qzdoom/wadsrc/static/zscript/actors/strife/weapongrenade.zs

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// High-Explosive Grenade Launcher ------------------------------------------
class StrifeGrenadeLauncher : StrifeWeapon
{
Default
{
+FLOORCLIP
Weapon.SelectionOrder 2400;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 12;
Weapon.AmmoType1 "HEGrenadeRounds";
Weapon.SisterWeapon "StrifeGrenadeLauncher2";
Inventory.Icon "GRNDA0";
Tag "$TAG_GLAUNCHER1";
Inventory.PickupMessage "$TXT_GLAUNCHER";
}
States
{
Spawn:
GRND A -1;
Stop;
Ready:
GREN A 1 A_WeaponReady;
Loop;
Deselect:
GREN A 1 A_Lower;
Loop;
Select:
GREN A 1 A_Raise;
Loop;
Fire:
GREN A 5 A_FireGrenade("HEGrenade", -90, "Flash");
GREN B 10;
GREN A 5 A_FireGrenade("HEGrenade", 90, "Flash2");
GREN C 10;
GREN A 0 A_ReFire;
Goto Ready;
Flash:
GREF A 5 Bright A_Light1;
Goto LightDone;
Flash2:
GREF B 5 Bright A_Light2;
Goto LightDone;
}
//============================================================================
//
// A_FireGrenade
//
//============================================================================
action void A_FireGrenade (class<Actor> grenadetype, double angleofs, statelabel flash)
{
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
player.SetPsprite (PSP_FLASH, weapon.FindState(flash), true);
}
if (grenadetype != null)
{
AddZ(32);
Actor grenade = SpawnSubMissile (grenadetype, self);
AddZ(-32);
if (grenade == null)
return;
if (grenade.SeeSound != 0)
{
grenade.A_StartSound (grenade.SeeSound, CHAN_VOICE);
}
grenade.Vel.Z = (-clamp(tan(Pitch), -5, 5)) * grenade.Speed + 8;
Vector2 offset = AngleToVector(angle, radius + grenade.radius);
double an = Angle + angleofs;
offset += AngleToVector(an, 15);
grenade.SetOrigin(grenade.Vec3Offset(offset.X, offset.Y, 0.), false);
}
}
}
// White Phosphorous Grenade Launcher ---------------------------------------
class StrifeGrenadeLauncher2 : StrifeGrenadeLauncher
{
Default
{
Weapon.SelectionOrder 3200;
Weapon.AmmoUse1 1;
Weapon.AmmoGive1 0;
Weapon.AmmoType1 "PhosphorusGrenadeRounds";
Weapon.SisterWeapon "StrifeGrenadeLauncher";
Tag "$TAG_GLAUNCHER2";
}
States
{
Ready:
GREN D 1 A_WeaponReady;
Loop;
Deselect:
GREN D 1 A_Lower;
Loop;
Select:
GREN D 1 A_Raise;
Loop;
Fire:
GREN D 5 A_FireGrenade("PhosphorousGrenade", -90, "Flash");
GREN E 10;
GREN D 5 A_FireGrenade("PhosphorousGrenade", 90, "Flash2");
GREN F 10;
GREN A 0 A_ReFire;
Goto Ready;
Flash:
GREF C 5 Bright A_Light1;
Goto LightDone;
Flash2:
GREF D 5 Bright A_Light2;
Goto LightDone;
}
}
// High-Explosive Grenade ---------------------------------------------------
class HEGrenade : Actor
{
Default
{
Speed 15;
Radius 13;
Height 13;
Mass 20;
Damage 1;
Reactiontime 30;
Projectile;
-NOGRAVITY
+STRIFEDAMAGE
+BOUNCEONACTORS
+EXPLODEONWATER
MaxStepHeight 4;
BounceType "Doom";
BounceFactor 0.5;
BounceCount 2;
SeeSound "weapons/hegrenadeshoot";
DeathSound "weapons/hegrenadebang";
Obituary "$OB_MPSTRIFEGRENADE";
}
States
{
Spawn:
GRAP AB 3 A_Countdown;
Loop;
Death:
BNG4 A 0 Bright A_NoGravity;
BNG4 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
BNG4 A 2 Bright A_Explode(192, 192, alert:true);
BNG4 BCDEFGHIJKLMN 3 Bright;
