gzdoom/wadsrc/static/zscript/actors/hexen/wraith.zs

445 lines
7.8 KiB
Text
Raw Normal View History

// Wraith -------------------------------------------------------------------
class Wraith : Actor
{
Default
{
Health 150;
PainChance 25;
Speed 11;
Height 55;
Mass 75;
Damage 10;
Monster;
+NOGRAVITY +DROPOFF +FLOAT
+FLOORCLIP +TELESTOMP
SeeSound "WraithSight";
AttackSound "WraithAttack";
PainSound "WraithPain";
DeathSound "WraithDeath";
ActiveSound "WraithActive";
HitObituary "$OB_WRAITHHIT";
Obituary "$OB_WRAITH";
Tag "$FN_WRAITH";
}
States
{
Spawn:
WRTH A 10;
WRTH B 5 A_WraithInit;
Goto Look;
Look:
WRTH AB 15 A_Look;
Loop;
See:
WRTH ABCD 4 A_WraithChase;
Loop;
Pain:
WRTH A 2;
WRTH H 6 A_Pain;
Goto See;
Melee:
WRTH E 6 A_FaceTarget;
WRTH F 6 A_WraithFX3;
WRTH G 6 A_WraithMelee;
Goto See;
Missile:
WRTH E 6 A_FaceTarget;
WRTH F 6;
WRTH G 6 A_SpawnProjectile("WraithFX1");
Goto See;
Death:
WRTH I 4;
WRTH J 4 A_Scream;
WRTH KL 4;
WRTH M 4 A_NoBlocking;
WRTH N 4 A_QueueCorpse;
WRTH O 4;
WRTH PQ 5;
WRTH R -1;
Stop;
XDeath:
WRT2 A 5;
WRT2 B 5 A_Scream;
WRT2 CD 5;
WRT2 E 5 A_NoBlocking;
WRT2 F 5 A_QueueCorpse;
WRT2 G 5;
WRT2 H -1;
Stop;
Ice:
WRT2 I 5 A_FreezeDeath;
WRT2 I 1 A_FreezeDeathChunks;
Wait;
}
//============================================================================
//
// A_WraithInit
//
//============================================================================
void A_WraithInit()
{
AddZ(48);
// [RH] Make sure the wraith didn't go into the ceiling
if (pos.z + height > ceilingz)
{
SetZ(ceilingz - Height);
}
WeaveIndexZ = 0; // index into floatbob
}
//============================================================================
//
// A_WraithChase
//
//============================================================================
void A_WraithChase()
{
int weaveindex = WeaveIndexZ;
AddZ(BobSin(weaveindex));
WeaveIndexZ = (weaveindex + 2) & 63;
A_Chase ();
A_WraithFX4 ();
}
//============================================================================
//
// A_WraithFX3
//
// Spawn an FX3 around the wraith during attacks
//
//============================================================================
void A_WraithFX3()
{
int numdropped = random[WraithFX3](0,14);
while (numdropped-- > 0)
{
double xo = (random[WraithFX3]() - 128) / 32.;
double yo = (random[WraithFX3]() - 128) / 32.;
double zo = random[WraithFX3]() / 64.;
Actor mo = Spawn("WraithFX3", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.floorz = floorz;
mo.ceilingz = ceilingz;
mo.target = self;
}
}
}
//============================================================================
//
// A_WraithFX4
//
// Spawn an FX4 during movement
//
//============================================================================
void A_WraithFX4 ()
{
int chance = random[WraithFX4]();
bool spawn4, spawn5;
if (chance < 10)
{
spawn4 = true;
spawn5 = false;
}
else if (chance < 20)
{
spawn4 = false;
spawn5 = true;
}
else if (chance < 25)
{
spawn4 = true;
spawn5 = true;
}
else
{
spawn4 = false;
spawn5 = false;
}
if (spawn4)
{
double xo = (random[WraithFX4]() - 128) / 16.;
double yo = (random[WraithFX4]() - 128) / 16.;
double zo = (random[WraithFX4]() / 64.);
Actor mo = Spawn ("WraithFX4", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.floorz = floorz;
mo.ceilingz = ceilingz;
mo.target = self;
}
}
if (spawn5)
{
double xo = (random[WraithFX4]() - 128) / 32.;
double yo = (random[WraithFX4]() - 128) / 32.;
double zo = (random[WraithFX4]() / 64.);
Actor mo = Spawn ("WraithFX5", Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.floorz = floorz;
mo.ceilingz = ceilingz;
mo.target = self;
}
}
}
//============================================================================
//
// A_WraithMelee
