mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 12:51:27 +00:00
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.
676 lines
13 KiB
Text
676 lines
13 KiB
Text
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// Cleric Weapon Piece ------------------------------------------------------
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class ClericWeaponPiece : WeaponPiece
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{
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
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Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
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WeaponPiece.Weapon "CWeapWraithverge";
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+FLOATBOB
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}
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}
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// Cleric Weapon Piece 1 ----------------------------------------------------
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class CWeaponPiece1 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 1;
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}
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States
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{
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Spawn:
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WCH1 A -1;
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Stop;
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}
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}
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// Cleric Weapon Piece 2 ----------------------------------------------------
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class CWeaponPiece2 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 2;
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}
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States
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{
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Spawn:
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WCH2 A -1;
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Stop;
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}
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}
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// Cleric Weapon Piece 3 ----------------------------------------------------
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class CWeaponPiece3 : ClericWeaponPiece
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{
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Default
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{
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WeaponPiece.Number 3;
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}
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States
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{
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Spawn:
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WCH3 A -1;
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Stop;
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}
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}
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// Wraithverge Drop ---------------------------------------------------------
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class WraithvergeDrop : Actor
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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_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
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Stop;
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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class CWeapWraithverge : ClericWeapon
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{
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int CHolyCount;
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Default
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{
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Health 3;
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Weapon.SelectionOrder 3000;
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+WEAPON.PRIMARY_USES_BOTH;
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+Inventory.NoAttenPickupSound
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Weapon.AmmoUse1 18;
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Weapon.AmmoUse2 18;
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Weapon.AmmoGive1 20;
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Weapon.AmmoGive2 20;
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Weapon.KickBack 150;
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Weapon.AmmoType1 "Mana1";
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Weapon.AmmoType2 "Mana2";
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Inventory.PickupMessage "$TXT_WEAPON_C4";
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Tag "$TAG_CWEAPWRAITHVERGE";
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Inventory.PickupSound "WeaponBuild";
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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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Stop;
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Ready:
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CHLY A 1 A_WeaponReady;
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Loop;
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Select:
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CHLY A 1 A_Raise;
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Loop;
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Deselect:
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CHLY A 1 A_Lower;
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Loop;
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Fire:
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CHLY AB 1 Bright Offset (0, 40);
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CHLY CD 2 Bright Offset (0, 43);
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CHLY E 2 Bright Offset (0, 45);
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CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
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CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
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CHLY G 2 Offset (0, 36) A_CHolyPalette;
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Goto Ready;
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}
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override color GetBlend ()
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{
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if (paletteflash & PF_HEXENWEAPONS)
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{
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if (CHolyCount == 3)
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return Color(128, 70, 70, 70);
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else if (CHolyCount == 2)
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return Color(128, 100, 100, 100);
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else if (CHolyCount == 1)
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return Color(128, 130, 130, 130);
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else
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return Color(0, 0, 0, 0);
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}
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else
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{
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return Color(CHolyCount * 128 / 3, 131, 131, 131);
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}
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}
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//============================================================================
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//
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// A_CHolyAttack
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//
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//============================================================================
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action void A_CHolyAttack()
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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 missile = SpawnPlayerMissile ("HolyMissile", angle, pLineTarget:t);
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if (missile != null && !t.unlinked)
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{
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missile.tracer = t.linetarget;
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}
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invoker.CHolyCount = 3;
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A_PlaySound ("HolySymbolFire", CHAN_WEAPON);
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}
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//============================================================================
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//
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// A_CHolyPalette
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//
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//============================================================================
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action void A_CHolyPalette()
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{
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if (invoker.CHolyCount > 0) invoker.CHolyCount--;
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}
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}
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// Holy Missile -------------------------------------------------------------
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class HolyMissile : Actor
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{
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Default
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{
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Speed 30;
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Radius 15;
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Height 8;
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Damage 4;
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Projectile;
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-ACTIVATEIMPACT -ACTIVATEPCROSS
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+EXTREMEDEATH
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}
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States
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{
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Spawn:
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SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
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Death:
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SPIR P 1 Bright A_CHolyAttack2;
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Stop;
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}
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//============================================================================
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//
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// A_CHolyAttack2
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//
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// Spawns the spirits
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//============================================================================
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void A_CHolyAttack2()
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{
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for (int j = 0; j < 4; j++)
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{
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Actor mo = Spawn("HolySpirit", Pos, ALLOW_REPLACE);
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if (!mo)
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{
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continue;
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}
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switch (j)
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{ // float bob index
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case 0:
