gzdoom-gles/wadsrc/static/zscript/actors/hexen/dragon.zs

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// Dragon -------------------------------------------------------------------
class Dragon : Actor
{
Default
{
Health 640;
PainChance 128;
Speed 10;
Height 65;
Mass 0x7fffffff;
Monster;
+NOGRAVITY +FLOAT +NOBLOOD
+BOSS
+DONTMORPH +NOTARGET
+NOICEDEATH
SeeSound "DragonSight";
AttackSound "DragonAttack";
PainSound "DragonPain";
DeathSound "DragonDeath";
ActiveSound "DragonActive";
Obituary "$OB_DRAGON";
Tag "$FN_DRAGON";
}
States
{
Spawn:
DRAG D 10 A_Look;
Loop;
See:
DRAG CB 5;
DRAG A 5 A_DragonInitFlight;
DRAG B 3 A_DragonFlap;
DRAG BCCDDCCBBAA 3 A_DragonFlight;
Goto See + 3;
Pain:
DRAG F 10 A_DragonPain;
Goto See + 3;
Missile:
DRAG E 8 A_DragonAttack;
Goto See + 3;
Death:
DRAG G 5 A_Scream;
DRAG H 4 A_NoBlocking;
DRAG I 4;
DRAG J 4 A_DragonCheckCrash;
Wait;
Crash:
DRAG KL 5;
DRAG M -1;
Stop;
}
//============================================================================
//
// DragonSeek
//
//============================================================================
private void DragonSeek (double thresh, double turnMax)
{
double dist;
double delta;
Actor targ;
int i;
double bestAngle;
double angleToSpot, angleToTarget;
Actor mo;
targ = tracer;
if(targ == null)
{
return;
}
double diff = deltaangle(angle, AngleTo(targ));
delta = abs(diff);
if (delta > thresh)
{
delta /= 2;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (diff > 0)
{ // Turn clockwise
angle = angle + delta;
}
else
{ // Turn counter clockwise
angle = angle - delta;
}
VelFromAngle();
dist = DistanceBySpeed(targ, Speed);
if (pos.z + height < targ.pos.z || targ.pos.z + targ.height < pos.z)
{
Vel.Z = (targ.pos.z - pos.z) / dist;
}
if (targ.bShootable && random[DragonSeek]() < 64)
{ // attack the destination mobj if it's attackable
Actor oldTarget;
if (absangle(angle, AngleTo(targ)) < 22.5)
{
oldTarget = target;
target = targ;
if (CheckMeleeRange ())
{
int damage = random[DragonSeek](1, 8) * 10;
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
A_PlaySound (AttackSound, CHAN_WEAPON);
}
else if (random[DragonSeek]() < 128 && CheckMissileRange())
{
SpawnMissile(targ, "DragonFireball");
A_PlaySound (AttackSound, CHAN_WEAPON);
}
target = oldTarget;
}
}
if (dist < 4)
{ // Hit the target thing
if (target && random[DragonSeek]() < 200)
{
Actor bestActor = null;
bestAngle = 360.;
angleToTarget = AngleTo(target);
for (i = 0; i < 5; i++)
{
if (!targ.args[i])
{
continue;
}
ActorIterator iter = Level.CreateActorIterator(targ.args[i]);
mo = iter.Next ();
if (mo == null)
{
continue;
}
angleToSpot = AngleTo(mo);
double diff = absangle(angleToSpot, angleToTarget);
if (diff < bestAngle)
{
bestAngle = diff;
bestActor = mo;
}
}
if (bestActor != null)
{
tracer = bestActor;
}
}
else
{
// [RH] Don't lock up if the dragon doesn't have any
// targs defined
for (i = 0; i < 5; ++i)
{
if (targ.args[i] != 0)
{
break;
}
}
if (i < 5)
{
do
{
i = (random[DragonSeek]() >> 2) % 5;
} while(!targ.args[i]);
ActorIterator iter = Level.CreateActorIterator(targ.args[i]);
tracer = iter.Next ();
}
}
}
}
//============================================================================
//
// A_DragonInitFlight
//
//============================================================================
void A_DragonInitFlight()
{
ActorIterator iter = Level.CreateActorIterator(tid);
do
{ // find the first tid identical to the dragon's tid
tracer = iter.Next ();
