// Boss spot ---------------------------------------------------------------- class BossSpot : SpecialSpot { Default { +INVISIBLE } } // Sorcerer (D'Sparil on his serpent) --------------------------------------- class Sorcerer1 : Actor { Default { Health 2000; Radius 28; Height 100; Mass 800; Speed 16; PainChance 56; Monster; +BOSS +DONTMORPH +NORADIUSDMG +NOTARGET +NOICEDEATH +FLOORCLIP +DONTGIB SeeSound "dsparilserpent/sight"; AttackSound "dsparilserpent/attack"; PainSound "dsparilserpent/pain"; DeathSound "dsparilserpent/death"; ActiveSound "dsparilserpent/active"; Obituary "$OB_DSPARIL1"; HitObituary "$OB_DSPARIL1HIT"; } States { Spawn: SRCR AB 10 A_Look; Loop; See: SRCR ABCD 5 A_Sor1Chase; Loop; Pain: SRCR Q 6 A_Sor1Pain; Goto See; Missile: SRCR Q 7 A_FaceTarget; SRCR R 6 A_FaceTarget; SRCR S 10 A_Srcr1Attack; Goto See; Missile2: SRCR S 10 A_FaceTarget; SRCR Q 7 A_FaceTarget; SRCR R 6 A_FaceTarget; SRCR S 10 A_Srcr1Attack; Goto See; Death: SRCR E 7; SRCR F 7 A_Scream; SRCR G 7; SRCR HIJK 6; SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE); SRCR MN 5; SRCR O 4; SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE); SRCR MN 5; SRCR O 4; SRCR L 12; SRCR P -1 A_SorcererRise; } //---------------------------------------------------------------------------- // // PROC A_Sor1Pain // //---------------------------------------------------------------------------- void A_Sor1Pain () { special1 = 20; // Number of steps to walk fast A_Pain(); } //---------------------------------------------------------------------------- // // PROC A_Sor1Chase // //---------------------------------------------------------------------------- void A_Sor1Chase () { if (special1) { special1--; tics -= 3; } A_Chase(); } //---------------------------------------------------------------------------- // // PROC A_Srcr1Attack // // Sorcerer demon attack. // //---------------------------------------------------------------------------- void A_Srcr1Attack () { if (!target) { return; } A_PlaySound (AttackSound, CHAN_BODY); if (CheckMeleeRange ()) { int damage = random[Srcr1Attack](1,8) * 8; int newdam = target.DamageMobj (self, self, damage, 'Melee'); target.TraceBleed (newdam > 0 ? newdam : damage, self); return; } if (health > (SpawnHealth()/3)*2) { // Spit one fireball SpawnMissileZ (pos.z + 48, target, "SorcererFX1"); } else { // Spit three fireballs Actor mo = SpawnMissileZ (pos.z + 48, target, "SorcererFX1"); if (mo != null) { double ang = mo.angle; SpawnMissileAngleZ(pos.z + 48, "SorcererFX1", ang - 3, mo.Vel.Z); SpawnMissileAngleZ(pos.z + 48, "SorcererFX1", ang + 3, mo.Vel.Z); } if (health < SpawnHealth()/3) { // Maybe attack again if (special1) { // Just attacked, so don't attack again special1 = 0; } else { // Set state to attack again special1 = 1; SetStateLabel("Missile2"); } } } } //---------------------------------------------------------------------------- // // PROC A_SorcererRise // //---------------------------------------------------------------------------- void A_SorcererRise () { bSolid = false; Actor mo = Spawn("Sorcerer2", Pos, ALLOW_REPLACE); if (mo != null) { mo.Translation = Translation; mo.SetStateLabel("Rise"); mo.angle = angle; mo.CopyFriendliness (self, true); } } } // Sorcerer FX 1 ------------------------------------------------------------ class SorcererFX1 : Actor { Default { Radius 10; Height 10; Speed 20; FastSpeed 28; Damage 10; DamageType "Fire"; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle "Add"; } States { Spawn: FX14 ABC 6 BRIGHT; Loop; Death: FX14 DEFGH 5 BRIGHT; Stop; } } // Sorcerer 2 (D'Sparil without his serpent) -------------------------------- class Sorcerer2 : Actor { Default { Health 3500; Radius 16; Height 70; Mass 300; Speed 14; Painchance 32; Monster; +DROPOFF +BOSS +DONTMORPH +FULLVOLACTIVE +NORADIUSDMG +NOTARGET +NOICEDEATH +FLOORCLIP +BOSSDEATH SeeSound "dsparil/sight"; AttackSound "dsparil/attack"; PainSound "dsparil/pain"; ActiveSound "dsparil/active"; Obituary "$OB_DSPARIL2"; HitObituary "$OB_DSPARIL2HIT"; } States { Spawn: SOR2 MN 10 A_Look; Loop; See: SOR2 MNOP 4 A_Chase; Loop; Rise: SOR2 AB 4; SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE); SOR2 DEF 4; SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE); Goto See; Pain: SOR2 Q 3; SOR2 Q 6 A_Pain; Goto See; Missile: SOR2 R 9 A_Srcr2Decide; SOR2 S 9 A_FaceTarget; SOR2 T 20 A_Srcr2Attack; Goto See; Teleport: SOR2 LKJIHG 6; Goto See; Death: SDTH A 8 A_Sor2DthInit; SDTH B 8; SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE); DeathLoop: SDTH DE 7; SDTH F 7 A_Sor2DthLoop; SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE); SDTH H 6; SDTH I 18; SDTH J 6 A_NoBlocking; SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE); SDTH LMN 6; SDTH O -1 