gzdoom/wadsrc/static/zscript/heretic/weaponphoenix.txt
Christoph Oelckers be100fa5d3 - removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2018-11-24 18:42:10 +01:00

346 lines
6.4 KiB
Text

// Phoenix Rod --------------------------------------------------------------
class PhoenixRod : Weapon
{
Default
{
+WEAPON.NOAUTOFIRE
Weapon.SelectionOrder 2600;
Weapon.Kickback 150;
Weapon.YAdjust 15;
Weapon.AmmoUse 1;
Weapon.AmmoGive 2;
Weapon.AmmoType "PhoenixRodAmmo";
Weapon.Sisterweapon "PhoenixRodPowered";
Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
Tag "$TAG_PHOENIXROD";
}
States
{
Spawn:
WPHX A -1;
Stop;
Ready:
PHNX A 1 A_WeaponReady;
Loop;
Deselect:
PHNX A 1 A_Lower;
Loop;
Select:
PHNX A 1 A_Raise;
Loop;
Fire:
PHNX B 5;
PHNX C 7 A_FirePhoenixPL1;
PHNX DB 4;
PHNX B 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FirePhoenixPL1
//
//----------------------------------------------------------------------------
action void A_FirePhoenixPL1()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
SpawnPlayerMissile ("PhoenixFX1");
Thrust(4, angle + 180);
}
}
class PhoenixRodPowered : PhoenixRod
{
const FLAME_THROWER_TICS = (10*TICRATE);
private int FlameCount; // for flamethrower duration
Default
{
+WEAPON.POWERED_UP
Weapon.SisterWeapon "PhoenixRod";
Weapon.AmmoGive 0;
Tag "$TAG_PHOENIXRODP";
}
States
{
Fire:
PHNX B 3 A_InitPhoenixPL2;
Hold:
PHNX C 1 A_FirePhoenixPL2;
PHNX B 4 A_ReFire;
Powerdown:
PHNX B 4 A_ShutdownPhoenixPL2;
Goto Ready;
}
override void EndPowerup ()
{
DepleteAmmo (bAltFire);
Owner.player.refire = 0;
Owner.A_StopSound (CHAN_WEAPON);
Owner.player.ReadyWeapon = SisterWeapon;
Owner.player.SetPsprite(PSP_WEAPON, SisterWeapon.GetReadyState());
}
//----------------------------------------------------------------------------
//
// PROC A_InitPhoenixPL2
//
//----------------------------------------------------------------------------
action void A_InitPhoenixPL2()
{
if (player != null)
{
PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
if (flamethrower != null)
{
flamethrower.FlameCount = FLAME_THROWER_TICS;
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_FirePhoenixPL2
//
// Flame thrower effect.
//
//----------------------------------------------------------------------------
action void A_FirePhoenixPL2()
{
if (player == null)
{
return;
}
PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
if (flamethrower == null || --flamethrower.FlameCount == 0)
{ // Out of flame
player.SetPsprite(PSP_WEAPON, flamethrower.FindState("Powerdown"));
player.refire = 0;
A_StopSound (CHAN_WEAPON);
return;
}
double slope = -clamp(tan(pitch), -5, 5);
double xo = Random2[FirePhoenixPL2]() / 128.;
double yo = Random2[FirePhoenixPL2]() / 128.;
Vector3 spawnpos = Vec3Offset(xo, yo, 26 + slope - Floorclip);
slope += 0.1;
Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
if (mo != null)
{
mo.target = self;
mo.Angle = Angle;
mo.VelFromAngle();
mo.Vel.XY += Vel.XY;
mo.Vel.Z = mo.Speed * slope;
mo.CheckMissileSpawn (radius);
}
if (!player.refire)
{
A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
}
}
//----------------------------------------------------------------------------
//
// PROC A_ShutdownPhoenixPL2
//
//----------------------------------------------------------------------------
action void A_ShutdownPhoenixPL2()
{
if (player == null)
{
return;
}
A_StopSound (CHAN_WEAPON);
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
weapon.DepleteAmmo (weapon.bAltFire);
}
}
}
// Phoenix FX 1 -------------------------------------------------------------
class PhoenixFX1 : Actor
{
Default
{
Radius 11;
Height 8;
Speed 20;
Damage 20;
DamageType "Fire";
Projectile;
+THRUGHOST
+SPECIALFIREDAMAGE
SeeSound "weapons/phoenixshoot";
DeathSound "weapons/phoenixhit";
Obituary "$OB_MPPHOENIXROD";
}
States
{
Spawn:
FX04 A 4 BRIGHT A_PhoenixPuff;
Loop;
Death:
FX08 A 6 BRIGHT A_Explode;
FX08 BC 5 BRIGHT;
FX08 DEFGH 4 BRIGHT;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
Sorcerer2 s2 = Sorcerer2(target);
if (s2 != null && random[HornRodFX2]() < 96)
{ // D'Sparil teleports away
s2.DSparilTeleport ();
return -1;
}
return damage;
}
//----------------------------------------------------------------------------
//
// PROC A_PhoenixPuff
//
//----------------------------------------------------------------------------
void A_PhoenixPuff()
{
//[RH] Heretic never sets the target for seeking
//P_SeekerMissile (self, 5, 10);
Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
if (puff != null)
{
puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
}
puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
if (puff != null)
{
puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
}
}
}
// Phoenix puff -------------------------------------------------------------
class PhoenixPuff : Actor
{
Default
{
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+CANNOTPUSH
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
FX04 BCDEF 4;
Stop;
}
}
// Phoenix FX 2 -------------------------------------------------------------
class PhoenixFX2 : Actor
{
Default
{
Radius 6;
Height 8;
Speed 10;
Damage 2;
DamageType "Fire";
Projectile;
RenderStyle "Add";
+ZDOOMTRANS
Obituary "$OB_MPPPHOENIXROD";
}
States
{
Spawn:
FX09 ABABA 2 BRIGHT;
FX09 B 2 BRIGHT A_FlameEnd;
FX09 CDEF 2 BRIGHT;
Stop;
Death:
FX09 G 3 BRIGHT;
FX09 H 3 BRIGHT A_FloatPuff;
FX09 I 4 BRIGHT;
FX09 JK 5 BRIGHT;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target.player && Random[PhoenixFX2]() < 128)
{ // Freeze player for a bit
target.reactiontime += 4;
}
return damage;
}
//----------------------------------------------------------------------------
//
// PROC A_FlameEnd
//
//----------------------------------------------------------------------------
void A_FlameEnd()
{
Vel.Z += 1.5;
}
//----------------------------------------------------------------------------
//
// PROC A_FloatPuff
//
//----------------------------------------------------------------------------
void A_FloatPuff()
{
Vel.Z += 1.8;
}
}