mirror of
https://github.com/ZDoom/gzdoom.git
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7a5171a2e9
- fixed several occurences where an 'override' qualifier was missing.
425 lines
8.4 KiB
Text
425 lines
8.4 KiB
Text
// Skull (Horn) Rod ---------------------------------------------------------
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class SkullRod : HereticWeapon
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{
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Default
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{
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Weapon.SelectionOrder 200;
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Weapon.AmmoUse1 1;
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Weapon.AmmoGive1 50;
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Weapon.YAdjust 15;
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Weapon.AmmoType1 "SkullRodAmmo";
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Weapon.SisterWeapon "SkullRodPowered";
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Inventory.PickupMessage "$TXT_WPNSKULLROD";
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Tag "$TAG_SKULLROD";
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}
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States
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{
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Spawn:
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WSKL A -1;
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Stop;
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Ready:
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HROD A 1 A_WeaponReady;
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Loop;
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Deselect:
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HROD A 1 A_Lower;
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Loop;
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Select:
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HROD A 1 A_Raise;
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Loop;
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Fire:
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HROD AB 4 A_FireSkullRodPL1;
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HROD 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_FireSkullRodPL1
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//
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//----------------------------------------------------------------------------
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action void A_FireSkullRodPL1()
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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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Actor mo = SpawnPlayerMissile ("HornRodFX1");
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// Randomize the first frame
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if (mo && random[FireSkullRod]() > 128)
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{
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mo.SetState (mo.CurState.NextState);
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}
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}
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}
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class SkullRodPowered : SkullRod
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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.AmmoUse1 5;
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Weapon.AmmoGive1 0;
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Weapon.SisterWeapon "SkullRod";
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Tag "$TAG_SKULLRODP";
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}
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States
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{
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Fire:
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HROD C 2;
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HROD D 3;
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HROD E 2;
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HROD F 3;
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HROD G 4 A_FireSkullRodPL2;
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HROD F 2;
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HROD E 3;
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HROD D 2;
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HROD C 2 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_FireSkullRodPL2
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//
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// The special2 field holds the player number that shot the rain missile.
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// The special1 field holds the id of the rain sound.
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//
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//----------------------------------------------------------------------------
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action void A_FireSkullRodPL2()
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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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// Use MissileActor instead of the first return value from P_SpawnPlayerMissile
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// because we need to give info to it, even if it exploded immediately.
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Actor mo, MissileActor;
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[mo, MissileActor] = SpawnPlayerMissile ("HornRodFX2", angle, pLineTarget: t);
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if (MissileActor != null)
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{
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if (t.linetarget && !t.unlinked)
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{
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MissileActor.tracer = t.linetarget;
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}
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MissileActor.A_PlaySound ("weapons/hornrodpowshoot", CHAN_WEAPON);
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}
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}
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}
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// Horn Rod FX 1 ------------------------------------------------------------
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class HornRodFX1 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 3;
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Projectile;
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+WINDTHRUST
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-NOBLOCKMAP
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RenderStyle "Add";
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SeeSound "weapons/hornrodshoot";
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DeathSound "weapons/hornrodhit";
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Obituary "$OB_MPSKULLROD";
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}
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States
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{
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Spawn:
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FX00 AB 6 BRIGHT;
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Loop;
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Death:
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FX00 HI 5 BRIGHT;
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FX00 JK 4 BRIGHT;
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FX00 LM 3 BRIGHT;
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Stop;
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}
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}
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// Horn Rod FX 2 ------------------------------------------------------------
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class HornRodFX2 : Actor
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{
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Default
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{
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Radius 12;
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Height 8;
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Speed 22;
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Damage 10;
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Health 140;
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Projectile;
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RenderStyle "Add";
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SeeSound "weapons/hornrodpowshoot";
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DeathSound "weapons/hornrodpowhit";
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Obituary "$OB_MPPSKULLROD";
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}
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States
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{
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Spawn:
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FX00 C 3 BRIGHT;
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FX00 D 3 BRIGHT A_SeekerMissile(10, 30);
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FX00 E 3 BRIGHT;
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FX00 F 3 BRIGHT A_SeekerMissile(10, 30);
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Loop;
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Death:
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FX00 H 5 BRIGHT A_AddPlayerRain;
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FX00 I 5 BRIGHT;
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FX00 J 4 BRIGHT;
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FX00 KLM 3 BRIGHT;
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FX00 G 1 A_HideInCeiling;
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FX00 G 1 A_SkullRodStorm;
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Wait;
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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_AddPlayerRain
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//
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//----------------------------------------------------------------------------
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void A_AddPlayerRain()
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{
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RainTracker tracker;
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if (target == null || target.health <= 0)
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{ // Shooter is dead or nonexistant
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return;
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}
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tracker = RainTracker(target.FindInventory("RainTracker"));
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// They player is only allowed two rainstorms at a time. Shooting more
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// than that will cause the oldest one to terminate.
