explode(10, 128);
TRDT N 5 Bright;
TRDT OP 5;
TRDT Q -1;
Stop;
}
}
// Pottery1 ------------------------------------------------------------------
class Pottery1 : Actor
{
Default
{
Health 15;
Speed 10;
Height 32;
+SOLID +SHOOTABLE +NOBLOOD +DROPOFF +SMASHABLE
+SLIDESONWALLS +PUSHABLE +TELESTOMP +CANPASS
+NOICEDEATH
}
States
{
Spawn:
POT1 A -1;
Loop;
Death:
POT1 A 0 A_PotteryExplode;
Stop;
}
//============================================================================
//
// A_PotteryExplode
//
//============================================================================
void A_PotteryExplode()
{
Actor mo = null;
int i;
for(i = (random[Pottery]()&3)+3; i; i--)
{
mo = Spawn ("PotteryBit", Pos, ALLOW_REPLACE);
if (mo)
{
mo.SetState (mo.SpawnState + (random[Pottery]()%5));
mo.Vel.X = random2[Pottery]() / 64.;
mo.Vel.Y = random2[Pottery]() / 64.;
mo.Vel.Z = ((random[Pottery]() & 7) + 5) * 0.75;
}
}
mo.A_PlaySound ("PotteryExplode", CHAN_BODY);
// Spawn an item?
Class<Actor> type = GetSpawnableType(args[0]);
if (type != null)
{
if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
{ // Only spawn monsters if not -nomonsters
Spawn (type, Pos, ALLOW_REPLACE);
}
}
}
}
// Pottery2 -----------------------------------------------------------------
class Pottery2 : Pottery1
{
Default
{
Height 25;
}
States
{
Spawn:
POT2 A -1;
Stop;
}
}
// Pottery3 -----------------------------------------------------------------
class Pottery3 : Pottery1
{
Default
{
Height 25;
}
States
{
Spawn:
POT3 A -1;
Stop;
}
}
// Pottery Bit --------------------------------------------------------------
class PotteryBit : Actor
{
State LoopState;
Default
{
Radius 5;
Height 5;
+MISSILE
+NOTELEPORT
+NOICEDEATH
}
States
{
Spawn:
PBIT ABCDE -1;
Stop;
Death:
PBIT F 0 A_PotteryChooseBit;
Stop;
Pottery1:
PBIT F 140;
PBIT F 1 A_PotteryCheck;
Stop;
Pottery2:
PBIT G 140;
PBIT G 1 A_PotteryCheck;
Stop;
Pottery3:
PBIT H 140;
PBIT H 1 A_PotteryCheck;
Stop;
Pottery4:
PBIT I 140;
PBIT I 1 A_PotteryCheck;
Stop;
Pottery5:
PBIT J 140;
PBIT J 1 A_PotteryCheck;
Stop;
}
//============================================================================
//
// A_PotteryChooseBit
//
//============================================================================
void A_PotteryChooseBit()
{
static const statelabel bits[] = { "Pottery1", "Pottery2", "Pottery3", "Pottery4", "Pottery5" };
LoopState = FindState(bits[random[PotteryBit]() % 5]); // Save the state for jumping back to.
SetState (LoopState);
tics = 256 + (random[PotteryBit]() << 1);
}
//============================================================================
//
// A_PotteryCheck
//
//============================================================================
void A_PotteryCheck()
{
for(int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
Actor pmo = players[i].mo;
if (CheckSight (pmo) && (absangle(pmo.AngleTo(self), pmo.Angle) <= 45))
{ // jump back to previpusly set state.
