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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
346 lines
6.4 KiB
Text
346 lines
6.4 KiB
Text
// Phoenix Rod --------------------------------------------------------------
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class PhoenixRod : Weapon
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{
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Default
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{
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+WEAPON.NOAUTOFIRE
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Weapon.SelectionOrder 2600;
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Weapon.Kickback 150;
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Weapon.YAdjust 15;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive 2;
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Weapon.AmmoType "PhoenixRodAmmo";
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Weapon.Sisterweapon "PhoenixRodPowered";
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Inventory.PickupMessage "$TXT_WPNPHOENIXROD";
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Tag "$TAG_PHOENIXROD";
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}
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States
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{
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Spawn:
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WPHX A -1;
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Stop;
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Ready:
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PHNX A 1 A_WeaponReady;
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Loop;
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Deselect:
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PHNX A 1 A_Lower;
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Loop;
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Select:
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PHNX A 1 A_Raise;
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Loop;
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Fire:
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PHNX B 5;
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PHNX C 7 A_FirePhoenixPL1;
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PHNX DB 4;
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PHNX B 0 A_ReFire;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FirePhoenixPL1
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//
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//----------------------------------------------------------------------------
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action void A_FirePhoenixPL1()
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{
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if (player == null)
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{
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return;
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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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if (!weapon.DepleteAmmo (weapon.bAltFire))
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return;
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}
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SpawnPlayerMissile ("PhoenixFX1");
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Thrust(4, angle + 180);
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}
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}
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class PhoenixRodPowered : PhoenixRod
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{
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const FLAME_THROWER_TICS = (10*TICRATE);
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private int FlameCount; // for flamethrower duration
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Default
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{
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+WEAPON.POWERED_UP
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+WEAPON.MELEEWEAPON
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Weapon.SisterWeapon "PhoenixRod";
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Weapon.AmmoGive 0;
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Tag "$TAG_PHOENIXRODP";
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}
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States
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{
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Fire:
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PHNX B 3 A_InitPhoenixPL2;
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Hold:
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PHNX C 1 A_FirePhoenixPL2;
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PHNX B 4 A_ReFire;
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Powerdown:
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PHNX B 4 A_ShutdownPhoenixPL2;
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Goto Ready;
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}
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override void EndPowerup ()
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{
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DepleteAmmo (bAltFire);
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Owner.player.refire = 0;
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Owner.A_StopSound (CHAN_WEAPON);
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Owner.player.ReadyWeapon = SisterWeapon;
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Owner.player.SetPsprite(PSP_WEAPON, SisterWeapon.GetReadyState());
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_InitPhoenixPL2
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//
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//----------------------------------------------------------------------------
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action void A_InitPhoenixPL2()
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{
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if (player != null)
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{
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PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
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if (flamethrower != null)
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{
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flamethrower.FlameCount = FLAME_THROWER_TICS;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FirePhoenixPL2
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//
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// Flame thrower effect.
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//
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//----------------------------------------------------------------------------
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action void A_FirePhoenixPL2()
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{
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if (player == null)
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{
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return;
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}
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PhoenixRodPowered flamethrower = PhoenixRodPowered(player.ReadyWeapon);
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if (flamethrower == null || --flamethrower.FlameCount == 0)
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{ // Out of flame
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player.SetPsprite(PSP_WEAPON, flamethrower.FindState("Powerdown"));
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player.refire = 0;
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A_StopSound (CHAN_WEAPON);
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return;
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}
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double slope = -clamp(tan(pitch), -5, 5);
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double xo = Random2[FirePhoenixPL2]() / 128.;
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double yo = Random2[FirePhoenixPL2]() / 128.;
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Vector3 spawnpos = Vec3Offset(xo, yo, 26 + slope - Floorclip);
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slope += 0.1;
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Actor mo = Spawn("PhoenixFX2", spawnpos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.target = self;
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mo.Angle = Angle;
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mo.VelFromAngle();
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mo.Vel.XY += Vel.XY;
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mo.Vel.Z = mo.Speed * slope;
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mo.CheckMissileSpawn (radius);
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}
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if (!player.refire)
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{
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A_PlaySound("weapons/phoenixpowshoot", CHAN_WEAPON, 1, true);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_ShutdownPhoenixPL2
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//
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//----------------------------------------------------------------------------
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action void A_ShutdownPhoenixPL2()
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{
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if (player == null)
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{
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return;
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}
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A_StopSound (CHAN_WEAPON);
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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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// Phoenix FX 1 -------------------------------------------------------------
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class PhoenixFX1 : Actor
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{
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Default
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{
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Radius 11;
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Height 8;
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Speed 20;
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Damage 20;
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DamageType "Fire";
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Projectile;
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+THRUGHOST
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+SPECIALFIREDAMAGE
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SeeSound "weapons/phoenixshoot";
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DeathSound "weapons/phoenixhit";
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Obituary "$OB_MPPHOENIXROD";
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}
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States
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{
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Spawn:
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FX04 A 4 BRIGHT A_PhoenixPuff;
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Loop;
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Death:
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FX08 A 6 BRIGHT A_Explode;
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FX08 BC 5 BRIGHT;
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FX08 DEFGH 4 BRIGHT;
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Stop;
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}
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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Sorcerer2 s2 = Sorcerer2(target);
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if (s2 != null && random[HornRodFX2]() < 96)
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{ // D'Sparil teleports away
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s2.DSparilTeleport ();
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return -1;
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}
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return damage;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_PhoenixPuff
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//
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//----------------------------------------------------------------------------
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void A_PhoenixPuff()
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{
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//[RH] Heretic never sets the target for seeking
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//P_SeekerMissile (self, 5, 10);
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Actor puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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if (puff != null)
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{
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puff.Vel.XY = AngleToVector(Angle + 90, 1.3);
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}
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puff = Spawn("PhoenixPuff", Pos, ALLOW_REPLACE);
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if (puff != null)
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{
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puff.Vel.XY = AngleToVector(Angle - 90, 1.3);
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}
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}
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}
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// Phoenix puff -------------------------------------------------------------
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class PhoenixPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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FX04 BCDEF 4;
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Stop;
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}
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}
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// Phoenix FX 2 -------------------------------------------------------------
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class PhoenixFX2 : Actor
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{
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Default
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{
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Radius 6;
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Height 8;
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Speed 10;
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Damage 2;
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DamageType "Fire";
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Projectile;
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RenderStyle "Add";
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Obituary "$OB_MPPPHOENIXROD";
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}
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States
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{
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Spawn:
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FX09 ABABA 2 BRIGHT;
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FX09 B 2 BRIGHT A_FlameEnd;
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FX09 CDEF 2 BRIGHT;
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Stop;
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Death:
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FX09 G 3 BRIGHT;
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FX09 H 3 BRIGHT A_FloatPuff;
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FX09 I 4 BRIGHT;
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FX09 JK 5 BRIGHT;
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Stop;
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}
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int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target.player && Random[PhoenixFX2]() < 128)
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{ // Freeze player for a bit
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target.reactiontime += 4;
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}
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return damage;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FlameEnd
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//
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//----------------------------------------------------------------------------
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void A_FlameEnd()
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{
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Vel.Z += 1.5;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FloatPuff
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//
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//----------------------------------------------------------------------------
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void A_FloatPuff()
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{
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Vel.Z += 1.8;
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}
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}
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