flak_m/zscript/flakcannon.zsc

741 lines
17 KiB
Text

Class FlakAmmo : Ammo
{
Default
{
Tag "$T_FLAKAMMO";
Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override String PickupMessage()
{
return String.Format("%s%d%s",StringTable.Localize("$I_FLAKAMMOL"),Amount,StringTable.Localize("$I_FLAKAMMOR"));
}
States
{
Spawn:
FAMO A -1;
Stop;
}
}
Class FlakAmmo2 : FlakAmmo
{
Default
{
Tag "$T_FLAKAMMO2";
Inventory.PickupMessage "$I_FLAKAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
FSLG A -1;
Stop;
}
}
Class ChunkLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,128,8;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( isFrozen() ) return;
args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1);
}
}
Class ChunkTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("ChunkLight",pos);
l.target = self;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( InStateSequence(CurState,FindState("Death")) ) return;
if ( !target )
{
int dist = FindState("Spawn").DistanceTo(CurState);
SetState(FindState("Death")+dist);
return;
}
SetOrigin(target.pos+(0,0,speed),true);
}
States
{
Spawn:
FGLO ABCDEFGHIJK 3 Bright;
Stop;
Death:
FGLO ABCDEFGHIJK 1 Bright;
Stop;
}
}
Class FlakAccumulator : Thinker
{
Actor victim;
int amount;
int cnt;
override void Tick()
{
Super.Tick();
cnt++;
if ( cnt < 5 ) return;
Destroy();
}
static void Accumulate( Actor victim, int amount )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a, match = null;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
match = a;
break;
}
if ( !match )
{
match = new("FlakAccumulator");
match.ChangeStatNum(STAT_USER);
match.victim = victim;
}
match.cnt = 0;
match.amount += amount;
}
static int GetAmount( Actor victim )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
return a.amount;
}
return 0;
}
}
Class FlakChunk : Actor
{
ChunkTrail trail;
double rollvel, pitchvel, yawvel;
double lifetime, lifespeed;
int lifetics;
Vector3 oldvel;
Default
{
Obituary "$O_FLAKCANNON";
Radius 2;
Height 2;
Speed 32;
DamageFunction 16;
DamageType 'Shredded';
BounceType "Hexen";
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
+SKYEXPLODE;
+INTERPOLATEANGLES;
+HITTRACER;
Scale 0.3;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
trail = ChunkTrail(Spawn("ChunkTrail",pos));
trail.target = self;
trail.speed = 1.2;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
scale *= Frandom[Flak](0.8,1.2);
SetState(ResolveState("Spawn")+Random[Flak](0,3));
}
override void Tick()
{
oldvel = vel;
Super.Tick();
if ( isFrozen() ) return;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
if ( trail ) trail.Destroy();
}
lifetics++;
if ( lifetics > 3 )
{
lifetics = 0;
if ( frame < 11 ) frame++;
}
lifetime += lifespeed;
if ( (waterlevel <= 0) && (frame < 10) && !(lifetics%2) )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.alpha = scale.x/0.5;
s.SetShade("AAAAAA");
}
else if ( waterlevel > 0 )
{
let s = Spawn("UTBubble",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.scale *= scale.x*0.5;
}
if ( trail ) trail.alpha = max(0,11-frame)/11.;
if ( InStateSequence(CurState,FindState("Death")) ) return;
roll += rollvel;
pitch += pitchvel;
angle += pitchvel;
}
void A_HandleBounce()
{
// chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
Vector3 HitNormal = -vel.unit();
F3DFloor ff;
if ( BlockingFloor )
{
// find closest 3d floor for its normal
for ( int i=0; i<CurSector.e.ffloors.Size(); i++ )
{
if ( !(CurSector.e.ffloors[i].top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = CurSector.e.ffloors[i];
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
for ( int i=0; i<CurSector.e.ffloors.Size(); i++ )
{
if ( !(CurSector.e.ffloors[i].bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = CurSector.e.ffloors[i];
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
HitNormal = (-1,0,0);
else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
HitNormal = (1,0,0);
else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
HitNormal = (0,-1,0);
else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
HitNormal = (0,1,0);
else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
HitNormal = (0,0,1);
else if ( (pos.z+height) <= BlockingMobj.pos.z )
HitNormal = (0,0,-1);
}
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula
vel = 0.8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Flak](0.0,0.8))+vel);
bHITOWNER = true;
int numpt = Random[Flak](2,3);
if ( (frame < 10) && Random[Flak](0,1) )
{
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,4);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
else A_SprayDecal("WallCrack",-8);
A_Gravity();
gravity = 0.35;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 5.0 ) ExplodeMissile();
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( vel.length() <= 5.0 ) return -1;
FlakAccumulator.Accumulate(target,damage);
int gibhealth = (target.GibHealth==int.min)?-target.SpawnHealth():target.GibHealth;
int calcdmg = FlakAccumulator.GetAmount(target);
if ( target.Health-calcdmg <= (gibhealth/2) ) bEXTREMEDEATH = true;
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("flak/meat",volume:0.3);
