gzdoom-gles/wadsrc/static/zscript/strife/entityboss.txt
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00

301 lines
5.4 KiB
Text

// Entity Nest --------------------------------------------------------------
class EntityNest : Actor
{
Default
{
Radius 84;
Height 47;
+SOLID
+NOTDMATCH
+FLOORCLIP
}
States
{
Spawn:
NEST A -1;
Stop;
}
}
// Entity Pod ---------------------------------------------------------------
class EntityPod : Actor
{
Default
{
Radius 25;
Height 91;
+SOLID
+NOTDMATCH
SeeSound "misc/gibbed";
}
States
{
Spawn:
PODD A 60 A_Look;
Loop;
See:
PODD A 360;
PODD B 9 A_NoBlocking;
PODD C 9;
PODD D 9 A_SpawnEntity;
PODD E -1;
Stop;
}
void A_SpawnEntity ()
{
Actor entity = Spawn("EntityBoss", pos + (0,0,70), ALLOW_REPLACE);
if (entity != null)
{
entity.Angle = self.Angle;
entity.CopyFriendliness(self, true);
entity.Vel.Z = 5;
entity.tracer = self;
}
}
}
// --------------------------------------------------------------
class EntityBoss : SpectralMonster
{
Default
{
Health 2500;
Painchance 255;
Speed 13;
Radius 130;
Height 200;
FloatSpeed 5;
Mass 1000;
Monster;
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOTARGET
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150;
RenderStyle "Translucent";
Alpha 0.5;
SeeSound "entity/sight";
AttackSound "entity/melee";
PainSound "entity/pain";
DeathSound "entity/death";
ActiveSound "entity/active";
Obituary "$OB_ENTITY";
}
States
{
Spawn:
MNAM A 100;
MNAM B 60 Bright;
MNAM CDEFGHIJKL 4 Bright;
MNAL A 4 Bright A_Look;
MNAL B 4 Bright A_SentinelBob;
Goto Spawn+12;
See:
MNAL AB 4 Bright A_Chase;
MNAL C 4 Bright A_SentinelBob;
MNAL DEF 4 Bright A_Chase;
MNAL G 4 Bright A_SentinelBob;
MNAL HIJ 4 Bright A_Chase;
MNAL K 4 Bright A_SentinelBob;
Loop;
Melee:
MNAL J 4 Bright A_FaceTarget;
MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
MNAL C 4 Bright;
Goto See+2;
Missile:
MNAL F 4 Bright A_FaceTarget;
MNAL I 4 Bright A_EntityAttack;
MNAL E 4 Bright;
Goto See+10;
Pain:
MNAL J 2 Bright A_Pain;
Goto See+6;
Death:
MNAL L 7 Bright A_SpectreChunkSmall;
MNAL M 7 Bright A_Scream;
MNAL NO 7 Bright A_SpectreChunkSmall;
MNAL P 7 Bright A_SpectreChunkLarge;
MNAL Q 64 Bright A_SpectreChunkSmall;
MNAL Q 6 Bright A_EntityDeath;
Stop;
}
// --------------------------------------------------------------
private void A_SpectralMissile (class<Actor> missilename)
{
if (target != null)
{
Actor missile = SpawnMissileXYZ (Pos + (0,0,32), target, missilename, false);
if (missile != null)
{
missile.tracer = target;
missile.CheckMissileSpawn(radius);
}
}
}
// --------------------------------------------------------------
void A_EntityAttack()
{
// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
switch (random[Entity]() % 5)
{
case 0:
A_SpotLightning();
break;
case 2:
A_SpectralMissile ("SpectralLightningH3");
break;
case 3:
A_Spectre3Attack();
break;
case 4:
A_SpectralMissile ("SpectralLightningBigV2");
break;
default:
A_SpectralMissile ("SpectralLightningBigBall2");
break;
}
}
// --------------------------------------------------------------
void A_EntityDeath()
{
Actor second;
double secondRadius = GetDefaultByType("EntitySecond").radius * 2;
static const double turns[] = { 0, 90, -90 };
Actor spot = tracer;
if (spot == null) spot = self;
for (int i = 0; i < 3; i++)
{
double an = Angle + turns[i];
Vector3 pos = spot.Vec3Angle(secondRadius, an, tracer ? 70. : 0.);
second = Spawn("EntitySecond", pos, ALLOW_REPLACE);
if (second != null)
{
second.CopyFriendliness(self, true);
second.A_FaceTarget();
second.VelFromAngle(i == 0? 4.8828125 : secondRadius * 4., an);
}
}
}
}
// Second Entity Boss -------------------------------------------------------
class EntitySecond : SpectralMonster
{
Default
{
Health 990;
Painchance 255;
Speed 14;
Radius 130;
Height 200;
FloatSpeed 5;
Mass 1000;
Monster;
+SPECIAL
+NOGRAVITY
+FLOAT
+SHADOW
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+SPECTRAL
+NOICEDEATH
MinMissileChance 150;
RenderStyle "Translucent";
Alpha 0.25;
SeeSound "alienspectre/sight";
AttackSound "alienspectre/blade";
PainSound "alienspectre/pain";
DeathSound "alienspectre/death";
ActiveSound "alienspectre/active";
Obituary "$OB_ENTITY";
}
States
{
Spawn:
MNAL R 10 Bright A_Look;
Loop;
See:
MNAL R 5 Bright A_SentinelBob;
MNAL ST 5 Bright A_Chase;
MNAL U 5 Bright A_SentinelBob;
MNAL V 5 Bright A_Chase;
MNAL W 5 Bright A_SentinelBob;
Loop;
Melee:
MNAL S 4 Bright A_FaceTarget;
MNAL R 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0,255)&9)*5);
MNAL T 4 Bright A_SentinelBob;
Goto See+1;
Missile:
MNAL W 4 Bright A_FaceTarget;
MNAL U 4 Bright A_SpawnProjectile("SpectralLightningH3",32,0);
MNAL V 4 Bright A_SentinelBob;
Goto See+4;
Pain:
MNAL R 2 Bright A_Pain;
Goto See;
Death:
MDTH A 3 Bright A_Scream;
MDTH B 3 Bright A_TossGib;
MDTH C 3 Bright A_NoBlocking;
MDTH DEFGHIJKLMN 3 Bright A_TossGib;
MDTH O 3 Bright A_SubEntityDeath;
Stop;
}
// --------------------------------------------------------------
void A_SubEntityDeath ()
{
if (CheckBossDeath ())
{
Exit_Normal(0);
}
}
}