mirror of
https://github.com/ZDoom/qzdoom.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.
399 lines
7.2 KiB
Text
399 lines
7.2 KiB
Text
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class HereticWeapon : Weapon
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{
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Default
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{
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Weapon.Kickback 150;
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}
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}
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// Pod ----------------------------------------------------------------------
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class Pod : Actor
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{
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Default
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{
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Health 45;
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Radius 16;
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Height 54;
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Painchance 255;
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+SOLID +NOBLOOD +SHOOTABLE +DROPOFF
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+WINDTHRUST +PUSHABLE +SLIDESONWALLS
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+CANPASS +TELESTOMP +DONTMORPH
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+NOBLOCKMONST +DONTGIB +OLDRADIUSDMG
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DeathSound "world/podexplode";
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PushFactor 0.5;
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}
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States
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{
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Spawn:
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PPOD A 10;
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Loop;
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Pain:
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PPOD B 14 A_PodPain;
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Goto Spawn;
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Death:
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PPOD C 5 BRIGHT A_RemovePod;
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PPOD D 5 BRIGHT A_Scream;
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PPOD E 5 BRIGHT A_Explode;
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PPOD F 10 BRIGHT;
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Stop;
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Grow:
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PPOD IJKLMNOP 3;
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Goto Spawn;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_PodPain
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//
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//----------------------------------------------------------------------------
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void A_PodPain (class<Actor> gootype = "PodGoo")
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{
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int chance = Random[PodPain]();
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if (chance < 128)
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{
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return;
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}
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for (int count = chance > 240 ? 2 : 1; count; count--)
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{
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Actor goo = Spawn(gootype, pos + (0, 0, 48), ALLOW_REPLACE);
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if (goo != null)
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{
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goo.target = self;
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goo.Vel.X = Random2[PodPain]() / 128.;
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goo.Vel.Y = Random2[PodPain]() / 128.;
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goo.Vel.Z = 0.5 + random[PodPain]() / 128.;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_RemovePod
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//
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//----------------------------------------------------------------------------
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void A_RemovePod ()
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{
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if (master && master.special1 > 0)
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{
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master.special1--;
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}
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}
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}
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// Pod goo (falls from pod when damaged) ------------------------------------
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class PodGoo : Actor
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{
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Default
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{
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Radius 2;
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Height 4;
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Gravity 0.125;
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+NOBLOCKMAP +MISSILE +DROPOFF
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+NOTELEPORT +CANNOTPUSH
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}
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States
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{
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Spawn:
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PPOD GH 8;
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Loop;
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Death:
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PPOD G 10;
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Stop;
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}
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}
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// Pod generator ------------------------------------------------------------
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class PodGenerator : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+DONTSPLASH
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AttackSound "world/podgrow";
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}
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States
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{
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Spawn:
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TNT1 A 35 A_MakePod;
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Loop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MakePod
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//
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//----------------------------------------------------------------------------
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const MAX_GEN_PODS = 16;
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void A_MakePod (class<Actor> podtype = "Pod")
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{
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if (special1 >= MAX_GEN_PODS)
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{ // Too many generated pods
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return;
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}
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Actor mo = Spawn(podtype, (pos.xy, ONFLOORZ), ALLOW_REPLACE);
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if (!mo) return;
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if (!mo.CheckPosition (mo.Pos.xy))
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{ // Didn't fit
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mo.Destroy ();
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return;
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}
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mo.SetStateLabel("Grow");
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mo.Thrust(4.5, random[MakePod]() * (360. / 256));
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A_PlaySound (AttackSound, CHAN_BODY);
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special1++; // Increment generated pod count
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mo.master = self; // Link the generator to the pod
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}
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}
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// Teleglitter generator 1 --------------------------------------------------
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class TeleGlitterGenerator1 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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+MOVEWITHSECTOR
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}
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States
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{
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Spawn:
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TNT1 A 8 A_SpawnItemEx("TeleGlitter1", random[TeleGlitter](0,31)-16, random[TeleGlitter](0,31)-16, 0, 0,0,0.25);
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Loop;
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}
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}
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// Teleglitter generator 2 --------------------------------------------------
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class TeleGlitterGenerator2 : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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+DONTSPLASH
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+MOVEWITHSECTOR
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}
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States
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{
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Spawn:
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TNT1 A 8 A_SpawnItemEx("TeleGlitter2", random[TeleGlitter2](0,31)-16, random[TeleGlitter2](0,31)-16, 0, 0,0,0.25);
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Loop;
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}
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}
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// Teleglitter 1 ------------------------------------------------------------
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class TeleGlitter1 : Actor
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{
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Default
