mirror of
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.
602 lines
12 KiB
Text
602 lines
12 KiB
Text
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// Poison Bag (Flechette used by Cleric) ------------------------------------
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class PoisonBag : 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 5;
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+NOBLOCKMAP +NOGRAVITY
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}
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States
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{
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Spawn:
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PSBG A 18 Bright;
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PSBG B 4 Bright;
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PSBG C 3;
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PSBG C 1 A_PoisonBagInit;
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Stop;
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}
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//===========================================================================
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//
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// A_PoisonBagInit
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//
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//===========================================================================
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void A_PoisonBagInit()
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{
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Actor mo = Spawn("PoisonCloud", pos + (0, 0, 28), ALLOW_REPLACE);
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if (mo)
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{
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mo.target = target;
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}
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}
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}
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// Fire Bomb (Flechette used by Mage) ---------------------------------------
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class FireBomb : Actor
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{
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Default
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{
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DamageType "Fire";
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+NOGRAVITY
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+FOILINVUL
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RenderStyle "Translucent";
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Alpha 0.6;
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DeathSound "FlechetteExplode";
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}
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States
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{
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Spawn:
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PSBG A 20;
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PSBG AA 10;
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PSBG B 4;
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PSBG C 4 A_Scream;
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XPL1 A 4 Bright A_TimeBomb;
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XPL1 BCDEF 4 Bright;
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Stop;
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}
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void A_TimeBomb()
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{
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AddZ(32, false);
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A_SetRenderStyle(1., STYLE_Add);
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A_Explode();
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}
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}
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// Throwing Bomb (Flechette used by Fighter) --------------------------------
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class ThrowingBomb : Actor
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{
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Default
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{
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Health 48;
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Speed 12;
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Radius 8;
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Height 10;
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DamageType "Fire";
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+NOBLOCKMAP +DROPOFF +MISSILE
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BounceType "HexenCompat";
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SeeSound "FlechetteBounce";
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DeathSound "FlechetteExplode";
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}
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States
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{
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Spawn:
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THRW A 4 A_CheckThrowBomb;
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THRW BCDE 3 A_CheckThrowBomb;
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THRW F 3 A_CheckThrowBomb2;
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Loop;
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Tail:
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THRW G 6 A_CheckThrowBomb;
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THRW F 4 A_CheckThrowBomb;
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THRW H 6 A_CheckThrowBomb;
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THRW F 4 A_CheckThrowBomb;
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THRW G 6 A_CheckThrowBomb;
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THRW F 3 A_CheckThrowBomb;
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Wait;
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Death:
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CFCF Q 4 Bright A_NoGravity;
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CFCF R 3 Bright A_Scream;
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CFCF S 4 Bright A_Explode;
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CFCF T 3 Bright;
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CFCF U 4 Bright;
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CFCF W 3 Bright;
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CFCF X 4 Bright;
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CFCF Z 3 Bright;
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Stop;
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}
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//===========================================================================
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//
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// A_CheckThrowBomb
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//
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//===========================================================================
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void A_CheckThrowBomb()
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{
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if (--health <= 0)
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{
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SetStateLabel("Death");
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}
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}
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//===========================================================================
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//
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// A_CheckThrowBomb2
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//
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//===========================================================================
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void A_CheckThrowBomb2()
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{
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// [RH] Check using actual velocity, although the vel.z < 2 check still stands
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if (Vel.Z < 2 && Vel.Length() < 1.5)
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{
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SetStateLabel("Tail");
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SetZ(floorz);
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Vel.Z = 0;
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ClearBounce();
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bMissile = false;
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}
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A_CheckThrowBomb();
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}
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}
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// Poison Bag Artifact (Flechette) ------------------------------------------
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class ArtiPoisonBag : Inventory
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{
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Default
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{
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+FLOATBOB
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Inventory.DefMaxAmount;
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Inventory.PickupFlash "PickupFlash";
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+INVENTORY.INVBAR +INVENTORY.FANCYPICKUPSOUND
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Inventory.Icon "ARTIPSBG";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$TXT_ARTIPOISONBAG";
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Tag "$TAG_ARTIPOISONBAG";
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}
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States
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{
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Spawn:
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PSBG A -1;
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Stop;
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}
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//============================================================================
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//
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// AArtiPoisonBag :: BeginPlay
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//
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//============================================================================
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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// If a subclass's specific icon is not defined, let it use the base class's.
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if (!Icon.isValid())
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{
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Icon = GetDefaultByType("ArtiPoisonBag").Icon;
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}
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}
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//============================================================================
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//
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// GetFlechetteType
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//
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//============================================================================
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private class<Actor> GetFlechetteType(Actor other)
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{
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class<Actor> spawntype = null;
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PlayerPawn pp = PlayerPawn(other);
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if (pp)
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{
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spawntype = pp.FlechetteType;
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}
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if (spawntype == null)
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{
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// default fallback if nothing valid defined.