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mo.WeaveIndexZ = random[HolyAtk2]() & 7; // upper-left
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break;
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case 1:
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mo.WeaveIndexZ = 32 + (random[HolyAtk2]() & 7); // upper-right
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break;
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case 2:
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mo.WeaveIndexXY = 32 + (random[HolyAtk2]() & 7); // lower-left
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break;
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case 3:
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mo.WeaveIndexXY = 32 + (random[HolyAtk2]() & 7);
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mo.WeaveIndexZ = 32 + (random[HolyAtk2]() & 7);
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break;
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}
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mo.SetZ(pos.z);
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mo.angle = angle + 67.5 - 45.*j;
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mo.Thrust();
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mo.target = target;
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mo.args[0] = 10; // initial turn value
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mo.args[1] = 0; // initial look angle
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if (deathmatch)
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{ // Ghosts last slightly less longer in DeathMatch
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mo.health = 85;
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}
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if (tracer)
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{
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mo.tracer = tracer;
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mo.bNoClip = true;
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mo.bSkullFly = true;
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mo.bMissile = false;
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}
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HolyTail.SpawnSpiritTail (mo);
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}
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}
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}
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// Holy Missile Puff --------------------------------------------------------
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class HolyMissilePuff : Actor
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{
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Default
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{
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Radius 4;
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Height 8;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.4;
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}
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States
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{
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Spawn:
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SPIR QRSTU 3;
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Stop;
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}
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}
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// Holy Puff ----------------------------------------------------------------
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class HolyPuff : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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SPIR KLMNO 3;
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Stop;
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}
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}
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// Holy Spirit --------------------------------------------------------------
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class HolySpirit : Actor
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{
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Default
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{
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Health 105;
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Speed 12;
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Radius 10;
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Height 6;
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Damage 3;
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Projectile;
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+RIPPER +SEEKERMISSILE
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+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
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+EXTREMEDEATH +NOSHIELDREFLECT
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RenderStyle "Translucent";
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Alpha 0.4;
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DeathSound "SpiritDie";
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Obituary "$OB_MPCWEAPWRAITHVERGE";
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}
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States
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{
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Spawn:
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SPIR AAB 2 A_CHolySeek;
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SPIR B 2 A_CHolyCheckScream;
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Loop;
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Death:
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SPIR D 4;
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SPIR E 4 A_Scream;
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SPIR FGHI 4;
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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 bool Slam(Actor thing)
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{
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if (thing.bShootable && thing != target)
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{
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if (multiplayer && !deathmatch && thing.player && target.player)
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{ // don't attack other co-op players
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return true;
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}
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if (thing.bReflective && (thing.player || thing.bBoss))
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{
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tracer = target;
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target = thing;
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return true;
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}
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if (thing.bIsMonster || thing.player)
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{
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tracer = thing;
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}
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if (random[SpiritSlam]() < 96)
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{
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int dam = 12;
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if (thing.player || thing.bBoss)
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{
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dam = 3;
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// ghost burns out faster when attacking players/bosses
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health -= 6;
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}
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thing.DamageMobj(self, target, dam, 'Melee');
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if (random[SpiritSlam]() < 128)
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{
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Spawn("HolyPuff", Pos, ALLOW_REPLACE);
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A_PlaySound("SpiritAttack", CHAN_WEAPON);
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if (thing.bIsMonster && random[SpiritSlam]() < 128)
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{
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thing.Howl();
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}
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}
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}
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if (thing.health <= 0)
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{
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tracer = null;
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}
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}
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return true;
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}
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override bool SpecialBlastHandling (Actor source, double strength)
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{
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if (tracer == source)
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{
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tracer = target;
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target = source;
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}
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return true;
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}
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//============================================================================
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//
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// CHolyFindTarget
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//
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//============================================================================
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private void CHolyFindTarget ()
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{
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Actor target;
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if ( (target = RoughMonsterSearch (6, true)) )
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{
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tracer = target;
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bNoClip = true;
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bSkullFly = true;
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bMissile = false;
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}
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}
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//============================================================================
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//
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// CHolySeekerMissile
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//
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// Similar to P_SeekerMissile, but seeks to a random Z on the target
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//============================================================================
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private void CHolySeekerMissile (double thresh, double turnMax)
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{
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Actor target = tracer;
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if (target == NULL)
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{
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return;
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}
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if (!target.bShootable || (!target.bIsMonster && !target.player))
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{ // Target died/target isn't a player or creature
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tracer = null;
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bNoClip = false;
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bSkullFly = false;
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bMissile = true;
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CHolyFindTarget();