SetState (LoopState);
return;
}
}
}
}
}
// Blood pool ---------------------------------------------------------------
class BloodPool : Actor
{
States
{
Spawn:
BDPL A -1;
Stop;
}
}
// Lynched corpse (no heart) ------------------------------------------------
class ZCorpseLynchedNoHeart : Actor
{
Default
{
Radius 10;
Height 100;
+SOLID +SPAWNCEILING +NOGRAVITY
}
States
{
Spawn:
CPS5 A 140 A_CorpseBloodDrip;
Loop;
}
override void PostBeginPlay ()
{
Super.PostBeginPlay ();
Spawn ("BloodPool", (pos.xy, floorz), ALLOW_REPLACE);
}
//============================================================================
//
// A_CorpseBloodDrip
//
//============================================================================
void A_CorpseBloodDrip()
{
if (random[CorpseDrip]() <= 128)
{
Spawn ("CorpseBloodDrip", pos + (0, 0, Height / 2), ALLOW_REPLACE);
}
}
}
// CorpseBloodDrip ----------------------------------------------------------
class CorpseBloodDrip : Actor
{
Default
{
Radius 1;
Height 4;
Gravity 0.125;
+MISSILE
+NOICEDEATH
DeathSound "Drip";
}
States
{
Spawn:
BDRP A -1;
Stop;
Death:
BDSH AB 3;
BDSH CD 2;
Stop;
}
}
// Corpse bit ---------------------------------------------------------------
class CorpseBit : Actor
{
Default
{
Radius 5;
Height 5;
+NOBLOCKMAP
+TELESTOMP
}
States
{
Spawn:
CPB1 A -1;
Stop;
CPB2 A -1;
Stop;
CPB3 A -1;
Stop;
CPB4 A -1;
Stop;
}
}
// Corpse (sitting, splatterable) -------------------------------------------
class ZCorpseSitting : Actor
{
Default
{
Health 30;
Radius 15;
Height 35;
+SOLID +SHOOTABLE +NOBLOOD
+NOICEDEATH
DeathSound "FireDemonDeath";
}
States
{
Spawn:
CPS6 A -1;
Stop;
Death:
CPS6 A 1 A_CorpseExplode;
Stop;
}
//============================================================================
//
// A_CorpseExplode
//
//============================================================================
void A_CorpseExplode()
{
Actor mo;
for (int i = (random[CorpseExplode]() & 3) + 3; i; i--)
{
mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
if (mo)
{
mo.SetState (mo.SpawnState + (random[CorpseExplode]() % 3));
mo.Vel.X = random2[CorpseExplode]() / 64.;
mo.Vel.Y = random2[CorpseExplode]() / 64.;
mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
}
}
// Spawn a skull
mo = Spawn ("CorpseBit", Pos, ALLOW_REPLACE);
if (mo)
{
mo.SetState (mo.SpawnState + 3);
mo.Vel.X = random2[CorpseExplode]() / 64.;
mo.Vel.Y = random2[CorpseExplode]() / 64.;
mo.Vel.Z = ((random[CorpseExplode]() & 7) + 5) * 0.75;
}
A_PlaySound (DeathSound, CHAN_BODY);
Destroy ();
}
}
// Leaf Spawner -------------------------------------------------------------
class LeafSpawner : Actor
{
Default
{
+NOBLOCKMAP +NOSECTOR
+INVISIBLE
}
States
{
Spawn:
TNT1 A 20 A_LeafSpawn;
Loop;
}
//============================================================================
//
// A_LeafSpawn
//
//============================================================================
void A_LeafSpawn()
{
static const class<Actor> leaves[] = { "Leaf1", "Leaf2" };
for (int i = (random[LeafSpawn]() & 3) + 1; i; i--)
{
double xo = random2[LeafSpawn]() / 4.;
double yo = random2[LeafSpawn]() / 4.;
double zo = random[LeafSpawn]() / 4.;
Actor mo = Spawn (leaves[random[LeafSpawn]()&1], Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.Thrust(random[LeafSpawn]() / 128. + 3);
mo.target = self;
mo.special1 = 0;
}
}
}
}
// Leaf 1 -------------------------------------------------------------------
class Leaf1 : Actor
{
Default
{
Radius 2;
Height 4;
Gravity 0.125;
+NOBLOCKMAP +MISSILE
+NOTELEPORT +DONTSPLASH
+NOICEDEATH
}
States
{
Spawn:
LEF1 ABC 4;
LEF1 D 4 A_LeafThrust;
LEF1 EFG 4;
Looping:
LEF1 H 4 A_LeafThrust;
LEF1 I 4;
LEF1 AB 4;
LEF1 C 4 A_LeafThrust;
LEF1 DEF 4;
LEF1 G 4 A_LeafThrust;
LEF1 HI 4;
Stop;
Death:
LEF3 D 10 A_LeafCheck;
Wait;
}
//============================================================================
//
// A_LeafThrust
//