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spawntype = "ArtiPoisonBag3";
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}
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return spawntype;
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}
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//============================================================================
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//
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// AArtiPoisonBag :: HandlePickup
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//
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//============================================================================
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override bool HandlePickup (Inventory item)
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{
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// Only do special handling when picking up the base class
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if (item.GetClass() != "ArtiPoisonBag")
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{
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return Super.HandlePickup (item);
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}
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if (GetClass() == GetFlechetteType(Owner))
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{
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if (Amount < MaxAmount || sv_unlimited_pickup)
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{
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Amount += item.Amount;
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item.bPickupGood = true;
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}
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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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// AArtiPoisonBag :: CreateCopy
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//
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//============================================================================
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override Inventory CreateCopy (Actor other)
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{
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// Only the base class gets special handling
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if (GetClass() != "ArtiPoisonBag")
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{
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return Super.CreateCopy (other);
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}
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class<Actor> spawntype = GetFlechetteType(other);
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let copy = Inventory(Spawn (spawntype));
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if (copy != null)
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{
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copy.Amount = Amount;
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copy.MaxAmount = MaxAmount;
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GoAwayAndDie ();
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}
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return copy;
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}
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}
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// Poison Bag 1 (The Cleric's) ----------------------------------------------
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class ArtiPoisonBag1 : ArtiPoisonBag
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{
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Default
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{
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Inventory.Icon "ARTIPSB1";
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Tag "$TAG_ARTIPOISONBAG1";
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}
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override bool Use (bool pickup)
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{
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Actor mo = Spawn("PoisonBag", Owner.Vec3Offset(
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16 * cos(Owner.angle),
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24 * sin(Owner.angle),
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-Owner.Floorclip + 8), ALLOW_REPLACE);
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if (mo)
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{
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mo.target = Owner;
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return true;
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}
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return false;
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}
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}
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// Poison Bag 2 (The Mage's) ------------------------------------------------
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class ArtiPoisonBag2 : ArtiPoisonBag
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{
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Default
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{
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Inventory.Icon "ARTIPSB2";
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Tag "$TAG_ARTIPOISONBAG2";
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}
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override bool Use (bool pickup)
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{
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Actor mo = Spawn("FireBomb", Owner.Vec3Offset(
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16 * cos(Owner.angle),
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24 * sin(Owner.angle),
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-Owner.Floorclip + 8), ALLOW_REPLACE);
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if (mo)
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{
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mo.target = Owner;
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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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// Poison Bag 3 (The Fighter's) ---------------------------------------------
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class ArtiPoisonBag3 : ArtiPoisonBag
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{
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Default
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{
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Inventory.Icon "ARTIPSB3";
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Tag "$TAG_ARTIPOISONBAG3";
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}
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override bool Use (bool pickup)
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{
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Actor mo = Spawn("ThrowingBomb", Owner.Pos + (0,0,35. - Owner.Floorclip + (Owner.player? Owner.player.crouchoffset : 0)), ALLOW_REPLACE);
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if (mo)
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{
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mo.angle = Owner.angle + (((random[PoisonBag]() & 7) - 4) * (360./256.));
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/* Original flight code from Hexen
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* mo.momz = 4*F.RACUNIT+((player.lookdir)<<(F.RACBITS-4));
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* mo.z += player.lookdir<<(F.RACBITS-4);
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* P_ThrustMobj(mo, mo.ang, mo.info.speed);
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* mo.momx += player.mo.momx>>1;
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* mo.momy += player.mo.momy>>1;
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*/
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// When looking straight ahead, it uses a z velocity of 4 while the xy velocity
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// is as set by the projectile. To accommodate self with a proper trajectory, we
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// aim the projectile ~20 degrees higher than we're looking at and increase the
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// speed we fire at accordingly.