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return;
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}
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double ang = deltaangle(angle, AngleTo(target));
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double delta = abs(ang);
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if (delta > thresh)
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{
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delta /= 2;
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if (delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if (ang > 0)
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{ // Turn clockwise
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angle += delta;
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}
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else
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{ // Turn counter clockwise
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angle -= delta;
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}
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VelFromAngle();
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if (!(level.time&15)
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|| pos.z > target.pos.z + target.height
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|| pos.z + height < target.pos.z)
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{
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double newZ = target.pos.z + ((random[HolySeeker]()*target.Height) / 256.);
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double deltaZ = newZ - pos.z;
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if (abs(deltaZ) > 15)
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{
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if (deltaZ > 0)
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{
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deltaZ = 15;
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}
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else
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{
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deltaZ = -15;
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}
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}
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Vel.Z = deltaZ / DistanceBySpeed(target, Speed);
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}
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}
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//============================================================================
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//
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// A_CHolySeek
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//
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//============================================================================
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void A_CHolySeek()
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{
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health--;
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if (health <= 0)
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{
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Vel.X /= 4;
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Vel.Y /= 4;
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Vel.Z = 0;
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SetStateLabel ("Death");
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tics -= random[HolySeeker]()&3;
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return;
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}
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if (tracer)
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{
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CHolySeekerMissile (args[0], args[0]*2.);
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if (!((level.time+7)&15))
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{
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args[0] = 5+(random[HolySeeker]()/20);
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}
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}
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int xyspeed = (random[HolySeeker]() % 5);
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int zspeed = (random[HolySeeker]() % 5);
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A_Weave(xyspeed, zspeed, 4., 2.);
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}
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//============================================================================
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//
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// A_CHolyCheckScream
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//
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//============================================================================
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void A_CHolyCheckScream()
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{
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A_CHolySeek();
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if (random[HolyScream]() < 20)
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{
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A_PlaySound ("SpiritActive", CHAN_VOICE);
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}
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if (!tracer)
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{
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CHolyFindTarget();
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}
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}
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}
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// Holy Tail ----------------------------------------------------------------
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class HolyTail : Actor
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{
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Default
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{
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Radius 1;
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Height 1;
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+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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SPIR C 1 A_CHolyTail;
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Loop;
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TailTrail:
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SPIR D -1;
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Stop;
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}
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//============================================================================
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//
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// SpawnSpiritTail
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//
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//============================================================================
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static void SpawnSpiritTail (Actor spirit)
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{
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Actor tail = Spawn ("HolyTail", spirit.Pos, ALLOW_REPLACE);
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if (tail != null)
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{
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tail.target = spirit; // parent
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for (int i = 1; i < 3; i++)
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{
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Actor next = Spawn ("HolyTailTrail", spirit.Pos, ALLOW_REPLACE);
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tail.tracer = next;
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tail = next;
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}
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tail.tracer = null; // last tail bit
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}
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}
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//============================================================================
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//
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// CHolyTailFollow
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//
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//============================================================================
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private void CHolyTailFollow(double dist)
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{
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Actor mo = self;
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while (mo)
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{
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Actor child = mo.tracer;
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if (child)
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{
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double an = mo.AngleTo(child);
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double oldDistance = child.Distance2D(mo);
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if (child.TryMove(mo.Pos.XY + AngleToVector(an, dist), true))
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{
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double newDistance = child.Distance2D(mo) - 1;
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if (oldDistance < 1)
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{
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if (child.pos.z < mo.pos.z)
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{
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child.SetZ(mo.pos.z - dist);
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}
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else
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{
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child.SetZ(mo.pos.z + dist);
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}
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}
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else
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{
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child.SetZ(mo.pos.z + (newDistance * (child.pos.z - mo.pos.z) / oldDistance));
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}
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}
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}
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mo = child;
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dist -= 1;
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}
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}
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//============================================================================
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//
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// CHolyTailRemove
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//
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//============================================================================
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private void CHolyTailRemove ()
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|
{
|
|
Actor mo = self;
|
|
while (mo)
|
|
{
|
|
Actor next = mo.tracer;
|
|
mo.Destroy ();
|
|
mo = next;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_CHolyTail
|
|
//
|
|
//============================================================================
|
|
|
|
void A_CHolyTail()
|
|
{
|
|
Actor parent = target;
|
|
|
|
if (parent == null || parent.health <= 0) // better check for health than current state - it's safer!
|
|
{ // Ghost removed, so remove all tail parts
|
|
CHolyTailRemove ();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (TryMove(parent.Vec2Angle(14., parent.Angle, true), true))
|
|
{
|
|
SetZ(parent.pos.z - 5.);
|
|
}
|
|
CHolyTailFollow(10);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Holy Tail Trail ---------------------------------------------------------
|
|
|
|
class HolyTailTrail : HolyTail
|
|
{
|
|
States
|
|
{
|
|
Spawn:
|
|
Goto TailTrail;
|
|
}
|
|
}
|