qzdoom/wadsrc/static/zscript/hexen/magelightning.txt

448 lines
8.3 KiB
Text
Raw Normal View History

// The Mage's Lightning Arc of Death ----------------------------------------
class MWeapLightning : MageWeapon
{
Default
{
+NOGRAVITY
Weapon.SelectionOrder 1100;
Weapon.AmmoUse1 5;
Weapon.AmmoGive1 25;
Weapon.KickBack 0;
Weapon.YAdjust 20;
Weapon.AmmoType1 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_M3";
Tag "$TAG_MWEAPLIGHTNING";
}
States
{
Spawn:
WMLG ABCDEFGH 4 Bright;
Loop;
Select:
MLNG A 1 Bright A_Raise;
Loop;
Deselect:
MLNG A 1 Bright A_Lower;
Loop;
Ready:
MLNG AAAAA 1 Bright A_WeaponReady;
MLNG A 1 Bright A_LightningReady;
MLNG BBBBBB 1 Bright A_WeaponReady;
MLNG CCCCC 1 Bright A_WeaponReady;
MLNG C 1 Bright A_LightningReady;
MLNG BBBBBB 1 Bright A_WeaponReady;
Loop;
Fire:
MLNG DE 3 Bright;
MLNG F 4 Bright A_MLightningAttack;
MLNG G 4 Bright;
MLNG HI 3 Bright;
MLNG I 6 Bright Offset (0, 199);
MLNG C 2 Bright Offset (0, 55);
MLNG B 2 Bright Offset (0, 50);
MLNG B 2 Bright Offset (0, 45);
MLNG B 2 Bright Offset (0, 40);
Goto Ready;
}
//============================================================================
//
// A_LightningReady
//
//============================================================================
action void A_LightningReady()
{
A_WeaponReady();
if (random[LightningReady]() < 160)
{
A_PlaySound ("MageLightningReady", CHAN_WEAPON);
}
}
//============================================================================
//
// A_MLightningAttack
//
//============================================================================
action void A_MLightningAttack(class<Actor> floor = "LightningFloor", class<Actor> ceiling = "LightningCeiling")
{
LightningFloor fmo = LightningFloor(SpawnPlayerMissile (floor));
LightningCeiling cmo = LightningCeiling(SpawnPlayerMissile (ceiling));
if (fmo)
{
fmo.special1 = 0;
fmo.lastenemy = cmo;
fmo.A_LightningZap();
}
if (cmo)
{
cmo.tracer = NULL;
cmo.lastenemy = fmo;
cmo.A_LightningZap();
}
A_PlaySound ("MageLightningFire", CHAN_BODY);
if (player != NULL)
{
Weapon weapon = player.ReadyWeapon;
if (weapon != NULL)
{
weapon.DepleteAmmo (weapon.bAltFire);
}
}
}
}
// Ceiling Lightning --------------------------------------------------------
class Lightning : Actor
{
Default
{
MissileType "LightningZap";
AttackSound "MageLightningZap";
ActiveSound "MageLightningContinuous";
Obituary "$OB_MPMWEAPLIGHTNING";
}
override int SpecialMissileHit (Actor thing)
{
if (thing.bShootable && thing != target)
{
if (thing.Mass < LARGE_MASS)
{
thing.Vel.X += Vel.X / 16;
thing.Vel.Y += Vel.Y / 16;
}
if ((!thing.player && !thing.bBoss) || !(level.time&1))
{
thing.DamageMobj(self, target, 3, 'Electric');
A_PlaySound(AttackSound, CHAN_WEAPON|CHAN_NOSTOP, 1, false);
if (thing.bIsMonster && random[LightningHit]() < 64)
{
thing.Howl ();
}
}
health--;
if (health <= 0 || thing.health <= 0)
{
return 0;
}
if (bFloorHugger)
{
if (lastenemy && ! lastenemy.tracer)
{
lastenemy.tracer = thing;
}
}
else if (!tracer)
{
tracer = thing;
}
}
return 1; // lightning zaps through all sprites
}
}
class LightningCeiling : Lightning
{
const ZAGSPEED = 1;
Default
{
Health 144;
Speed 25;
Radius 16;
Height 40;
Damage 8;
Projectile;
+CEILINGHUGGER
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
MLFX A 2 Bright A_LightningZap;
MLFX BCD 2 Bright A_LightningClip;
Loop;
Death:
MLF2 A 2 Bright A_LightningRemove;
MLF2 BCDEKLM 3 Bright;
ACLO E 35;
MLF2 NO 3 Bright;
MLF2 P 4 Bright;
MLF2 QP 3 Bright;
MLF2 Q 4 Bright;
MLF2 P 3 Bright;
MLF2 O 3 Bright;
MLF2 P 3 Bright;
MLF2 P 1 Bright A_HideThing;
ACLO E 1050;
Stop;
}
//============================================================================
//
// A_LightningClip
//
//============================================================================
void A_LightningClip()
{
Actor cMo;
Actor target = NULL;
int zigZag;
if (bFloorHugger)
{