Stop;
}
}
// White Phosphorous Grenade ------------------------------------------------
class PhosphorousGrenade : Actor
{
Default
{
Speed 15;
Radius 13;
Height 13;
Mass 20;
Damage 1;
Reactiontime 40;
Projectile;
-NOGRAVITY
+STRIFEDAMAGE
+BOUNCEONACTORS
+EXPLODEONWATER
BounceType "Doom";
MaxStepHeight 4;
BounceFactor 0.5;
BounceCount 2;
SeeSound "weapons/phgrenadeshoot";
DeathSound "weapons/phgrenadebang";
Obituary "$OB_MPPHOSPHOROUSGRENADE";
}
States
{
Spawn:
GRIN AB 3 A_Countdown;
Loop;
Death:
BNG3 A 2 A_SpawnItemEx("PhosphorousFire");
Stop;
}
}
2018-11-26 16:15:40 +00:00
// Fire from the Phosphorous Grenade ----------------------------------------
class PhosphorousFire : Actor
{
Default
{
Reactiontime 120;
DamageType "Fire";
+NOBLOCKMAP
+FLOORCLIP
+NOTELEPORT
+NODAMAGETHRUST
+DONTSPLASH
+ZDOOMTRANS
RenderStyle "Add";
Obituary "$OB_MPPHOSPHOROUSGRENADE";
}
States
{
Spawn:
BNG3 B 2 Bright A_Burnarea;
BNG3 C 2 Bright A_Countdown;
FLBE A 2 Bright A_Burnination;
FLBE B 2 Bright A_Countdown;
FLBE C 2 Bright A_Burnarea;
FLBE D 3 Bright A_Countdown;
FLBE E 3 Bright A_Burnarea;
FLBE F 3 Bright A_Countdown;
FLBE G 3 Bright A_Burnination;
Goto Spawn+5;
Death:
FLBE H 2 Bright;
FLBE I 2 Bright A_Burnination;
FLBE JK 2 Bright;
Stop;
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
// This may look a bit weird but is the same as in SVE:
// For the bosses, only their regular 0.5 damage factor for fire applies.
let firedamage = target.ApplyDamageFactor('Fire', damage);
if (firedamage != damage) return damage; // if the target has a factor, do nothing here. The factor will be applied elsewhere.
// For everything else damage is halved, for robots quartered.
damage >>= 1;
if (target.bNoBlood)
{
damage >>= 1;
}
return damage;
}
// This function is mostly redundant and only kept in case some mod references it.
void A_Burnarea ()
{
A_Explode(128, 128);
}
void A_Burnination ()
{
Vel.Z -= 8;
Vel.X += (random2[PHBurn] (3));
Vel.Y += (random2[PHBurn] (3));
A_StartSound ("world/largefire", CHAN_VOICE);
// Only the main fire spawns more.
if (!bDropped)
{
// Original x and y offsets seemed to be like this:
// x + (((pr_phburn() + 12) & 31) << F.RACBITS);
//
// But that creates a lop-sided burn because it won't use negative offsets.
int xofs, xrand = random[PHBurn]();
int yofs, yrand = random[PHBurn]();
// Adding 12 is pointless if you're going to mask it afterward.
xofs = xrand & 31;
if (xrand & 128)
{
xofs = -xofs;
}
yofs = yrand & 31;
if (yrand & 128)
{
yofs = -yofs;
}
Vector2 newpos = Vec2Offset(xofs, yofs);
Sector sec = Level.PointInSector(newpos);
// Consider portals and 3D floors instead of just using the current sector's z.
double floorh = sec.NextLowestFloorAt(newpos.x, newpos.y, pos.z+4, 0, MaxStepHeight);
// The sector's floor is too high so spawn the flame elsewhere.
if (floorh + MaxStepHeight)
{
newpos = Pos.xy;
}
Actor drop = Spawn("PhosphorousFire", (newpos, pos.z + 4.), ALLOW_REPLACE);
if (drop != NULL)
{
drop.Vel.X = Vel.X + random2[PHBurn] (7);
drop.Vel.Y = Vel.Y + random2[PHBurn] (7);
drop.Vel.Z = Vel.Z - 1;
drop.reactiontime = random[PHBurn](2, 5);
drop.bDropped = true;
}
}
}
}