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https://github.com/ZDoom/gzdoom.git
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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.
477 lines
8.9 KiB
Text
477 lines
8.9 KiB
Text
// The mace itself ----------------------------------------------------------
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class Mace : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 1400;
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Weapon.AmmoUse 1;
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Weapon.AmmoGive1 50;
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Weapon.YAdjust 15;
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Weapon.AmmoType "MaceAmmo";
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Weapon.SisterWeapon "MacePowered";
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Inventory.PickupMessage "$TXT_WPNMACE";
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Tag "$TAG_MACE";
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}
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States
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{
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Spawn:
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WMCE A -1;
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Stop;
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Ready:
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MACE A 1 A_WeaponReady;
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Loop;
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Deselect:
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MACE A 1 A_Lower;
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Loop;
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Select:
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MACE A 1 A_Raise;
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Loop;
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Fire:
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MACE B 4;
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Hold:
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MACE CDEF 3 A_FireMacePL1;
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MACE C 4 A_ReFire;
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MACE DEFB 4;
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Goto Ready;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_FireMacePL1
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//
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//----------------------------------------------------------------------------
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action void A_FireMacePL1()
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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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if (random[MaceAtk]() < 28)
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{
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Actor ball = Spawn("MaceFX2", Pos + (0, 0, 28 - Floorclip), ALLOW_REPLACE);
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if (ball != null)
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{
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ball.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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ball.target = self;
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ball.angle = self.angle;
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ball.AddZ(ball.Vel.Z);
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ball.VelFromAngle();
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ball.Vel += Vel.xy / 2;
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ball.A_PlaySound ("weapons/maceshoot", CHAN_BODY);
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ball.CheckMissileSpawn (radius);
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}
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}
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else
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{
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player.GetPSprite(PSP_WEAPON).x = ((random[MaceAtk]() & 3) - 2);
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player.GetPSprite(PSP_WEAPON).y = WEAPONTOP + (random[MaceAtk]() & 3);
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Actor ball = SpawnPlayerMissile("MaceFX1", angle + (((random[MaceAtk]() & 7) - 4) * (360. / 256)));
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if (ball)
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{
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ball.special1 = 16; // tics till dropoff
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}
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}
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}
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}
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class MacePowered : Mace
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{
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Default
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{
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+WEAPON.POWERED_UP
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Weapon.AmmoUse 5;
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Weapon.AmmoGive 0;
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Weapon.SisterWeapon "Mace";
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Tag "$TAG_MACEP";
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}
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States
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{
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Fire:
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Hold:
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MACE B 4;
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MACE D 4 A_FireMacePL2;
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MACE B 4;
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MACE A 8 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_FireMacePL2
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//
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//----------------------------------------------------------------------------
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action void A_FireMacePL2()
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{
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FTranslatedLineTarget t;
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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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Actor mo = SpawnPlayerMissile ("MaceFX4", angle, pLineTarget:t);
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if (mo)
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{
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mo.Vel.xy += Vel.xy;
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mo.Vel.Z = 2 - clamp(tan(pitch), -5, 5);
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if (t.linetarget && !t.unlinked)
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{
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mo.tracer = t.linetarget;
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}
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}
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A_PlaySound ("weapons/maceshoot", CHAN_WEAPON);
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}
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}
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// Mace FX1 -----------------------------------------------------------------
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class MaceFX1 : Actor
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{
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const MAGIC_JUNK = 1234;
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Default
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{
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Radius 8;
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Height 6;
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Speed 20;
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Damage 2;
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Projectile;
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+THRUGHOST
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BounceType "HereticCompat";
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SeeSound "weapons/maceshoot";
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Obituary "$OB_MPMACE";
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}
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States
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{
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Spawn:
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FX02 AB 4 A_MacePL1Check;
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Loop;
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Death:
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FX02 F 4 BRIGHT A_MaceBallImpact;
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FX02 GHIJ 4 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MacePL1Check
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//
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//----------------------------------------------------------------------------
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void A_MacePL1Check()
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{
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if (special1 == 0) return;
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special1 -= 4;
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if (special1 > 0) return;
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special1 = 0;
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bNoGravity = false;
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Gravity = 1. / 8;
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// [RH] Avoid some precision loss by scaling the velocity directly
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double velscale = 7 / Vel.XY.Length();
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Vel.XY *= velscale;
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Vel.Z *= 0.5;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MaceBallImpact
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//
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//----------------------------------------------------------------------------
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void A_MaceBallImpact()
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{
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if ((health != MAGIC_JUNK) && bInFloat)
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{ // Bounce
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health = MAGIC_JUNK;
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Vel.Z *= 0.75;
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bBounceOnFloors = bBounceOnCeilings = false;
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SetState (SpawnState);
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A_PlaySound ("weapons/macebounce", CHAN_BODY);
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}
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else
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{ // Explode
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Vel = (0,0,0);
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bNoGravity = true;
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Gravity = 1;
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A_PlaySound ("weapons/macehit", CHAN_BODY);
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}
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}
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}
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// Mace FX2 -----------------------------------------------------------------
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class MaceFX2 : MaceFX1
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{
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Default
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{
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Speed 10;
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Damage 6;
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Gravity 0.125;
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-NOGRAVITY
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SeeSound "";
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}
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States
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{
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Spawn:
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FX02 CD 4;
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Loop;
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Death:
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FX02 F 4 A_MaceBallImpact2;
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goto Super::Death+1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MaceBallImpact2
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//
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//----------------------------------------------------------------------------