if (tracer == null)
{
SetState (SpawnState);
return;
}
} while (tracer == self);
RemoveFromHash ();
}
//============================================================================
//
// A_DragonFlight
//
//============================================================================
void A_DragonFlight()
{
double ang;
DragonSeek (4., 8.);
let targ = target;
if (targ)
{
if(!target.bShootable)
{ // target died
target = null;
return;
}
ang = absangle(angle, AngleTo(target));
if (ang <22.5 && CheckMeleeRange())
{
int damage = random[DragonFlight](1, 8) * 8;
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
A_PlaySound (AttackSound, CHAN_WEAPON);
}
else if (ang <= 20)
{
SetState (MissileState);
A_PlaySound (AttackSound, CHAN_WEAPON);
}
}
else
{
LookForPlayers (true);
}
}
//============================================================================
//
// A_DragonFlap
//
//============================================================================
void A_DragonFlap()
{
A_DragonFlight();
if (random[DragonFlight]() < 240)
{
A_PlaySound ("DragonWingflap", CHAN_BODY);
}
else
{
PlayActiveSound ();
}
}
//============================================================================
//
// A_DragonAttack
//
//============================================================================
void A_DragonAttack()
{
SpawnMissile (target, "DragonFireball");
}
//============================================================================
//
// A_DragonPain
//
//============================================================================
void A_DragonPain()
{
A_Pain();
if (!tracer)
{ // no destination spot yet
SetState (SeeState);
}
}
//============================================================================
//
// A_DragonCheckCrash
//
//============================================================================
void A_DragonCheckCrash()
{
if (pos.z <= floorz)
{
SetStateLabel ("Crash");
}
}
}
// Dragon Fireball ----------------------------------------------------------
class DragonFireball : Actor
{
Default
{
Speed 24;
Radius 12;
Height 10;
Damage 6;
DamageType "Fire";
Projectile;
-ACTIVATEIMPACT -ACTIVATEPCROSS
+ZDOOMTRANS
RenderStyle "Add";
DeathSound "DragonFireballExplode";
}
States
{
Spawn:
DRFX ABCDEF 4 Bright;
Loop;
Death:
DRFX GHI 4 Bright;
DRFX J 4 Bright A_DragonFX2;
DRFX KL 3 Bright;
Stop;
}
//============================================================================
//
// A_DragonFX2
//
//============================================================================
void A_DragonFX2()
{
int delay = 16+(random[DragonFX2]()>>3);
for (int i = random[DragonFX2](1, 4); i; i--)
{
double xo = (random[DragonFX2]() - 128) / 4.;
double yo = (random[DragonFX2]() - 128) / 4.;
double zo = (random[DragonFX2]() - 128) / 16.;
Actor mo = Spawn ("DragonExplosion", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.tics = delay + (random[DragonFX2](0, 3)) * i*2;
mo.target = target;
}
}
}
}
// Dragon Fireball Secondary Explosion --------------------------------------
class DragonExplosion : Actor
{
Default
{
Radius 8;
Height 8;
DamageType "Fire";
+NOBLOCKMAP
+NOTELEPORT
+INVISIBLE
+ZDOOMTRANS
RenderStyle "Add";
DeathSound "DragonFireballExplode";
}
States
{
Spawn:
CFCF Q 1 Bright;
CFCF Q 4 Bright A_UnHideThing;
CFCF R 3 Bright A_Scream;
CFCF S 4 Bright;
CFCF T 3 Bright A_Explode (80, 128, 0);
CFCF U 4 Bright;
CFCF V 3 Bright;
CFCF W 4 Bright;
CFCF X 3 Bright;
CFCF Y 4 Bright;
CFCF Z 3 Bright;
Stop;
}
}