gzdoom-gles/wadsrc/static/zscript/hexen/iceguy.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00

279 lines
4.7 KiB
Text

// Ice Guy ------------------------------------------------------------------
class IceGuy : Actor
{
Default
{
Health 120;
PainChance 144;
Speed 14;
Radius 22;
Height 75;
Mass 150;
DamageType "Ice";
Monster;
+NOBLOOD
+TELESTOMP
+NOICEDEATH
SeeSound "IceGuySight";
AttackSound "IceGuyAttack";
ActiveSound "IceGuyActive";
Obituary "$OB_ICEGUY";
Tag "$FN_ICEGUY";
}
States
{
Spawn:
ICEY A 10 A_IceGuyLook;
Loop;
See:
ICEY A 4 A_Chase;
ICEY B 4 A_IceGuyChase;
ICEY CD 4 A_Chase;
Loop;
Pain:
ICEY A 1 A_Pain;
Goto See;
Missile:
ICEY EF 3 A_FaceTarget;
ICEY G 8 Bright A_IceGuyAttack;
ICEY F 4 A_FaceTarget;
Goto See;
Death:
ICEY A 1 A_IceGuyDie;
Stop;
Inactive:
ICEY A -1;
Goto See;
}
//============================================================================
//
// SpawnWisp
//
//============================================================================
private void SpawnWisp()
{
static const class<Actor> WispTypes[] = { "IceGuyWisp1", "IceGuyWisp2" };
double dist = (random[IceGuyLook]() - 128) * radius / 128.;
double an = angle + 90;
Actor mo = Spawn(WispTypes[random[IceGuyLook](0, 1)], Vec3Angle(dist, an, 60.), ALLOW_REPLACE);
if (mo)
{
mo.Vel = Vel;
mo.target = self;
}
}
//============================================================================
//
// A_IceGuyLook
//
//============================================================================
void A_IceGuyLook()
{
A_Look();
if (random[IceGuyLook]() < 64) SpawnWisp();
}
//============================================================================
//
// A_IceGuyChase
//
//============================================================================
void A_IceGuyChase()
{
A_Chase();
if (random[IceGuyLook]() < 128) SpawnWisp();
}
//============================================================================
//
// A_IceGuyAttack
//
//============================================================================
void A_IceGuyAttack()
{
if(!target)
{
return;
}
SpawnMissileXYZ(Vec3Angle(radius / 2, angle + 90, 40.), target, "IceGuyFX");
SpawnMissileXYZ(Vec3Angle(radius / 2, angle - 90, 40.), target, "IceGuyFX");
A_PlaySound (AttackSound, CHAN_WEAPON);
}
}
extend class Actor
{
//============================================================================
//
// A_IceGuyDie (globally accessible)
//
//============================================================================
void A_IceGuyDie()
{
Vel = (0,0,0);
Height = Default.Height;
A_FreezeDeathChunks();
}
}
// Ice Guy Projectile -------------------------------------------------------
class IceGuyFX : Actor
{
Default
{
Speed 14;
Radius 8;
Height 10;
Damage 1;
DamageType "Ice";
Projectile;
-ACTIVATEIMPACT -ACTIVATEPCROSS
DeathSound "IceGuyMissileExplode";
}
States
{
Spawn:
ICPR ABC 3 Bright A_SpawnItemEx("IceFXPuff", 0,0,2);
Loop;
Death:
ICPR D 4 Bright;
ICPR E 4 Bright A_IceGuyMissileExplode;
ICPR FG 4 Bright;
ICPR H 3 Bright;
Stop;
}
//============================================================================
//
// A_IceGuyMissileExplode
//
//============================================================================
void A_IceGuyMissileExplode()
{
for (int i = 0; i < 8; i++)
{
Actor mo = SpawnMissileAngleZ (pos.z+3, "IceGuyFX2", i*45., -0.3);
if (mo)
{
mo.target = target;
}
}
}
}
// Ice Guy Projectile's Puff ------------------------------------------------
class IceFXPuff : Actor
{
Default
{
Radius 1;
Height 1;
+NOBLOCKMAP +NOGRAVITY +DROPOFF +SHADOW
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
ICPR IJK 3;
ICPR LM 2;
Stop;
}
}
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
class IceGuyFX2 : Actor
{
Default
{
Speed 10;
Radius 4;
Height 4;
Damage 1;
DamageType "Ice";
Gravity 0.125;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
+STRIFEDAMAGE
}
States
{
Spawn:
ICPR NOP 3 Bright;
Loop;
}
}
// Ice Guy Bit --------------------------------------------------------------
class IceGuyBit : Actor
{
Default
{
Radius 1;
Height 1;
Gravity 0.125;
+NOBLOCKMAP +DROPOFF
+NOTELEPORT
}
States
{
Spawn:
ICPR Q 50 Bright;
Stop;
ICPR R 50 Bright;
Stop;
}
}
// Ice Guy Wisp 1 -----------------------------------------------------------
class IceGuyWisp1 : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY +DROPOFF +MISSILE
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
ICWS ABCDEFGHI 2;
Stop;
}
}
// Ice Guy Wisp 2 -----------------------------------------------------------
class IceGuyWisp2 : IceGuyWisp1
{
States
{
Spawn:
ICWS JKLMNOPQR 2;
Stop;
}
}