gzdoom/wadsrc/static/zscript/heretic/hereticmisc.txt
2016-11-18 21:34:06 +01:00

385 lines
7 KiB
Text

// 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;
}
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;
}
//----------------------------------------------------------------------------
//
// PROC A_PodPain
//
//----------------------------------------------------------------------------
void A_PodPain (class<Actor> gootype = "PodGoo")
{
int chance = Random[PodPain]();
if (chance < 128)
{
return;
}
for (int count = chance > 240 ? 2 : 1; count; count--)
{
Actor goo = Spawn(gootype, pos + (0, 0, 48), ALLOW_REPLACE);
goo.target = self;
goo.Vel.X = Random2[PodPain]() / 128.;
goo.Vel.Y = Random2[PodPain]() / 128.;
goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
}
}
//----------------------------------------------------------------------------
//
// PROC A_RemovePod
//
//----------------------------------------------------------------------------
void A_RemovePod ()
{
if (master && master.special1 > 0)
{
master.special1--;
}
}
}
// 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";
}
States
{
Spawn:
TNT1 A 35 A_MakePod;
Loop;
}
//----------------------------------------------------------------------------
//
// PROC A_MakePod
//
//----------------------------------------------------------------------------
const MAX_GEN_PODS = 16;
void A_MakePod (class<Actor> podtype = "Pod")
{
if (special1 >= MAX_GEN_PODS)
{ // Too many generated pods
return;
}
Actor mo = Spawn(podtype, (pos.xy, ONFLOORZ), ALLOW_REPLACE);
if (!mo) return;
if (!mo.CheckPosition (mo.Pos.xy))
{ // Didn't fit
mo.Destroy ();
return;
}
mo.SetStateLabel("Grow");
mo.Thrust(4.5, random[MakePod]() * (360. / 256));
A_PlaySound (AttackSound, CHAN_BODY);
special1++; // Increment generated pod count
mo.master = self; // Link the generator to the pod
}
}
// 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;
}
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;
}
//----------------------------------------------------------------------------
//
// PROC A_AccTeleGlitter
//
//----------------------------------------------------------------------------
void A_AccTeleGlitter ()
{
if (++health > 35)
{
Vel.Z *= 1.5;
}
}
}
// 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
}
States
{
Spawn:
VLCO A 350;
VLCO A 35 A_VolcanoSet;
VLCO BCDBCD 3;
VLCO E 10 A_VolcanoBlast;
Goto Spawn+1;
}
//----------------------------------------------------------------------------
//
// PROC A_VolcanoSet
//
//----------------------------------------------------------------------------
void A_VolcanoSet ()
{
tics = 105 + (random[VolcanoSet]() & 127);
}
//----------------------------------------------------------------------------
//
// PROC A_VolcanoBlast
//
//----------------------------------------------------------------------------
void A_VolcanoBlast ()
{
int count = random[VolcanoBlast](1,3);
for (int i = 0; i < count; i++)
{
Actor blast = Spawn("VolcanoBlast", pos + (0, 0, 44), ALLOW_REPLACE);
blast.target = self;
blast.Angle = random[VolcanoBlast]() * (360 / 256.);
blast.VelFromAngle(1.);
blast.Vel.Z = 2.5 + random[VolcanoBlast]() / 64.;
blast.A_PlaySound ("world/volcano/shoot", CHAN_BODY);
blast.CheckMissileSpawn (radius);
}
}
}
// 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";
}
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;
}
//----------------------------------------------------------------------------
//
// PROC A_VolcBallImpact
//
//----------------------------------------------------------------------------
void A_VolcBallImpact ()
{
if (pos.Z <= floorz)
{
bNoGravity = true;
Gravity = 1;
AddZ(28);
}
A_Explode(25, 25, XF_NOSPLASH|XF_HURTSOURCE, false, 0, 0, 0, "BulletPuff", 'Fire');
for (int i = 0; i < 4; i++)
{
Actor tiny = Spawn("VolcanoTBlast", Pos, ALLOW_REPLACE);
if (tiny)
{
tiny.target = self;
tiny.Angle = 90.*i;
tiny.VelFromAngle(0.7);
tiny.Vel.Z = 1. + random[VolcBallImpact]() / 128.;
tiny.CheckMissileSpawn (radius);
}
}
}
}
// 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;
}
}