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if (tracker != null)
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{
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if (tracker.Rain1 && tracker.Rain2)
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{ // Terminate an active rain
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if (tracker.Rain1.health < tracker.Rain2.health)
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{
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if (tracker.Rain1.health > 16)
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{
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tracker.Rain1.health = 16;
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}
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tracker.Rain1 = null;
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}
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else
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{
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if (tracker.Rain2.health > 16)
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{
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tracker.Rain2.health = 16;
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}
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tracker.Rain2 = null;
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}
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}
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}
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else
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{
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tracker = RainTracker(target.GiveInventoryType("RainTracker"));
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}
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// Add rain mobj to list
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if (tracker.Rain1)
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{
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tracker.Rain2 = self;
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}
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else
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{
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tracker.Rain1 = self;
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}
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ActiveSound = "misc/rain";
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_HideInCeiling
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//
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//----------------------------------------------------------------------------
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void A_HideInCeiling()
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{
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// This no longer hides in the ceiling. It just makes the actor invisible and keeps it in place.
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// We need its actual position to determine the correct ceiling height in A_SkullRodStorm.
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bInvisible = true;
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bSolid = false;
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bMissile = false;
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Vel = (0,0,0);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_SkullRodStorm
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//
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//----------------------------------------------------------------------------
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void A_SkullRodStorm()
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{
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static const Name translations[] =
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{
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"RainPillar1", "RainPillar2", "RainPillar3", "RainPillar4",
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"RainPillar5", "RainPillar6", "RainPillar7", "RainPillar8"
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};
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if (health-- == 0)
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{
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A_StopSound (CHAN_BODY);
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if (target == null)
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{ // Player left the game
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Destroy ();
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return;
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}
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RainTracker tracker = RainTracker(target.FindInventory("RainTracker"));
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if (tracker != null)
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{
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if (tracker.Rain1 == self)
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{
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tracker.Rain1 = null;
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}
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else if (tracker.Rain2 == self)
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{
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tracker.Rain2 = null;
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}
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}
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Destroy ();
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return;
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}
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if (Random[SkullRodStorm]() < 25)
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{ // Fudge rain frequency
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return;
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}
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double xo = ((Random[SkullRodStorm]() & 127) - 64);
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double yo = ((Random[SkullRodStorm]() & 127) - 64);
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Vector3 spawnpos = Vec2OffsetZ(xo, yo, pos.z);
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Actor mo = Spawn("RainPillar", spawnpos, ALLOW_REPLACE);
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if (!mo) return;
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// Find the ceiling above the spawn location. This may come from 3D floors but will not reach through portals.
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// (should probably be fixed for portals, too.)
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double newz = mo.CurSector.NextHighestCeilingAt(mo.pos.x, mo.pos.y, mo.pos.z, mo.pos.z, FFCF_NOPORTALS) - mo.height;
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mo.SetZ(newz);
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if (multiplayer && target.player)
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{
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mo.A_SetTranslation(translations[target.PlayerNumber()]);
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}
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mo.target = target;
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mo.Vel.X = MinVel; // Force collision detection
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mo.Vel.Z = -mo.Speed;
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mo.CheckMissileSpawn (radius);
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if (ActiveSound > 0) A_PlaySound(ActiveSound, CHAN_BODY, 1, true);
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}
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}
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// Rain pillar 1 ------------------------------------------------------------
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class RainPillar : Actor
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{
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Default
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{
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Radius 5;
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Height 12;
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Speed 12;
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Damage 5;
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Mass 5;
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Projectile;
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-ACTIVATEPCROSS
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-ACTIVATEIMPACT
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RenderStyle "Add";
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Obituary "$OB_MPPSKULLROD";
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}
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States
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{
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Spawn:
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FX22 A -1 BRIGHT;
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Stop;
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Death:
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FX22 B 4 BRIGHT A_RainImpact;
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FX22 CDEF 4 BRIGHT;
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Stop;
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NotFloor:
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FX22 GHI 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_RainImpact
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//
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//----------------------------------------------------------------------------
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void A_RainImpact()
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{
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if (pos.z > floorz)
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{
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SetStateLabel("NotFloor");
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}
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else if (random[RainImpact]() < 40)
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{
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HitFloor ();
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}
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}
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// Rain pillar 1 ------------------------------------------------------------
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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if (target.bBoss)
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{ // Decrease damage for bosses
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damage = random[RainDamage](1, 8);
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}
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return damage;
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}
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}
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// Rain tracker "inventory" item --------------------------------------------
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class RainTracker : Inventory
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{
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Actor Rain1, Rain2;
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Default
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{
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+INVENTORY.UNDROPPABLE
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}
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}
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