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

330 lines
6.1 KiB
Text

// Bishop -------------------------------------------------------------------
class Bishop : Actor
{
int missilecount;
int bobstate;
Default
{
Health 130;
Radius 22;
Height 65;
Speed 10;
PainChance 110;
Monster;
+FLOAT +NOGRAVITY +NOBLOOD
+TELESTOMP
+DONTOVERLAP
+NOTARGETSWITCH
SeeSound "BishopSight";
AttackSound "BishopAttack";
PainSound "BishopPain";
DeathSound "BishopDeath";
ActiveSound "BishopActiveSounds";
Obituary"$OB_BISHOP";
Tag "$FN_BISHOP";
}
States
{
Spawn:
BISH A 10 A_Look;
Loop;
See:
BISH A 2 A_Chase;
BISH A 2 A_BishopChase;
BISH A 2;
BISH B 2 A_BishopChase;
BISH B 2 A_Chase;
BISH B 2 A_BishopChase;
BISH A 1 A_BishopDecide;
Loop;
Blur:
BISH A 2 A_BishopDoBlur;
BISH A 4 A_BishopSpawnBlur;
Wait;
Pain:
BISH C 6 A_Pain;
BISH CCC 6 A_BishopPainBlur;
BISH C 0;
Goto See;
Missile:
BISH A 3 A_FaceTarget;
BISH DE 3 A_FaceTarget;
BISH F 3 A_BishopAttack;
BISH F 5 A_BishopAttack2;
Wait;
Death:
BISH G 6;
BISH H 6 Bright A_Scream;
BISH I 5 Bright A_NoBlocking;
BISH J 5 BRIGHT A_Explode(random[BishopBoom](25,40));
BISH K 5 Bright;
BISH LM 4 Bright;
BISH N 4 A_SpawnItemEx("BishopPuff", 0,0,40, 0,0,0.5);
BISH O 4 A_QueueCorpse;
BISH P -1;
Stop;
Ice:
BISH X 5 A_FreezeDeath;
BISH X 1 A_FreezeDeathChunks;
Wait;
}
//============================================================================
//
// A_BishopAttack
//
//============================================================================
void A_BishopAttack()
{
let targ = target;
if (!targ)
{
return;
}
A_StartSound (AttackSound, CHAN_BODY);
if (CheckMeleeRange())
{
int damage = random[BishopAttack](1, 8) * 4;
int newdam = targ.DamageMobj (self, self, damage, 'Melee');
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
return;
}
missilecount = random[BishopAttack](5, 8);
}
//============================================================================
//
// A_BishopAttack2
//
// Spawns one of a string of bishop missiles
//============================================================================
void A_BishopAttack2()
{
if (!target || !missilecount)
{
missilecount = 0;
SetState (SeeState);
return;
}
Actor mo = SpawnMissile (target, "BishopFX");
if (mo != null)
{
mo.tracer = target;
}
missilecount--;
return;
}
//============================================================================
//
// A_BishopDecide
//
//============================================================================
void A_BishopDecide()
{
if (random[BishopDecide]() >= 220)
{
SetStateLabel ("Blur");
}
}
//============================================================================
//
// A_BishopDoBlur
//
//============================================================================
void A_BishopDoBlur()
{
missilecount = random[BishopDoBlur](3, 6); // Random number of blurs
if (random[BishopDoBlur]() < 120)
{
Thrust(11, Angle + 90);
}
else if (random[BishopDoBlur]() > 125)
{
Thrust(11, Angle - 90);
}
else
{ // Thrust forward
Thrust(11);
}
A_StartSound ("BishopBlur", CHAN_BODY);
}
//============================================================================
//
// A_BishopSpawnBlur
//
//============================================================================
void A_BishopSpawnBlur()
{
if (!--missilecount)
{
Vel.XY = (0,0);// = Vel.Y = 0;
if (random[BishopSpawnBlur]() > 96)
{
SetState (SeeState);
}
else
{
SetState (MissileState);
}
}
Actor mo = Spawn ("BishopBlur", Pos, ALLOW_REPLACE);
if (mo)
{
mo.angle = angle;
}
}
//============================================================================
//
// A_BishopChase
//
//============================================================================
void A_BishopChase()
{
double newz = pos.z - BobSin(bobstate) / 2.;
bobstate = (bobstate + 4) & 63;
newz += BobSin(bobstate) / 2.;
SetZ(newz);
}
//============================================================================
//
// A_BishopPainBlur
//
//============================================================================
void A_BishopPainBlur()
{
if (random[BishopPainBlur]() < 64)
{
SetStateLabel ("Blur");
return;
}
double xo = random2[BishopPainBlur]() / 16.;
double yo = random2[BishopPainBlue]() / 16.;
double zo = random2[BishopPainBlue]() / 32.;
Actor mo = Spawn ("BishopPainBlur", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.angle = angle;
}
}
}
extend class Actor
{
//============================================================================
//
// A_BishopMissileWeave (this function must be in Actor)
//
//============================================================================
void A_BishopMissileWeave()
{
A_Weave(2, 2, 2., 1.);
}
}
// Bishop puff --------------------------------------------------------------
class BishopPuff : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH QRST 5;
BISH UV 6;
BISH W 5;
Stop;
}
}
// Bishop pain blur ---------------------------------------------------------
class BishopPainBlur : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH C 8;
Stop;
}
}
// Bishop FX ----------------------------------------------------------------
class BishopFX : Actor
{
Default
{
Radius 10;
Height 6;
Speed 10;
Damage 1;
Projectile;
+SEEKERMISSILE
-ACTIVATEIMPACT -ACTIVATEPCROSS
+STRIFEDAMAGE +ZDOOMTRANS
RenderStyle "Add";
DeathSound "BishopMissileExplode";
}
States
{
Spawn:
BPFX ABAB 1 Bright A_BishopMissileWeave;
BPFX B 0 Bright A_SeekerMissile(2,3);
Loop;
Death:
BPFX CDEF 4 Bright;
BPFX GH 3 Bright;
Stop;
}
}
// Bishop blur --------------------------------------------------------------
class BishopBlur : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
BISH A 16;
BISH A 8 A_SetTranslucent(0.4);
Stop;
}
}