gzdoom/wadsrc/static/zscript/heretic/weaponskullrod.txt

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// Skull (Horn) Rod ---------------------------------------------------------
class SkullRod : HereticWeapon
{
Default
{
Weapon.SelectionOrder 200;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 50;
Weapon.YAdjust 15;
Weapon.AmmoType1 "SkullRodAmmo";
Weapon.SisterWeapon "SkullRodPowered";
Inventory.PickupMessage "$TXT_WPNSKULLROD";
Tag "$TAG_SKULLROD";
}
States
{
Spawn:
WSKL A -1;
Stop;
Ready:
HROD A 1 A_WeaponReady;
Loop;
Deselect:
HROD A 1 A_Lower;
Loop;
Select:
HROD A 1 A_Raise;
Loop;
Fire:
HROD AB 4 A_FireSkullRodPL1;
HROD B 0 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireSkullRodPL1
//
//----------------------------------------------------------------------------
action void A_FireSkullRodPL1()
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
Actor mo = SpawnPlayerMissile ("HornRodFX1");
// Randomize the first frame
if (mo && random[FireSkullRod]() > 128)
{
mo.SetState (mo.CurState.NextState);
}
}
}
class SkullRodPowered : SkullRod
{
Default
{
+WEAPON.POWERED_UP
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 0;
Weapon.SisterWeapon "SkullRod";
Tag "$TAG_SKULLRODP";
}
States
{
Fire:
HROD C 2;
HROD D 3;
HROD E 2;
HROD F 3;
HROD G 4 A_FireSkullRodPL2;
HROD F 2;
HROD E 3;
HROD D 2;
HROD C 2 A_ReFire;
Goto Ready;
}
//----------------------------------------------------------------------------
//
// PROC A_FireSkullRodPL2
//
// The special2 field holds the player number that shot the rain missile.
// The special1 field holds the id of the rain sound.
//
//----------------------------------------------------------------------------
action void A_FireSkullRodPL2()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
// Use MissileActor instead of the first return value from P_SpawnPlayerMissile
// because we need to give info to it, even if it exploded immediately.
Actor mo, MissileActor;
[mo, MissileActor] = SpawnPlayerMissile ("HornRodFX2", angle, pLineTarget: t);
if (MissileActor != null)
{
if (t.linetarget && !t.unlinked)
{
MissileActor.tracer = t.linetarget;
}
MissileActor.A_PlaySound ("weapons/hornrodpowshoot", CHAN_WEAPON);
}
}
}
// Horn Rod FX 1 ------------------------------------------------------------
class HornRodFX1 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 3;
Projectile;
+WINDTHRUST
+ZDOOMTRANS
-NOBLOCKMAP
RenderStyle "Add";
SeeSound "weapons/hornrodshoot";
DeathSound "weapons/hornrodhit";
Obituary "$OB_MPSKULLROD";
}
States
{
Spawn:
FX00 AB 6 BRIGHT;
Loop;
Death:
FX00 HI 5 BRIGHT;
FX00 JK 4 BRIGHT;
FX00 LM 3 BRIGHT;
Stop;
}
}
// Horn Rod FX 2 ------------------------------------------------------------
class HornRodFX2 : Actor
{
Default
{
Radius 12;
Height 8;
Speed 22;
Damage 10;
Health 140;
Projectile;
RenderStyle "Add";
+ZDOOMTRANS
SeeSound "weapons/hornrodpowshoot";
DeathSound "weapons/hornrodpowhit";
Obituary "$OB_MPPSKULLROD";
}
States
{
Spawn:
FX00 C 3 BRIGHT;
FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
FX00 E 3 BRIGHT;
FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
Loop;
Death:
FX00 H 5 BRIGHT A_AddPlayerRain;
FX00 I 5 BRIGHT;
FX00 J 4 BRIGHT;
FX00 KLM 3 BRIGHT;
FX00 G 1 A_HideInCeiling;
FX00 G 1 A_SkullRodStorm;
Wait;
}
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_AddPlayerRain
//
//----------------------------------------------------------------------------
void A_AddPlayerRain()
{
RainTracker tracker;
if (target == null || target.health <= 0)
{ // Shooter is dead or nonexistant
return;
}
tracker = RainTracker(target.FindInventory("RainTracker"));
// They player is only allowed two rainstorms at a time. Shooting more
// than that will cause the oldest one to terminate.