if (lastenemy == NULL)
{
return;
}
SetZ(floorz);
target = lastenemy.tracer;
}
else if (bCeilingHugger)
{
SetZ(ceilingz - Height);
target = tracer;
}
if (bFloorHugger)
{ // floor lightning zig-zags, and forces the ceiling lightning to mimic
cMo = lastenemy;
zigZag = random[LightningClip]();
if((zigZag > 128 && special1 < 2) || special1 < -2)
{
Thrust(ZAGSPEED, angle + 90);
if(cMo)
{
cMo.Thrust(ZAGSPEED, angle + 90);
}
special1++;
}
else
{
Thrust(ZAGSPEED,angle - 90);
if(cMo)
{
cMo.Thrust(ZAGSPEED, angle - 90);
}
special1--;
}
}
if(target)
{
if(target.health <= 0)
{
ExplodeMissile();
}
else
{
angle = AngleTo(target);
VelFromAngle(Speed / 2);
}
}
}
//============================================================================
//
// A_LightningZap
//
//============================================================================
void A_LightningZap()
{
Class<Actor> lightning = MissileName;
if (lightning == NULL) lightning = "LightningZap";
A_LightningClip();
health -= 8;
if (health <= 0)
{
SetStateLabel ("Death");
return;
}
double deltaX = (random[LightningZap]() - 128) * radius / 256;
double deltaY = (random[LightningZap]() - 128) * radius / 256;
double deltaZ = (bFloorHugger) ? 10 : -10;
Actor mo = Spawn(lightning, Vec3Offset(deltaX, deltaY, deltaZ), ALLOW_REPLACE);
if (mo)
{
mo.lastenemy = self;
mo.Vel.X = Vel.X;
mo.Vel.Y = Vel.Y;
mo.Vel.Z = (bFloorHugger) ? 20 : -20;
mo.target = target;
}
if (bFloorHugger && random[LightningZap]() < 160)
{
A_PlaySound (ActiveSound, CHAN_BODY);
}
}
//============================================================================
//
// A_LightningRemove
//
//============================================================================
void A_LightningRemove()
{
Actor mo = lastenemy;
if (mo)
{
bNoTarget = true; // tell A_ZapMimic that we are dead. The original code did a state pointer compare which is not safe.
mo.lastenemy = NULL;
mo.ExplodeMissile ();
}
}
}
// Floor Lightning ----------------------------------------------------------
class LightningFloor : LightningCeiling
{
Default
{
-CEILINGHUGGER
+FLOORHUGGER
+ZDOOMTRANS
RenderStyle "Add";
}
States
{
Spawn:
MLFX E 2 Bright A_LightningZap;
MLFX FGH 2 Bright A_LightningClip;
Loop;
Death:
MLF2 F 2 Bright A_LightningRemove;
MLF2 GHIJKLM 3 Bright;
ACLO E 20;
MLF2 NO 3 Bright;
MLF2 P 4 Bright;
MLF2 QP 3 Bright;
MLF2 Q 4 Bright A_LastZap;
MLF2 POP 3 Bright;
MLF2 P 1 Bright A_HideThing;
Goto Super::Death + 19;
}
//============================================================================
//
// A_LastZap
//
//============================================================================
void A_LastZap()
{
Class<Actor> lightning = MissileName;
if (lightning == NULL) lightning = "LightningZap";
Actor mo = Spawn(lightning, self.Pos, ALLOW_REPLACE);
if (mo)
{
mo.SetStateLabel ("Death");
mo.Vel.Z = 40;
mo.SetDamage(0);
}
}
}
// Lightning Zap ------------------------------------------------------------
class LightningZap : Actor
{
Default
{
Radius 15;
Height 35;
Damage 2;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
+ZDOOMTRANS
RenderStyle "Add";
Obituary "$OB_MPMWEAPLIGHTNING";
}
States
{
Spawn:
MLFX IJKLM 2 Bright A_ZapMimic;
Loop;
Death:
MLFX NOPQRSTU 2 Bright;
Stop;
}
override int SpecialMissileHit (Actor thing)
{
Actor lmo;
if (thing.bShootable && thing != target)
{
lmo = lastenemy;
if (lmo)
{
if (lmo.bFloorHugger)
{
if (lmo.lastenemy && !lmo.lastenemy.tracer)
{
lmo.lastenemy.tracer = thing;
}
}
else if (!lmo.tracer)
{
lmo.tracer = thing;
}
if (!(level.time&3))
{
lmo.health--;
}
}
}
return -1;
}
//============================================================================
//
// A_ZapMimic
//
//============================================================================
void A_ZapMimic()
{
Actor mo = lastenemy;
if (mo)
{
if (mo.bNoTarget)
{
ExplodeMissile ();
}
else
{
Vel.X = mo.Vel.X;
Vel.Y = mo.Vel.Y;
}
}
}
}