A_AlertMonsters();
}
return damage;
}
States
{
Spawn:
FCH1 A 0;
Goto Idle;
FCH2 A 0;
Goto Idle;
FCH3 A 0;
Goto Idle;
FCH4 A 0;
Goto Idle;
Idle:
#### # -1;
Stop;
Bounce:
#### # 0 A_HandleBounce();
Goto Idle;
Death:
#### # 0
{
bMOVEWITHSECTOR = true;
A_SetTics(Random[Flak](30,50));
}
#### # 1
{
A_SetScale(scale.x-0.002);
if ( scale.x <= 0.0 ) Destroy();
}
Wait;
Crash:
TNT1 A 0
{
let l = Spawn("BulletImpact",pos);
Vector3 dir;
if ( tracer ) dir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
else dir = vel.unit();
l.angle = atan2(dir.y,dir.x);
l.pitch = asin(-dir.z);
A_PlaySound("flak/hit",volume:0.3);
A_AlertMonsters();
}
XDeath:
TNT1 A 1;
Stop;
Dummy:
FCH1 ABCDEFGHIJKL -1;
FCH2 ABCDEFGHIJKL -1;
FCH3 ABCDEFGHIJKL -1;
FCH4 ABCDEFGHIJKL -1;
Stop;
}
}
Class SlugSmoke : Actor
{
double lifetime, lifespeed;
Default
{
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
lifetime += lifespeed;
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.vel.z += 2.;
s.alpha = scale.x;
s.SetShade("AAAAAA");
scale.x = max(0,1-lifetime);
if ( scale.x <= 0 ) Destroy();
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
}
Class SlugLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,224,128,80;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(224*lifetime);
args[LIGHT_BLUE] = int(128*lifetime);
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class FlakSlug : Actor
{
Default
{
Obituary "$O_FLAKCANNON";
DamageType 'FlakDeath';
Radius 2;
Height 2;
Gravity 0.35;
Speed 20;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+EXPLODEONWATER;
+HITTRACER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel.z += 3;
}
override void Tick()
{
Super.Tick();
if ( waterlevel > 0 ) vel.xy *= 0.98;
}
action void A_FlakExplode()
{
bForceXYBillboard = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(1.2);
UTMainHandler.DoBlast(self,120,75000);
A_Explode(70,120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Actor p;
Vector3 spawnofs;
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
else if ( BlockingFloor ) spawnofs = BlockingFloor.floorplane.Normal*8;
else if ( BlockingCeiling ) spawnofs = BlockingCeiling.ceilingplane.Normal*8;
else if ( BlockingLine )
{
spawnofs = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit()*8;
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
spawnofs *= -1;
}
for ( int i=0; i<5; i++ )
{
p = Spawn("FlakChunk",Vec3Offset(spawnofs.x,spawnofs.y,spawnofs.z));
p.bHITOWNER = true;
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = target;
}
int numpt = Random[Flak](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Flak](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](6,16);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[Flak](0.9,1.8);
}
}
States
{
Spawn:
FSLG A 1
{
for ( int i=0; i<6; i++ )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.alpha = 0.5;
s.SetShade("AAAAAA");
}
}
Wait;
Death:
EXP2 A 0 A_FlakExplode();
EXP2 ABCDEFGHIJKLMNOPQR 1 BRIGHT;
Stop;
}
}
Class FlakLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
args 255,224,128,150;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class FlakCannon : UTWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_6);
}
action void A_FireChunks()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(160,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
A_AlertMonsters();
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
offsets[2] = 2*y+z;
offsets[3] = -y;
offsets[4] = 2*y-z;
offsets[5] = (0,0,0);
offsets[6] = y-z;
offsets[7] = 2*y+z;
Actor p;
for ( int i=0; i<8; i++ )
{
p = Spawn("FlakChunk",level.Vec3Offset(origin,offsets[i]));
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = self;
}
int numpt = Random[Flak](20,30);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.4,.4),FRandom[Flak](-.4,.4));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
action void A_FireSlug()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
Actor p = Spawn("FlakSlug",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
int numpt = Random[Flak](10,15);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<16; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
Default
{
Tag "$T_FLAKCANNON";
Inventory.PickupMessage "$I_FLAKCANNON";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 2;
Weapon.AmmoType "FlakAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlakAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
FPCK A -1;
Stop;
FPCK B -1;
Stop;
Ready:
FLKS ABDEGHJKMNPQSTVWYZ 1 A_WeaponReady(WRF_NOFIRE);
FKS2 BC 1 A_WeaponReady(WRF_NOFIRE);
FLKL A 1 A_Loading(true);
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
FLKL A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCEFGIJKMNO 1;
Idle:
FLKI A 1 A_WeaponReady();
Wait;
Fire:
FLKF A 1 A_FireChunks();
FLKF BCDEFGHI 1;
FLKF J 4;
Goto Loading;
AltFire:
FLKA A 1 A_FireSlug();
FLKA BCDEFGHIJK 2;
FLKA K 4;
Goto Loading;
Select:
FLKS A 1 A_Raise(int.max);
Wait;
Deselect:
FLKD ABCDEFGHIJ 1;
FLKD J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
FMUZ A 3 Bright
{
let l = Spawn("FlakLight",pos);
l.target = self;
}
Stop;
}
}