mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 01:51:17 +00:00
980c986305
- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code. - defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?) - exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
417 lines
8.8 KiB
Text
417 lines
8.8 KiB
Text
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//===========================================================================
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//
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// Boss Brain
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//
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//===========================================================================
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class BossBrain : Actor
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{
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Default
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{
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Health 250;
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Mass 10000000;
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PainChance 255;
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+SOLID +SHOOTABLE
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+NOICEDEATH
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+OLDRADIUSDMG
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PainSound "brain/pain";
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DeathSound "brain/death";
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}
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States
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{
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Spawn:
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BBRN A -1;
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Stop;
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Pain:
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BBRN B 36 A_BrainPain;
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Goto Spawn;
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Death:
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BBRN A 100 A_BrainScream;
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BBRN AA 10;
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BBRN A -1 A_BrainDie;
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Stop;
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}
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}
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//===========================================================================
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//
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// Boss Eye
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//
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//===========================================================================
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class BossEye : Actor
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP
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+NOSECTOR
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}
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States
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{
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Spawn:
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SSWV A 10 A_Look;
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Loop;
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See:
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SSWV A 181 A_BrainAwake;
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SSWV A 150 A_BrainSpit;
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Wait;
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}
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}
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//===========================================================================
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//
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// Boss Target
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//
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//===========================================================================
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class BossTarget : SpecialSpot
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP;
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+NOSECTOR;
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}
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}
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//===========================================================================
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//
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// Spawn shot
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//
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//===========================================================================
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class SpawnShot : Actor
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{
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Default
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{
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Radius 6;
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Height 32;
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Speed 10;
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Damage 3;
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Projectile;
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+NOCLIP
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-ACTIVATEPCROSS
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+RANDOMIZE
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SeeSound "brain/spit";
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DeathSound "brain/cubeboom";
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}
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States
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{
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Spawn:
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BOSF A 3 BRIGHT A_SpawnSound;
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BOSF BCD 3 BRIGHT A_SpawnFly;
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Loop;
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}
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}
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//===========================================================================
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//
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// Spawn fire
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//
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//===========================================================================
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class SpawnFire : Actor
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{
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Default
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{
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Height 78;
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FIRE ABCDEFGH 4 Bright A_Fire;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_BrainAwake()
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{
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A_PlaySound("brain/sight", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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void A_BrainPain()
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{
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A_PlaySound("brain/pain", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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private static void BrainishExplosion(vector3 pos)
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{
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Actor boom = Actor.Spawn("Rocket", pos, NO_REPLACE);
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if (boom)
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{
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boom.DeathSound = "misc/brainexplode";
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boom.Vel.z = random[BrainScream](0, 255)/128.;
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boom.SetStateLabel ("Brainexplode");
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boom.bRocketTrail = false;
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boom.SetDamage(0); // disables collision detection which is not wanted here
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boom.tics -= random[BrainScream](0, 7);
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if (boom.tics < 1) boom.tics = 1;
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}
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}
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void A_BrainScream()
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{
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for (double x = -196; x < +320; x += 8)
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{
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// (1 / 512.) is actually what the original value of 128 did, even though it probably meant 128 map units.
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BrainishExplosion(Vec2OffsetZ(x, -320, (1 / 512.) + random[BrainExplode](0, 255) * 2));
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}
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A_PlaySound("brain/death", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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void A_BrainExplode()
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{
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double x = random2[BrainExplode]() / 32.;
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Vector3 pos = Vec2OffsetZ(x, 0, 1 / 512. + random[BrainExplode]() * 2);
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BrainishExplosion(pos);
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}
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void A_BrainDie()
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{
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// [RH] If noexit, then don't end the level.
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if ((deathmatch || alwaysapplydmflags) && sv_noexit)
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return;
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// New dmflag: Kill all boss spawned monsters before ending the level.
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if (sv_killbossmonst)
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{
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int count; // Repeat until we have no more boss-spawned monsters.
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ThinkerIterator it = ThinkerIterator.Create();
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do // (e.g. Pain Elementals can spawn more to kill upon death.)