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{
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+NOBLOCKMAP +NOGRAVITY +MISSILE
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RenderStyle "Add";
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Damage 0;
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}
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States
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{
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Spawn:
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TGLT A 2 BRIGHT;
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TGLT B 2 BRIGHT A_AccTeleGlitter;
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TGLT C 2 BRIGHT;
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TGLT D 2 BRIGHT A_AccTeleGlitter;
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TGLT E 2 BRIGHT;
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Loop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_AccTeleGlitter
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//
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//----------------------------------------------------------------------------
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void A_AccTeleGlitter ()
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{
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if (++health > 35)
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{
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Vel.Z *= 1.5;
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}
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}
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}
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// Teleglitter 2 ------------------------------------------------------------
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class TeleGlitter2 : TeleGlitter1
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{
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States
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{
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Spawn:
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TGLT F 2 BRIGHT;
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TGLT G 2 BRIGHT A_AccTeleGlitter;
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TGLT H 2 BRIGHT;
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TGLT I 2 BRIGHT A_AccTeleGlitter;
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TGLT J 2 BRIGHT;
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Loop;
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}
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}
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// --- Volcano --------------------------------------------------------------
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class Volcano : Actor
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{
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Default
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{
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Radius 12;
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Height 20;
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+SOLID
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}
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States
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{
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Spawn:
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VLCO A 350;
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VLCO A 35 A_VolcanoSet;
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VLCO BCDBCD 3;
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VLCO E 10 A_VolcanoBlast;
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Goto Spawn+1;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_VolcanoSet
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//
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//----------------------------------------------------------------------------
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void A_VolcanoSet ()
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{
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tics = 105 + (random[VolcanoSet]() & 127);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_VolcanoBlast
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//
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//----------------------------------------------------------------------------
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void A_VolcanoBlast ()
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{
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int count = random[VolcanoBlast](1,3);
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for (int i = 0; i < count; i++)
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{
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Actor blast = Spawn("VolcanoBlast", pos + (0, 0, 44), ALLOW_REPLACE);
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if (blast != null)
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{
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blast.target = self;
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blast.Angle = random[VolcanoBlast]() * (360 / 256.);
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blast.VelFromAngle(1.);
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blast.Vel.Z = 2.5 + random[VolcanoBlast]() / 64.;
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blast.A_PlaySound ("world/volcano/shoot", CHAN_BODY);
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blast.CheckMissileSpawn (radius);
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}
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}
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}
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}
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// Volcano blast ------------------------------------------------------------
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class VolcanoBlast : Actor
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{
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Default
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{
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Radius 8;
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Height 8;
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Speed 2;
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Damage 2;
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DamageType "Fire";
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Gravity 0.125;
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+NOBLOCKMAP +MISSILE +DROPOFF
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+NOTELEPORT
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DeathSound "world/volcano/blast";
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}
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States
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{
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Spawn:
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VFBL AB 4 BRIGHT A_SpawnItemEx("Puffy", random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625, random2[BeastPuff]()*0.015625,
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0,0,0,0,SXF_ABSOLUTEPOSITION, 64);
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Loop;
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Death:
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XPL1 A 4 BRIGHT A_VolcBallImpact;
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XPL1 BCDEF 4 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_VolcBallImpact
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//
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//----------------------------------------------------------------------------
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void A_VolcBallImpact ()
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{
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if (pos.Z <= floorz)
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{
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bNoGravity = true;
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Gravity = 1;
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AddZ(28);
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}
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A_Explode(25, 25, XF_NOSPLASH|XF_HURTSOURCE, false, 0, 0, 0, "BulletPuff", 'Fire');
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for (int i = 0; i < 4; i++)
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{
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Actor tiny = Spawn("VolcanoTBlast", Pos, ALLOW_REPLACE);
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if (tiny)
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{
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tiny.target = self;
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tiny.Angle = 90.*i;
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tiny.VelFromAngle(0.7);
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tiny.Vel.Z = 1. + random[VolcBallImpact]() / 128.;
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tiny.CheckMissileSpawn (radius);
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}
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}
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}
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}
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// Volcano T Blast ----------------------------------------------------------
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class VolcanoTBlast : Actor
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{
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Default
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{
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Radius 8;
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Height 6;
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Speed 2;
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Damage 1;
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DamageType "Fire";
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Gravity 0.125;
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+NOBLOCKMAP +MISSILE +DROPOFF
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+NOTELEPORT
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}
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States
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{
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Spawn:
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VTFB AB 4 BRIGHT;
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Loop;
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Death:
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SFFI CBABCDE 4 BRIGHT;
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Stop;
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}
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}
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