gzdoom/wadsrc/static/zscript/actors/hexen/clericstaff.zs

249 lines
5 KiB
Text

// The Cleric's Serpent Staff -----------------------------------------------
class CWeapStaff : ClericWeapon
{
Default
{
Weapon.SelectionOrder 1600;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 25;
Weapon.KickBack 150;
Weapon.YAdjust 10;
Weapon.AmmoType1 "Mana1";
Inventory.PickupMessage "$TXT_WEAPON_C2";
Obituary "$OB_MPCWEAPSTAFFM";
Tag "$TAG_CWEAPSTAFF";
}
States
{
Spawn:
WCSS A -1;
Stop;
Select:
CSSF C 1 A_Raise;
Loop;
Deselect:
CSSF B 3;
CSSF C 4;
CSSF C 1 A_Lower;
Wait;
Ready:
CSSF C 4;
CSSF B 3 A_CStaffInitBlink;
CSSF AAAAAAA 1 A_WeaponReady;
CSSF A 1 A_CStaffCheckBlink;
Goto Ready + 2;
Fire:
CSSF A 1 Offset (0, 45) A_CStaffCheck;
CSSF J 1 Offset (0, 50) A_CStaffAttack;
CSSF J 2 Offset (0, 50);
CSSF J 2 Offset (0, 45);
CSSF A 2 Offset (0, 40);
CSSF A 2 Offset (0, 36);
Goto Ready + 2;
Blink:
CSSF BBBCCCCCBBB 1 A_WeaponReady;
Goto Ready + 2;
Drain:
CSSF K 10 Offset (0, 36);
Goto Ready + 2;
}
//============================================================================
//
// A_CStaffCheck
//
//============================================================================
action void A_CStaffCheck()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
int damage = random[StaffCheck](20, 35);
int max = player.mo.GetMaxHealth();
for (int i = 0; i < 3; i++)
{
for (int j = 1; j >= -1; j -= 2)
{
double ang = angle + j*i*(45. / 16);
double slope = AimLineAttack(ang, 1.5 * DEFMELEERANGE, t, 0., ALF_CHECK3D);
if (t.linetarget)
{
LineAttack(ang, 1.5 * DEFMELEERANGE, slope, damage, 'Melee', "CStaffPuff", false, t);
if (t.linetarget != null)
{
angle = t.angleFromSource;
if (((t.linetarget.player && (!t.linetarget.IsTeammate(self) || level.teamdamage != 0)) || t.linetarget.bIsMonster)
&& (!t.linetarget.bDormant && !t.linetarget.bInvulnerable))
{
int newLife = player.health + (damage >> 3);
newLife = newLife > max ? max : newLife;
if (newLife > player.health)
{
health = player.health = newLife;
}
if (weapon != null)
{
State newstate = weapon.FindState("Drain");
if (newstate != null) player.SetPsprite(PSP_WEAPON, newstate);
}
}
if (weapon != null)
{
weapon.DepleteAmmo(weapon.bAltFire, false);
}
}
return;
}
}
}
}
//============================================================================
//
// A_CStaffAttack
//
//============================================================================
action void A_CStaffAttack()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
Actor mo = SpawnPlayerMissile ("CStaffMissile", angle - 3.0);
if (mo)
{
mo.WeaveIndexXY = 32;
}
mo = SpawnPlayerMissile ("CStaffMissile", angle + 3.0);
if (mo)
{
mo.WeaveIndexXY = 0;
}
A_StartSound ("ClericCStaffFire", CHAN_WEAPON);
}
//============================================================================
//
// A_CStaffInitBlink
//
//============================================================================
action void A_CStaffInitBlink()
{
weaponspecial = (random[CStaffBlink]() >> 1) + 20;
}
//============================================================================
//
// A_CStaffCheckBlink
//
//============================================================================
action void A_CStaffCheckBlink()
{
if (player && player.ReadyWeapon)
{
if (!--weaponspecial)
{
player.SetPsprite(PSP_WEAPON, player.ReadyWeapon.FindState ("Blink"));
weaponspecial = (random[CStaffBlink]() + 50) >> 2;
}
else
{
A_WeaponReady();
}
}
}
}
// Serpent Staff Missile ----------------------------------------------------
class CStaffMissile : Actor
{
Default
{
Speed 22;
Radius 12;
Height 10;
Damage 5;
RenderStyle "Add";
Projectile;
DeathSound "ClericCStaffExplode";
Obituary "$OB_MPCWEAPSTAFFR";
}
States
{
Spawn:
CSSF DDEE 1 Bright A_CStaffMissileSlither;
Loop;
Death:
CSSF FG 4 Bright;
CSSF HI 3 Bright;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
// Cleric Serpent Staff does poison damage
if (target.player)
{
target.player.PoisonPlayer (self, self.target, 20);
damage >>= 1;
}
return damage;
}
}
extend class Actor
{
//============================================================================
//
// A_CStaffMissileSlither
//
//============================================================================
void A_CStaffMissileSlither()
{
A_Weave(3, 0, 1., 0.);
}
}
// Serpent Staff Puff -------------------------------------------------------
class CStaffPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
+PUFFONACTORS
RenderStyle "Translucent";
Alpha 0.6;
SeeSound "ClericCStaffHitThing";
}
States
{
Spawn:
FHFX STUVW 4;
Stop;
}
}