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{
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Actor mo;
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it.Reinit();
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count = 0;
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while (mo = Actor(it.Next()))
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{
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if (mo.health > 0 && mo.bBossSpawned)
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{
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mo.DamageMobj(self, self, mo.health, "None", DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
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count++;
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}
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}
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} while (count != 0);
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}
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Exit_Normal(0);
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}
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void A_BrainSpit(class<Actor> spawntype = null)
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{
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SpotState spstate = SpotState.GetSpotState();
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Actor targ;
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Actor spit;
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bool isdefault = false;
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// shoot a cube at current target
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targ = spstate.GetNextInList("BossTarget", G_SkillPropertyInt(SKILLP_EasyBossBrain));
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if (targ)
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{
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if (spawntype == null)
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{
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spawntype = "SpawnShot";
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isdefault = true;
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}
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// spawn brain missile
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spit = SpawnMissile (targ, spawntype);
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if (spit)
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{
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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spit.bNoInteraction = spit.bNoClip;
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spit.target = targ;
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spit.master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if (spit.Vel.xy == (0, 0))
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{
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spit.special2 = 0;
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}
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else if (abs(spit.Vel.y) > abs(spit.Vel.x))
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{
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spit.special2 = int((targ.pos.y - pos.y) / spit.Vel.y);
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}
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else
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{
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spit.special2 = int((targ.pos.x - pos.x) / spit.Vel.y);
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}
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// [GZ] Calculates when the projectile will have reached destination
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spit.special2 += level.maptime;
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spit.bBossCube = true;
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}
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if (!isdefault)
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{
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A_PlaySound(self.AttackSound, CHAN_WEAPON);
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}
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else
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{
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// compatibility fallback
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A_PlaySound("brain/spit", CHAN_WEAPON);
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}
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}
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}
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private void SpawnFly(class<Actor> spawntype, sound snd)
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{
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Actor newmobj;
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Actor fog;
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Actor eye = master; // The eye is the spawnshot's master, not the target!
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Actor targ = target; // Unlike other projectiles, the target is the intended destination.
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int r;
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// [GZ] Should be more viable than a countdown...
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if (special2 != 0)
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{
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if (special2 > level.maptime)
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return; // still flying
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}
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else
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{
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if (reactiontime == 0 || --reactiontime != 0)
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return; // still flying
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}
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if (spawntype)
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{
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fog = Spawn (spawntype, targ.pos, ALLOW_REPLACE);
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if (fog) A_PlaySound(snd, CHAN_BODY);
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}
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class<Actor> SpawnName = null;
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DropItem di; // di will be our drop item list iterator
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DropItem drop; // while drop stays as the reference point.
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int n = 0;
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// First see if this cube has its own actor list
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drop = GetDropItems();
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// If not, then default back to its master's list
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if (drop == null && eye != null)
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drop = eye.GetDropItems();
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if (drop != null)
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{
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for (di = drop; di != null; di = di.Next)
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{
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if (di.Name != 'None')
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{
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if (di.Amount < 0)
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{
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di.Amount = 1; // default value is -1, we need a positive value.
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}
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n += di.Amount; // this is how we can weight the list.
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}
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}
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di = drop;
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n = random[pr_spawnfly](0, n);
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while (n >= 0)
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{
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if (di.Name != 'none')
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{
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n -= di.Amount; // logically, none of the -1 values have survived by now.
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}
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if ((di.Next != null) && (n >= 0))
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{
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di = di.Next;
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}
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else
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{
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n = -1;
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}
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}
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SpawnName = di.Name;
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}
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if (SpawnName == null)
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{
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// Randomly select monster to spawn.
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r = random[pr_spawnfly](0, 255);
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// Probability distribution (kind of :),
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// decreasing likelihood.
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if (r < 50) SpawnName = "DoomImp";
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else if (r < 90) SpawnName = "Demon";
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else if (r < 120) SpawnName = "Spectre";
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else if (r < 130) SpawnName = "PainElemental";
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else if (r < 160) SpawnName = "Cacodemon";
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else if (r < 162) SpawnName = "Archvile";
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else if (r < 172) SpawnName = "Revenant";
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else if (r < 192) SpawnName = "Arachnotron";
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else if (r < 222) SpawnName = "Fatso";
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else if (r < 246) SpawnName = "HellKnight";
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else SpawnName = "BaronOfHell";
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}
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if (spawnname != null)
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{
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newmobj = Spawn (spawnname, targ.pos, ALLOW_REPLACE);
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if (newmobj != null)
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{
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// Make the new monster hate what the boss eye hates
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if (eye != null)
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{
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newmobj.CopyFriendliness (eye, false);
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}
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// Make it act as if it was around when the player first made noise
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// (if the player has made noise).
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newmobj.LastHeard = newmobj.CurSector.SoundTarget;
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if (newmobj.SeeState != null && newmobj.LookForPlayers (true))
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{
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newmobj.SetState (newmobj.SeeState);
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}
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if (!newmobj.bDestroyed)
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{
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// telefrag anything in this spot
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newmobj.TeleportMove (newmobj.pos, true);
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}
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newmobj.bBossSpawned = true;
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}
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}
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// remove self (i.e., cube).
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Destroy ();
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}
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void A_SpawnFly(class<Actor> spawntype = null)
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{
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sound snd;
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if (spawntype != null)
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{
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snd = GetDefaultByType(spawntype).SeeSound;
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}
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else
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{
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spawntype = "SpawnFire";
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snd = "brain/spawn";
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}
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SpawnFly(spawntype, snd);
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}
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void A_SpawnSound()
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{
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// travelling cube sound
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A_PlaySound("brain/cube", CHAN_BODY);
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SpawnFly("SpawnFire", "brain/spawn");
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}
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}
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