//
//============================================================================
void A_WraithMelee()
{
// Steal health from target and give to self
if (CheckMeleeRange() && (random[StealHealth]()<220))
{
int amount = random[StealHealth](1, 8) * 2;
target.DamageMobj (self, self, amount, 'Melee');
health += amount;
}
}
}
// Buried wraith ------------------------------------------------------------
class WraithBuried : Wraith
{
Default
{
Height 68;
-SHOOTABLE
-SOLID
+DONTMORPH
+DONTBLAST
+SPECIALFLOORCLIP
+STAYMORPHED
+INVISIBLE
PainChance 0;
}
States
{
Spawn:
Goto Super::Look;
See:
WRTH A 2 A_WraithRaiseInit;
WRTH A 2 A_WraithRaise;
WRTH A 2 A_FaceTarget;
WRTH BB 2 A_WraithRaise;
Goto See + 1;
Chase:
Goto Super::See;
}
//============================================================================
//
// A_WraithRaiseInit
//
//============================================================================
void A_WraithRaiseInit()
{
bInvisible = false;
bNonShootable = false;
bDontBlast = false;
bShootable = true;
bSolid = true;
Floorclip = Height;
}
//============================================================================
//
// A_WraithRaise
//
//============================================================================
void A_WraithRaise()
{
if (RaiseMobj (2))
{
// Reached it's target height
// [RH] Once a buried wraith is fully raised, it should be
// morphable, right?
bDontMorph = false;
bSpecialFloorClip = false;
SetStateLabel ("Chase");
// [RH] Reset PainChance to a normal wraith's.
PainChance = GetDefaultByType("Wraith").PainChance;
}
SpawnDirt (radius);
}
}
// Wraith FX 1 --------------------------------------------------------------
class WraithFX1 : Actor
{
Default
{
Speed 14;
Radius 10;
Height 6;
Mass 5;
Damage 5;
DamageType "Fire";
Projectile;
+FLOORCLIP
SeeSound "WraithMissileFire";
DeathSound "WraithMissileExplode";
}
States
{
Spawn:
WRBL A 3 Bright;
WRBL B 3 Bright A_WraithFX2;
WRBL C 3 Bright;
Loop;
Death:
WRBL D 4 Bright;
WRBL E 4 Bright A_WraithFX2;
WRBL F 4 Bright;
WRBL GH 3 Bright A_WraithFX2;
WRBL I 3 Bright;
Stop;
}
//============================================================================
//
// A_WraithFX2 - spawns sparkle tail of missile
//
//============================================================================
void A_WraithFX2()
{
for (int i = 2; i; --i)
{
Actor mo = Spawn ("WraithFX2", Pos, ALLOW_REPLACE);
if(mo)
{
double newangle = random[WraithFX2]() * (360 / 1024.f);
if (random[WraithFX2]() >= 128)
{
newangle = -newangle;
}
newangle += angle;
mo.Vel.X = ((random[WraithFX2]() / 512.) + 1) * cos(newangle);
mo.Vel.Y = ((random[WraithFX2]() / 512.) + 1) * sin(newangle);
mo.Vel.Z = 0;
mo.target = self;
mo.Floorclip = 10;
}
}
}
}
// Wraith FX 2 --------------------------------------------------------------
class WraithFX2 : Actor
{
Default
{
Radius 2;
Height 5;
Mass 5;
+NOBLOCKMAP +DROPOFF
+FLOORCLIP +NOTELEPORT
}
States
{
Spawn:
WRBL JKLMNOP 4 Bright;
Stop;
}
}
// Wraith FX 3 --------------------------------------------------------------
class WraithFX3 : Actor
{
Default
{
Radius 2;
Height 5;
Mass 5;
+NOBLOCKMAP +DROPOFF +MISSILE
+FLOORCLIP +NOTELEPORT
DeathSound "Drip";
}
States
{
Spawn:
WRBL QRS 4 Bright;
Loop;
Death:
WRBL S 4 Bright;
Stop;
}
}
// Wraith FX 4 --------------------------------------------------------------
class WraithFX4 : Actor
{
Default
{
Radius 2;
Height 5;
Mass 5;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
DeathSound "Drip";
}
States
{
Spawn:
WRBL TUVW 4;
Loop;
Death:
WRBL W 10;
Stop;
}
}
// Wraith FX 5 --------------------------------------------------------------
class WraithFX5 : WraithFX4
{
States
{
Spawn:
WRBL XYZ 7;
Loop;
Death:
WRBL Z 35;
Stop;
}
}