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double orgpitch = -Owner.Pitch;
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double modpitch = clamp(-Owner.Pitch + 20, -89., 89.);
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double ang = mo.angle;
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double speed = (mo.Speed, 4.).Length();
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double xyscale = speed * cos(modpitch);
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mo.Vel.Z = speed * sin(modpitch);
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mo.Vel.X = xyscale * cos(ang) + Owner.Vel.X / 2;
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mo.Vel.Y = xyscale * sin(ang) + Owner.Vel.Y / 2;
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mo.AddZ(mo.Speed * sin(modpitch));
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mo.target = Owner;
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mo.tics -= random[PoisonBag]()&3;
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mo.CheckMissileSpawn(Owner.radius);
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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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// Poison Bag 4 (Custom Giver) ----------------------------------------------
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class ArtiPoisonBagGiver : ArtiPoisonBag
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{
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Default
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{
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Inventory.Icon "ARTIPSB4";
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}
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override bool Use (bool pickup)
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{
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Class<Actor> missiletype = MissileName;
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if (missiletype != null)
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{
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Actor mo = Spawn (missiletype, Owner.Pos, ALLOW_REPLACE);
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if (mo != null)
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{
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Inventory inv = Inventory(mo);
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if (inv && inv.CallTryPickup(Owner)) return true;
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mo.Destroy(); // Destroy if not inventory or couldn't be picked up
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}
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}
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return false;
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}
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}
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// Poison Bag 5 (Custom Thrower) --------------------------------------------
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class ArtiPoisonBagShooter : ArtiPoisonBag
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{
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Default
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{
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Inventory.Icon "ARTIPSB5";
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}
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override bool Use (bool pickup)
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{
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Class<Actor> missiletype = MissileName;
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if (missiletype != null)
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{
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Actor mo = Owner.SpawnPlayerMissile(missiletype);
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if (mo != null)
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{
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// automatic handling of seeker missiles
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if (mo.bSeekerMissile)
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{
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mo.tracer = Owner.target;
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}
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return true;
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}
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}
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return false;
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}
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}
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// Poison Cloud -------------------------------------------------------------
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class PoisonCloud : Actor
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{
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Default
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{
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Radius 20;
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Height 30;
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Mass 0x7fffffff;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NODAMAGETHRUST
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+DONTSPLASH +FOILINVUL +CANBLAST +BLOODLESSIMPACT +BLOCKEDBYSOLIDACTORS
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RenderStyle "Translucent";
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Alpha 0.6;
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DeathSound "PoisonShroomDeath";
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DamageType "PoisonCloud";
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}
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States
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{
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Spawn:
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PSBG D 1;
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PSBG D 1 A_Scream;
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PSBG DEEEFFFGGGHHHII 2 A_PoisonBagDamage;
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PSBG I 2 A_PoisonBagCheck;
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PSBG I 1 A_PoisonBagCheck;
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Goto Spawn + 3;
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Death:
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PSBG HG 7;
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PSBG FD 6;
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Stop;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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override void BeginPlay ()
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{
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Vel.X = MinVel; // missile objects must move to impact other objects
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special1 = 24+(random[PoisonCloud]() & 7);
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special2 = 0;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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override int DoSpecialDamage (Actor victim, int damage, Name damagetype)
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{
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if (victim.player)
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{
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bool mate = (target != null && victim.player != target.player && victim.IsTeammate (target));
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bool dopoison;
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if (!mate)
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{
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dopoison = victim.player.poisoncount < 4;
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}
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else
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{
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dopoison = victim.player.poisoncount < (int)(4. * level.teamdamage);
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}
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if (dopoison)
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{
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damage = 15 + (random[PoisonCloud]() & 15);
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if (mate)
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{
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damage = (int)(damage * level.teamdamage);
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}
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// Handle passive damage modifiers (e.g. PowerProtection)
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damage = victim.GetModifiedDamage(damagetype, damage, true);
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// Modify with damage factors
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damage = victim.ApplyDamageFactor(damagetype, damage);
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if (damage > 0)
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{
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victim.player.PoisonDamage (self, 15 + (random[PoisonCloud]() & 15), false); // Don't play painsound
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// If successful, play the poison sound.
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if (victim.player.PoisonPlayer (self, self.target, 50))
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victim.A_PlaySound ("*poison", CHAN_VOICE);
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}
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}
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return -1;
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}
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else if (!victim.bIsMonster)
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{ // only damage monsters/players with the poison cloud
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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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// A_PoisonBagCheck
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//
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//===========================================================================
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void A_PoisonBagCheck()
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{
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if (--special1 <= 0)
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{
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SetStateLabel("Death");
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}
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}
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//===========================================================================
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//
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// A_PoisonBagDamage
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//
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//===========================================================================
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void A_PoisonBagDamage()
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{
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A_Explode(4, 40);
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AddZ(BobSin(special2) / 16);
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special2 = (special2 + 1) & 63;
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}
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}
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// Poison Shroom ------------------------------------------------------------
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class ZPoisonShroom : PoisonBag
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{
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Default
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{
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Radius 6;
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Height 20;
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PainChance 255;
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Health 30;
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Mass 0x7fffffff;
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+SHOOTABLE
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+SOLID
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+NOBLOOD
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+NOICEDEATH
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-NOBLOCKMAP
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-NOGRAVITY
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PainSound "PoisonShroomPain";
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DeathSound "PoisonShroomDeath";
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}
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States
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{
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Spawn:
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SHRM A 5 A_PoisonShroom;
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Goto Pain+1;
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Pain:
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SHRM A 6;
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SHRM B 8 A_Pain;
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Goto Spawn;
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Death:
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SHRM CD 5;
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SHRM E 5 A_PoisonBagInit;
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SHRM F -1;
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Stop;
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}
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//===========================================================================
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//
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// A_PoisonShroom
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//
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//===========================================================================
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void A_PoisonShroom()
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{
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tics = 128 + (random[PoisonShroom]() << 1);
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}
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}
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