qzdoom/wadsrc/static/zscript/hexen/clericholy.txt
2016-11-26 14:06:41 +01:00

673 lines
13 KiB
Text

// Cleric Weapon Piece ------------------------------------------------------
class ClericWeaponPiece : WeaponPiece
{
Default
{
Inventory.PickupSound "misc/w_pkup";
Inventory.PickupMessage "$TXT_WRAITHVERGE_PIECE";
Inventory.ForbiddenTo "FighterPlayer", "MagePlayer";
WeaponPiece.Weapon "CWeapWraithverge";
+FLOATBOB
}
}
// Cleric Weapon Piece 1 ----------------------------------------------------
class CWeaponPiece1 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 1;
}
States
{
Spawn:
WCH1 A -1;
Stop;
}
}
// Cleric Weapon Piece 2 ----------------------------------------------------
class CWeaponPiece2 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 2;
}
States
{
Spawn:
WCH2 A -1;
Stop;
}
}
// Cleric Weapon Piece 3 ----------------------------------------------------
class CWeaponPiece3 : ClericWeaponPiece
{
Default
{
WeaponPiece.Number 3;
}
States
{
Spawn:
WCH3 A -1;
Stop;
}
}
// Wraithverge Drop ---------------------------------------------------------
class WraithvergeDrop : Actor
{
States
{
Spawn:
TNT1 A 1;
TNT1 A 1 A_DropWeaponPieces("CWeaponPiece1", "CWeaponPiece2", "CWeaponPiece3");
Stop;
}
}
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
class CWeapWraithverge : ClericWeapon
{
int CHolyCount;
Default
{
Health 3;
Weapon.SelectionOrder 3000;
+WEAPON.PRIMARY_USES_BOTH;
+Inventory.NoAttenPickupSound
Weapon.AmmoUse1 18;
Weapon.AmmoUse2 18;
Weapon.AmmoGive1 20;
Weapon.AmmoGive2 20;
Weapon.KickBack 150;
Weapon.AmmoType1 "Mana1";
Weapon.AmmoType2 "Mana2";
Inventory.PickupMessage "$TXT_WEAPON_C4";
Tag "$TAG_CWEAPWRAITHVERGE";
Inventory.PickupSound "WeaponBuild";
}
States
{
Spawn:
TNT1 A -1;
Stop;
Ready:
CHLY A 1 A_WeaponReady;
Loop;
Select:
CHLY A 1 A_Raise;
Loop;
Deselect:
CHLY A 1 A_Lower;
Loop;
Fire:
CHLY AB 1 Bright Offset (0, 40);
CHLY CD 2 Bright Offset (0, 43);
CHLY E 2 Bright Offset (0, 45);
CHLY F 6 Bright Offset (0, 48) A_CHolyAttack;
CHLY GG 2 Bright Offset (0, 40) A_CHolyPalette;
CHLY G 2 Offset (0, 36) A_CHolyPalette;
Goto Ready;
}
override color GetBlend ()
{
if (paletteflash & PF_HEXENWEAPONS)
{
if (CHolyCount == 3)
return Color(128, 70, 70, 70);
else if (CHolyCount == 2)
return Color(128, 100, 100, 100);
else if (CHolyCount == 1)
return Color(128, 130, 130, 130);
else
return Color(0, 0, 0, 0);
}
else
{
return Color(CHolyCount * 128 / 3, 131, 131, 131);
}
}
//============================================================================
//
// A_CHolyAttack
//
//============================================================================
action void A_CHolyAttack()
{
FTranslatedLineTarget t;
if (player == null)
{
return;
}
Weapon weapon = player.ReadyWeapon;
if (weapon != null)
{
if (!weapon.DepleteAmmo (weapon.bAltFire))
return;
}
Actor missile = SpawnPlayerMissile ("HolyMissile", angle, pLineTarget:t);
if (missile != null && !t.unlinked)
{
missile.tracer = t.linetarget;
}
invoker.CHolyCount = 3;
A_PlaySound ("HolySymbolFire", CHAN_WEAPON);
}
//============================================================================
//
// A_CHolyPalette
//
//============================================================================
action void A_CHolyPalette()
{
if (invoker.CHolyCount > 0) invoker.CHolyCount--;
}
}
// Holy Missile -------------------------------------------------------------
class HolyMissile : Actor
{
Default
{
Speed 30;
Radius 15;
Height 8;
Damage 4;
Projectile;
-ACTIVATEIMPACT -ACTIVATEPCROSS
+EXTREMEDEATH
}
States
{
Spawn:
SPIR PPPP 3 Bright A_SpawnItemEx("HolyMissilePuff");
Death:
SPIR P 1 Bright A_CHolyAttack2;
Stop;
}
//============================================================================