A_BossDeath; Stop; } //---------------------------------------------------------------------------- // // PROC P_DSparilTeleport // //---------------------------------------------------------------------------- void DSparilTeleport () { SpotState state = SpotState.GetSpotState(); if (state == null) return; Actor spot = state.GetSpotWithMinMaxDistance("BossSpot", pos.x, pos.y, 128, 0); if (spot == null) return; Vector3 prev = Pos; if (TeleportMove (spot.Pos, false)) { Actor mo = Spawn("Sorcerer2Telefade", prev, ALLOW_REPLACE); if (mo) { mo.Translation = Translation; mo.A_PlaySound("misc/teleport", CHAN_BODY); } SetStateLabel ("Teleport"); A_PlaySound ("misc/teleport", CHAN_BODY); SetZ(floorz); angle = spot.angle; vel = (0,0,0); } } //---------------------------------------------------------------------------- // // PROC A_Srcr2Decide // //---------------------------------------------------------------------------- void A_Srcr2Decide () { static const int chance[] = { 192, 120, 120, 120, 64, 64, 32, 16, 0 }; int health8 = max(1, SpawnHealth() / 8); int chanceindex = min(8, health / health8); if (random[Srcr2Decide]() < chance[chanceindex]) { DSparilTeleport (); } } //---------------------------------------------------------------------------- // // PROC A_Srcr2Attack // //---------------------------------------------------------------------------- void A_Srcr2Attack () { if (!target) { return; } A_PlaySound (AttackSound, CHAN_BODY, 1, false, ATTN_NONE); if (CheckMeleeRange()) { int damage = random[Srcr2Atk](1, 8) * 20; int newdam = target.DamageMobj (self, self, damage, 'Melee'); target.TraceBleed (newdam > 0 ? newdam : damage, self); return; } int chance = health < SpawnHealth()/2 ? 96 : 48; if (random[Srcr2Atk]() < chance) { // Wizard spawners SpawnMissileAngle("Sorcerer2FX2", Angle - 45, 0.5); SpawnMissileAngle("Sorcerer2FX2", Angle + 45, 0.5); } else { // Blue bolt SpawnMissile (target, "Sorcerer2FX1"); } } //---------------------------------------------------------------------------- // // PROC A_Sor2DthInit // //---------------------------------------------------------------------------- void A_Sor2DthInit () { special1 = 7; // Animation loop counter Thing_Destroy(0); // Kill monsters early } //---------------------------------------------------------------------------- // // PROC A_Sor2DthLoop // //---------------------------------------------------------------------------- void A_Sor2DthLoop () { if (--special1) { // Need to loop SetStateLabel("DeathLoop"); } } } // Sorcerer 2 FX 1 ---------------------------------------------------------- class Sorcerer2FX1 : Actor { Default { Radius 10; Height 6; Speed 20; FastSpeed 28; Damage 1; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle "Add"; } States { Spawn: FX16 ABC 3 BRIGHT A_BlueSpark; Loop; Death: FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111)); FX16 HIJKL 5 BRIGHT; Stop; } //---------------------------------------------------------------------------- // // PROC A_BlueSpark // //---------------------------------------------------------------------------- void A_BlueSpark () { for (int i = 0; i < 2; i++) { Actor mo = Spawn("Sorcerer2FXSpark", pos, ALLOW_REPLACE); if (mo != null) { mo.Vel.X = Random2[BlueSpark]() / 128.; mo.Vel.Y = Random2[BlueSpark]() / 128.; mo.Vel.Z = 1. + Random[BlueSpark]() / 256.; } } } } // Sorcerer 2 FX Spark ------------------------------------------------------ class Sorcerer2FXSpark : Actor { Default { Radius 20; Height 16; +NOBLOCKMAP +NOGRAVITY +NOTELEPORT +CANNOTPUSH RenderStyle "Add"; } States { Spawn: FX16 DEF 12 BRIGHT; Stop; } } // Sorcerer 2 FX 2 ---------------------------------------------------------- class Sorcerer2FX2 : Actor { Default { Radius 10; Height 6; Speed 6; Damage 10; Projectile; -ACTIVATEIMPACT -ACTIVATEPCROSS RenderStyle "Add"; } States { Spawn: FX11 A 35 BRIGHT; FX11 A 5 BRIGHT A_GenWizard; FX11 B 5 BRIGHT; Goto Spawn+1; Death: FX11 CDEFG 5 BRIGHT; Stop; } //---------------------------------------------------------------------------- // // PROC A_GenWizard // //---------------------------------------------------------------------------- void A_GenWizard () { Actor mo = Spawn("Wizard", pos, ALLOW_REPLACE); if (mo != null) { mo.AddZ(-mo.Default.Height / 2, false); if (!mo.TestMobjLocation ()) { // Didn't fit mo.ClearCounters(); mo.Destroy (); } else { // [RH] Make the new wizards inherit D'Sparil's target mo.CopyFriendliness (self.target, true); Vel = (0,0,0); SetStateLabel('Death'); bMissile = false; mo.master = target; SpawnTeleportFog(pos, false, true); } } } } // Sorcerer 2 Telefade ------------------------------------------------------ class Sorcerer2Telefade : Actor { Default { +NOBLOCKMAP } States { Spawn: SOR2 GHIJKL 6; Stop; } }