//============================================================================
void A_LeafThrust()
{
if (random[LeafThrust]() <= 96)
{
Vel.Z += random[LeafThrust]() / 128. + 1;
}
}
//============================================================================
//
// A_LeafCheck
//
//============================================================================
void A_LeafCheck()
{
special1++;
if (special1 >= 20)
{
Destroy();
return;
}
double ang = target ? target.angle : angle;
if (random[LeafCheck]() > 64)
{
if (Vel.X == 0 && Vel.Y == 0)
{
Thrust(random[LeafCheck]() / 128. + 1, ang);
}
return;
}
SetStateLabel ("Looping");
Vel.Z = random[LeafCheck]() / 128. + 1;
Thrust(random[LeafCheck]() / 128. + 2, ang);
bMissile = true;
}
}
// Leaf 2 -------------------------------------------------------------------
class Leaf2 : Leaf1
{
States
{
Spawn:
LEF2 ABC 4;
LEF2 D 4 A_LeafThrust;
LEF2 EFG 4;
LEF2 H 4 A_LeafThrust;
LEF2 I 4;
LEF2 AB 4;
LEF2 C 4 A_LeafThrust;
LEF2 DEF 4;
LEF2 G 4 A_LeafThrust;
LEF2 HI 4;
Stop;
}
}
// Twined torch -------------------------------------------------------------
class ZTwinedTorch : SwitchableDecoration
{
Default
{
Radius 10;
Height 64;
+SOLID
}
States
{
Active:
TWTR A 0 Bright A_PlaySound("Ignite");
Spawn:
TWTR ABCDEFGH 4 Bright;
Loop;
Inactive:
TWTR I -1;
Stop;
}
}
class ZTwinedTorchUnlit : ZTwinedTorch
{
States
{
Spawn:
Goto Super::Inactive;
}
}
// Wall torch ---------------------------------------------------------------
class ZWallTorch : SwitchableDecoration
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+FIXMAPTHINGPOS
Radius 6.5;
}
States
{
Active:
WLTR A 0 Bright A_PlaySound("Ignite");
Spawn:
WLTR ABCDEFGH 5 Bright;
Loop;
Inactive:
WLTR I -1;
Stop;
}
}
class ZWallTorchUnlit : ZWallTorch
{
States
{
Spawn:
Goto Super::Inactive;
}
}
// Shrub1 -------------------------------------------------------------------
class ZShrub1 : Actor
{
Default
{
Radius 8;
Height 24;
Health 20;
Mass 0x7fffffff;
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode";
}
States
{
Spawn:
SHB1 A -1;
Stop;
Burn:
SHB1 B 7 Bright;
SHB1 C 6 Bright A_Scream;
SHB1 D 5 Bright;
Stop;
}
}
// Shrub2 -------------------------------------------------------------------
class ZShrub2 : Actor
{
Default
{
Radius 16;
Height 40;
Health 20;
Mass 0x7fffffff;
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode";
}
States
{
Spawn:
SHB2 A -1;
Stop;
Burn:
SHB2 B 7 Bright;
SHB2 C 6 Bright A_Scream;
SHB2 D 5 Bright A_Explode(30, 64);
SHB2 E 5 Bright;
Stop;
}
}
// Fire Bull ----------------------------------------------------------------
class ZFireBull : SwitchableDecoration
{
Default
{
Radius 20;
Height 80;
+SOLID
}
States
{
Active:
FBUL I 4 Bright A_PlaySound("Ignite");
FBUL J 4 Bright;
Spawn:
FBUL ABCDEFG 4 Bright;
Loop;
Inactive:
FBUL JI 4 Bright;
FBUL H -1;
Stop;
}
}
class ZFireBullUnlit : ZFireBull
{
States
{
Spawn:
Goto Super::Inactive+2;
}
}
// Suit of armor ------------------------------------------------------------
class ZSuitOfArmor : Actor
{
Default
{
Health 60;
Radius 16;
Height 72;
Mass 0x7fffffff;
+SOLID +SHOOTABLE +NOBLOOD
+NOICEDEATH
DeathSound "SuitofArmorBreak";
}
States
{
Spawn:
ZSUI A -1;
Stop;
Death:
ZSUI A 1 A_SoAExplode;
Stop;
}
//===========================================================================
//
// A_SoAExplode - Suit of Armor Explode
//
//===========================================================================
void A_SoAExplode()
{
for (int i = 0; i < 10; i++)
{
double xo = (random[SoAExplode]() - 128) / 16.;
double yo = (random[SoAExplode]() - 128) / 16.;
double zo = random[SoAExplode]() * Height / 256.;
Actor mo = Spawn ("ZArmorChunk", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.SetState (mo.SpawnState + i);
mo.Vel.X = random2[SoAExplode]() / 64.;
mo.Vel.Y = random2[SoAExplode]() / 64.;
mo.Vel.Z = (random[SoAExplode]() & 7) + 5;
}
}
// Spawn an item?