//
// A_CHolyAttack2
//
// Spawns the spirits
//============================================================================
void A_CHolyAttack2()
{
for (int j = 0; j < 4; j++)
{
Actor mo = Spawn("HolySpirit", Pos, ALLOW_REPLACE);
if (!mo)
{
continue;
}
switch (j)
{ // float bob index
case 0:
mo.WeaveIndexZ = random[HolyAtk2]() & 7; // upper-left
break;
case 1:
mo.WeaveIndexZ = 32 + (random[HolyAtk2]() & 7); // upper-right
break;
case 2:
mo.WeaveIndexXY = 32 + (random[HolyAtk2]() & 7); // lower-left
break;
case 3:
mo.WeaveIndexXY = 32 + (random[HolyAtk2]() & 7);
mo.WeaveIndexZ = 32 + (random[HolyAtk2]() & 7);
break;
}
mo.SetZ(pos.z);
mo.angle = angle + 67.5 - 45.*j;
mo.Thrust();
mo.target = target;
mo.args[0] = 10; // initial turn value
mo.args[1] = 0; // initial look angle
if (deathmatch)
{ // Ghosts last slightly less longer in DeathMatch
mo.health = 85;
}
if (tracer)
{
mo.tracer = tracer;
mo.bNoClip = true;
mo.bSkullFly = true;
mo.bMissile = false;
}
HolyTail.SpawnSpiritTail (mo);
}
}
}
// Holy Missile Puff --------------------------------------------------------
class HolyMissilePuff : Actor
{
Default
{
Radius 4;
Height 8;
+NOBLOCKMAP +NOGRAVITY +DROPOFF
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
SPIR QRSTU 3;
Stop;
}
}
// Holy Puff ----------------------------------------------------------------
class HolyPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
SPIR KLMNO 3;
Stop;
}
}
// Holy Spirit --------------------------------------------------------------
class HolySpirit : Actor
{
Default
{
Health 105;
Speed 12;
Radius 10;
Height 6;
Damage 3;
Projectile;
+RIPPER +SEEKERMISSILE
+FOILINVUL +SKYEXPLODE +NOEXPLODEFLOOR +CANBLAST
+EXTREMEDEATH +NOSHIELDREFLECT
RenderStyle "Translucent";
Alpha 0.4;
DeathSound "SpiritDie";
Obituary "$OB_MPCWEAPWRAITHVERGE";
}
States
{
Spawn:
SPIR AAB 2 A_CHolySeek;
SPIR B 2 A_CHolyCheckScream;
Loop;
Death:
SPIR D 4;
SPIR E 4 A_Scream;
SPIR FGHI 4;
Stop;
}
//============================================================================
//
//
//
//============================================================================
override bool Slam(Actor thing)
{
if (thing.bShootable && thing != target)
{
if (multiplayer && !deathmatch && thing.player && target.player)
{ // don't attack other co-op players
return true;
}
if (thing.bReflective && (thing.player || thing.bBoss))
{
tracer = target;
target = thing;
return true;
}
if (thing.bIsMonster || thing.player)
{
tracer = thing;
}
if (random[SpiritSlam]() < 96)
{
int dam = 12;
if (thing.player || thing.bBoss)
{
dam = 3;
// ghost burns out faster when attacking players/bosses
health -= 6;
}
thing.DamageMobj(self, target, dam, 'Melee');
if (random[SpiritSlam]() < 128)
{
Spawn("HolyPuff", Pos, ALLOW_REPLACE);
A_PlaySound("SpiritAttack", CHAN_WEAPON);
if (thing.bIsMonster && random[SpiritSlam]() < 128)
{
thing.Howl();
}
}
}
if (thing.health <= 0)
{
tracer = null;
}
}
return true;
}
override bool SpecialBlastHandling (Actor source, double strength)
{
if (tracer == source)
{
tracer = target;
target = source;
}
return true;
}
//============================================================================
//
// CHolyFindTarget
//
//============================================================================
private void CHolyFindTarget ()
{
Actor target;
if ( (target = RoughMonsterSearch (6, true)) )
{
tracer = target;
bNoClip = true;
bSkullFly = true;
bMissile = false;
}
}
//============================================================================
//
// CHolySeekerMissile
//
// Similar to P_SeekerMissile, but seeks to a random Z on the target
//============================================================================