if (tracker != null)
{
if (tracker.Rain1 && tracker.Rain2)
{ // Terminate an active rain
if (tracker.Rain1.health < tracker.Rain2.health)
{
if (tracker.Rain1.health > 16)
{
tracker.Rain1.health = 16;
}
tracker.Rain1 = null;
}
else
{
if (tracker.Rain2.health > 16)
{
tracker.Rain2.health = 16;
}
tracker.Rain2 = null;
}
}
}
else
{
tracker = RainTracker(target.GiveInventoryType("RainTracker"));
}
// Add rain mobj to list
if (tracker.Rain1)
{
tracker.Rain2 = self;
}
else
{
tracker.Rain1 = self;
}
ActiveSound = "misc/rain";
}
//----------------------------------------------------------------------------
//
// PROC A_HideInCeiling
//
//----------------------------------------------------------------------------
void A_HideInCeiling()
{
// This no longer hides in the ceiling. It just makes the actor invisible and keeps it in place.
// We need its actual position to determine the correct ceiling height in A_SkullRodStorm.
bInvisible = true;
bSolid = false;
bMissile = false;
Vel = (0,0,0);
}
//----------------------------------------------------------------------------
//
// PROC A_SkullRodStorm
//
//----------------------------------------------------------------------------
void A_SkullRodStorm()
{
static const Name translations[] =
{
"RainPillar1", "RainPillar2", "RainPillar3", "RainPillar4",
"RainPillar5", "RainPillar6", "RainPillar7", "RainPillar8"
};
if (health-- == 0)
{
A_StopSound (CHAN_BODY);
if (target == null)
{ // Player left the game
Destroy ();
return;
}
RainTracker tracker = RainTracker(target.FindInventory("RainTracker"));
if (tracker != null)
{
if (tracker.Rain1 == self)
{
tracker.Rain1 = null;
}
else if (tracker.Rain2 == self)
{
tracker.Rain2 = null;
}
}
Destroy ();
return;
}
if (Random[SkullRodStorm]() < 25)
{ // Fudge rain frequency
return;
}
double xo = ((Random[SkullRodStorm]() & 127) - 64);
double yo = ((Random[SkullRodStorm]() & 127) - 64);
Vector3 spawnpos = Vec2OffsetZ(xo, yo, pos.z);
Actor mo = Spawn("RainPillar", spawnpos, ALLOW_REPLACE);
if (!mo) return;
// Find the ceiling above the spawn location. This may come from 3D floors but will not reach through portals.
// (should probably be fixed for portals, too.)
double newz = mo.CurSector.NextHighestCeilingAt(mo.pos.x, mo.pos.y, mo.pos.z, mo.pos.z, FFCF_NOPORTALS) - mo.height;
mo.SetZ(newz);
if (multiplayer && target.player)
{
mo.A_SetTranslation(translations[target.PlayerNumber()]);
}
mo.target = target;
mo.Vel.X = MinVel; // Force collision detection
mo.Vel.Z = -mo.Speed;
mo.CheckMissileSpawn (radius);
if (ActiveSound > 0) A_PlaySound(ActiveSound, CHAN_BODY, 1, true);
}
}
// Rain pillar 1 ------------------------------------------------------------
class RainPillar : Actor
{
Default
{
Radius 5;
Height 12;
Speed 12;
Damage 5;
Mass 5;
Projectile;
-ACTIVATEPCROSS
-ACTIVATEIMPACT
+ZDOOMTRANS
RenderStyle "Add";
Obituary "$OB_MPPSKULLROD";
}
States
{
Spawn:
FX22 A -1 BRIGHT;
Stop;
Death:
FX22 B 4 BRIGHT A_RainImpact;
FX22 CDEF 4 BRIGHT;
Stop;
NotFloor:
FX22 GHI 4 BRIGHT;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_RainImpact
//
//----------------------------------------------------------------------------
void A_RainImpact()
{
if (pos.z > floorz)
{
SetStateLabel("NotFloor");
}
else if (random[RainImpact]() < 40)
{
HitFloor ();
}
}
// Rain pillar 1 ------------------------------------------------------------
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
if (target.bBoss)
{ // Decrease damage for bosses
damage = random[RainDamage](1, 8);
}
return damage;
}
}
// Rain tracker "inventory" item --------------------------------------------
class RainTracker : Inventory
{
Actor Rain1, Rain2;
Default
{
+INVENTORY.UNDROPPABLE
}
}