Class<Actor> type = GetSpawnableType(args[0]);
if (type != null)
{
if (!(level.nomonsters || sv_nomonsters) || !(GetDefaultByType (type).bIsMonster))
{ // Only spawn monsters if not -nomonsters
Spawn (type, Pos, ALLOW_REPLACE);
}
}
A_PlaySound (DeathSound, CHAN_BODY);
Destroy ();
}
}
// Armor chunk --------------------------------------------------------------
class ZArmorChunk : Actor
{
Default
{
Radius 4;
Height 8;
}
States
{
Spawn:
ZSUI B -1;
Stop;
ZSUI C -1;
Stop;
ZSUI D -1;
Stop;
ZSUI E -1;
Stop;
ZSUI F -1;
Stop;
ZSUI G -1;
Stop;
ZSUI H -1;
Stop;
ZSUI I -1;
Stop;
ZSUI J -1;
Stop;
ZSUI K -1;
Stop;
}
}
// Bell ---------------------------------------------------------------------
class ZBell : Actor
{
Default
{
Health 5;
Radius 56;
Height 120;
Mass 0x7fffffff;
+SOLID +SHOOTABLE +NOBLOOD +NOGRAVITY +SPAWNCEILING
+NOICEDEATH
DeathSound "BellRing";
}
States
{
Spawn:
BBLL F -1;
Stop;
Death:
BBLL A 4 A_BellReset1;
BBLL BC 4;
BBLL D 5 A_Scream;
BBLL CB 4;
BBLL A 3;
BBLL E 4;
BBLL F 5;
BBLL G 6 A_Scream;
BBLL F 5;
BBLL EA 4;
BBLL BC 5;
BBLL D 6 A_Scream;
BBLL CB 5;
BBLL A 4;
BBLL EF 5;
BBLL G 7 A_Scream;
BBLL FEA 5;
BBLL B 6;
BBLL C 6;
BBLL D 7 A_Scream;
BBLL CB 6;
BBLL A 5;
BBLL EF 6;
BBLL G 7 A_Scream;
BBLL FEABC 6;
BBLL B 7;
BBLL A 8;
BBLL E 12;
BBLL A 10;
BBLL B 12;
BBLL A 12;
BBLL E 14;
BBLL A 1 A_BellReset2;
Goto Spawn;
}
override void Activate (Actor activator)
{
if (health > 0) A_Die();
{
DamageMobj (activator, activator, 10, 'Melee', DMG_THRUSTLESS); // 'ring' the bell
}
}
//===========================================================================
//
// A_BellReset1
//
//===========================================================================
void A_BellReset1()
{
bNoGravity = true;
Height = Default.Height;
if (special)
{ // Initiate death action
A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
special = 0;
}
}
//===========================================================================
//
// A_BellReset2
//
//===========================================================================
void A_BellReset2()
{
bShootable = true;
bCorpse = false;
bKilled = false;
health = 5;
}
}
// "Christmas" Tree ---------------------------------------------------------
class ZXmasTree : Actor
{
Default
{
Radius 11;
Height 130;
Health 20;
Mass 0x7fffffff;
+SOLID +SHOOTABLE +NOBLOOD +NOICEDEATH
DeathSound "TreeExplode";
}
States
{
Spawn:
XMAS A -1;
Stop;
Burn:
XMAS B 6 Bright;
XMAS C 6 Bright A_Scream;
XMAS D 5 Bright;
XMAS E 5 Bright A_Explode(30, 64);
XMAS F 5 Bright;
XMAS G 4 Bright;
XMAS H 5;
XMAS I 4 A_NoBlocking;
XMAS J 4;
XMAS K -1;
Stop;
}
}
// Cauldron -----------------------------------------------------------------
class ZCauldron : SwitchableDecoration
{
Default
{
Radius 12;
Height 26;
+SOLID
}
States
{
Active:
CDRN B 0 Bright A_PlaySound("Ignite");
Spawn:
CDRN BCDEFGH 4 Bright;
Loop;
Inactive:
CDRN A -1;
Stop;
}
}
class ZCauldronUnlit : ZCauldron
{
States
{
Spawn:
Goto Super::Inactive;
}
}
// Water Drip ---------------------------------------------------------------
class HWaterDrip : Actor
{
Default
{
+MISSILE
+NOTELEPORT
Gravity 0.125;
Mass 1;
DeathSound "Drip";
}
States
{
Spawn:
HWAT A -1;
Stop;
}
}