private void CHolySeekerMissile (double thresh, double turnMax)
{
Actor target = tracer;
if (target == NULL)
{
return;
}
if (!target.bShootable || (!target.bIsMonster && !target.player))
{ // Target died/target isn't a player or creature
tracer = null;
bNoClip = false;
bSkullFly = false;
bMissile = true;
CHolyFindTarget();
return;
}
double ang = deltaangle(angle, AngleTo(target));
double delta = abs(ang);
if (delta > thresh)
{
delta /= 2;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (ang > 0)
{ // Turn clockwise
angle += delta;
}
else
{ // Turn counter clockwise
angle -= delta;
}
VelFromAngle();
if (!(level.time&15)
|| pos.z > target.pos.z + target.height
|| pos.z + height < target.pos.z)
{
double newZ = target.pos.z + ((random[HolySeeker]()*target.Height) / 256.);
double deltaZ = newZ - pos.z;
if (abs(deltaZ) > 15)
{
if (deltaZ > 0)
{
deltaZ = 15;
}
else
{
deltaZ = -15;
}
}
Vel.Z = deltaZ / DistanceBySpeed(target, Speed);
}
}
//============================================================================
//
// A_CHolySeek
//
//============================================================================
void A_CHolySeek()
{
health--;
if (health <= 0)
{
Vel.X /= 4;
Vel.Y /= 4;
Vel.Z = 0;
SetStateLabel ("Death");
tics -= random[HolySeeker]()&3;
return;
}
if (tracer)
{
CHolySeekerMissile (args[0], args[0]*2.);
if (!((level.time+7)&15))
{
args[0] = 5+(random[HolySeeker]()/20);
}
}
int xyspeed = (random[HolySeeker]() % 5);
int zspeed = (random[HolySeeker]() % 5);
A_Weave(xyspeed, zspeed, 4., 2.);
}
//============================================================================
//
// A_CHolyCheckScream
//
//============================================================================
void A_CHolyCheckScream()
{
A_CHolySeek();
if (random[HolyScream]() < 20)
{
A_PlaySound ("SpiritActive", CHAN_VOICE);
}
if (!tracer)
{
CHolyFindTarget();
}
}
}
// Holy Tail ----------------------------------------------------------------
class HolyTail : Actor
{
Default
{
Radius 1;
Height 1;
+NOBLOCKMAP +NOGRAVITY +DROPOFF +NOCLIP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
SPIR C 1 A_CHolyTail;
Loop;
TailTrail:
SPIR D -1;
Stop;
}
//============================================================================
//
// SpawnSpiritTail
//
//============================================================================
static void SpawnSpiritTail (Actor spirit)
{
Actor tail = Spawn ("HolyTail", spirit.Pos, ALLOW_REPLACE);
tail.target = spirit; // parent
for (int i = 1; i < 3; i++)
{
Actor next = Spawn ("HolyTailTrail", spirit.Pos, ALLOW_REPLACE);
tail.tracer = next;
tail = next;
}
tail.tracer = null; // last tail bit
}
//============================================================================
//
// CHolyTailFollow
//
//============================================================================
private void CHolyTailFollow(double dist)
{
Actor mo = self;
while (mo)
{
Actor child = mo.tracer;
if (child)
{
double an = mo.AngleTo(child);
double oldDistance = child.Distance2D(mo);
if (child.TryMove(mo.Pos.XY + AngleToVector(an, dist), true))
{
double newDistance = child.Distance2D(mo) - 1;
if (oldDistance < 1)
{
if (child.pos.z < mo.pos.z)
{
child.SetZ(mo.pos.z - dist);
}
else
{
child.SetZ(mo.pos.z + dist);
}
}
else
{
child.SetZ(mo.pos.z + (newDistance * (child.pos.z - mo.pos.z) / oldDistance));
}
}
}
mo = child;
dist -= 1;
}
}
//============================================================================
//
// CHolyTailRemove
//
//============================================================================
private void CHolyTailRemove ()
{
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;
}
}