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void A_MaceBallImpact2()
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{
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if ((pos.Z <= floorz) && HitFloor ())
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{ // Landed in some sort of liquid
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Destroy ();
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return;
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}
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if (bInFloat)
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{
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if (Vel.Z >= 2)
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{
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// Bounce
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Vel.Z *= 0.75;
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SetState (SpawnState);
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Actor tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.angle = angle + 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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}
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tiny = Spawn("MaceFX3", Pos, ALLOW_REPLACE);
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if (tiny != null)
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{
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tiny.target = target;
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tiny.angle = angle - 90.;
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tiny.VelFromAngle(Vel.Z - 1.);
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tiny.Vel += (Vel.XY * .5, Vel.Z);
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tiny.CheckMissileSpawn (radius);
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}
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return;
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}
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}
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Vel = (0,0,0);
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bNoGravity = true;
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bBounceOnFloors = bBounceOnCeilings = false;
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Gravity = 1;
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}
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}
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// Mace FX3 -----------------------------------------------------------------
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class MaceFX3 : MaceFX1
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{
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Default
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{
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Speed 7;
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Damage 4;
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-NOGRAVITY;
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Gravity 0.125;
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}
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States
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{
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Spawn:
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FX02 AB 4;
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Loop;
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}
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}
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// Mace FX4 -----------------------------------------------------------------
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class MaceFX4 : Actor
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{
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Default
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{
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Radius 8;
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Height 6;
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Speed 7;
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Damage 18;
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Gravity 0.125;
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Projectile;
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-NOGRAVITY
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+TELESTOMP
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+THRUGHOST
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-NOTELEPORT
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BounceType "HereticCompat";
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SeeSound "";
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Obituary "$OB_MPPMACE";
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}
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States
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{
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Spawn:
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FX02 E 99;
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Loop;
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Death:
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FX02 C 4 A_DeathBallImpact;
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FX02 GHIJ 4 BRIGHT;
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Stop;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_AutoUseChaosDevice
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//
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//---------------------------------------------------------------------------
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private bool AutoUseChaosDevice (PlayerInfo player)
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{
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Inventory arti = player.mo.FindInventory("ArtiTeleport");
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if (arti != null)
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{
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player.mo.UseInventory (arti);
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player.health = player.mo.health = (player.health+1)/2;
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return true;
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}
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return false;
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}
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//----------------------------------------------------------------------------
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//
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// PROC DoSpecialDamage
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//
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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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if (target.bBoss || target.bDontSquash || target.IsTeammate (self.target))
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{ // Don't allow cheap boss kills and don't instagib teammates
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return damage;
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}
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else if (target.player)
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{ // Player specific checks
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if (target.player.mo.bInvulnerable)
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{ // Can't hurt invulnerable players
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return -1;
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}
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if (AutoUseChaosDevice (target.player))
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{ // Player was saved using chaos device
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return -1;
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}
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}
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return TELEFRAG_DAMAGE; // Something's gonna die
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_DeathBallImpact
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//
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//----------------------------------------------------------------------------
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void A_DeathBallImpact()
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{
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FTranslatedLineTarget t;
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if ((pos.Z <= floorz) && HitFloor ())
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{ // Landed in some sort of liquid
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Destroy ();
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return;
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}
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if (bInFloat)
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{
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if (Vel.Z >= 2)
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{
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// Bounce
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bool newAngle = false;
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double ang = 0;
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if (tracer)
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{
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if (!tracer.bShootable)
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{ // Target died
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tracer = null;
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}
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else
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{ // Seek
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ang = AngleTo(tracer);
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newAngle = true;
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}
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}
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else
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{ // Find new target
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ang = 0.;
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for (int i = 0; i < 16; i++)
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{
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AimLineAttack (ang, 640., t, 0., ALF_NOFRIENDS|ALF_PORTALRESTRICT, null, target);
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if (t.linetarget && target != t.linetarget)
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{
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tracer = t.linetarget;
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ang = t.angleFromSource;
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newAngle = true;
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break;
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}
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ang += 22.5;
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}
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}
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if (newAngle)
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{
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angle = ang;
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VelFromAngle();
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}
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SetState (SpawnState);
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A_PlaySound ("weapons/macestop", CHAN_BODY);
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return;
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}
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}
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Vel = (0,0,0);
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bNoGravity = true;
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Gravity = 1;
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A_PlaySound ("weapons/maceexplode", CHAN_BODY);
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}
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}
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// Mace spawn spot ----------------------------------------------------------
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class MaceSpawner : SpecialSpot
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{
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Default
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{
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+NOSECTOR
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+NOBLOCKMAP
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}
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States
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{
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Spawn:
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TNT1 A 1;
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TNT1 A -1 A_SpawnSingleItem("Mace", 64, 64, 0);
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Stop;
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}
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}
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