gzdoom/wadsrc/static/zscript/strife/programmer.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

237 lines
4.7 KiB
Text

// Programmer ---------------------------------------------------------------
class Programmer : Actor
{
Default
{
Health 1100;
PainChance 50;
Speed 26;
FloatSpeed 5;
Radius 45;
Height 60;
Mass 800;
Damage 4;
Monster;
+NOGRAVITY
+FLOAT
+NOBLOOD
+NOTDMATCH
+DONTMORPH
+NOBLOCKMONST
+LOOKALLAROUND
+NOICEDEATH
+NOTARGETSWITCH
DamageFactor "Fire", 0.5;
MinMissileChance 150;
AttackSound "programmer/attack";
PainSound "programmer/pain";
DeathSound "programmer/death";
ActiveSound "programmer/active";
Obituary "$OB_PROGRAMMER";
DropItem "Sigil1";
}
States
{
Spawn:
PRGR A 5 A_Look;
PRGR A 1 A_SentinelBob;
Loop;
See:
PRGR A 160 A_SentinelBob;
PRGR BCD 5 A_SentinelBob;
PRGR EF 2 A_SentinelBob;
PRGR EF 3 A_Chase;
Goto See+4;
Melee:
PRGR E 2 A_SentinelBob;
PRGR F 3 A_SentinelBob;
PRGR E 3 A_FaceTarget;
PRGR F 4 A_ProgrammerMelee;
Goto See+4;
Missile:
PRGR G 5 A_FaceTarget;
PRGR H 5 A_SentinelBob;
PRGR I 5 Bright A_FaceTarget;
PRGR J 5 Bright A_SpotLightning;
Goto See+4;
Pain:
PRGR K 5 A_Pain;
PRGR L 5 A_SentinelBob;
Goto See+4;
Death:
PRGR L 7 Bright A_TossGib;
PRGR M 7 Bright A_Scream;
PRGR N 7 Bright A_TossGib;
PRGR O 7 Bright A_NoBlocking;
PRGR P 7 Bright A_TossGib;
PRGR Q 7 Bright A_SpawnProgrammerBase;
PRGR R 7 Bright;
PRGR S 6 Bright;
PRGR TUVW 5 Bright;
PRGR X 32 Bright;
PRGR X -1 Bright A_ProgrammerDeath;
Stop;
}
//============================================================================
//
// A_ProgrammerMelee
//
//============================================================================
void A_ProgrammerMelee ()
{
if (target == null)
return;
A_FaceTarget ();
if (!CheckMeleeRange ())
return;
A_PlaySound("programmer/clank", CHAN_WEAPON);
int damage = random[Programmer](1, 10) * 6;
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
}
//============================================================================
//
// A_SpawnProgrammerBase
//
//============================================================================
void A_SpawnProgrammerBase ()
{
Actor foo = Spawn("ProgrammerBase", Pos + (0,0,24), ALLOW_REPLACE);
if (foo != null)
{
foo.Angle = Angle + 180. + Random2[Programmer]() * (360. / 1024.);
foo.VelFromAngle();
foo.Vel.Z = random[Programmer]() / 128.;
}
}
//============================================================================
//
// A_ProgrammerDeath
//
//============================================================================
void A_ProgrammerDeath ()
{
if (!CheckBossDeath ())
return;
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
players[i].mo.GiveInventoryType ("ProgLevelEnder");
break;
}
}
// the sky change scripts are now done as special actions in MAPINFO
A_BossDeath();
}
//============================================================================
//
// A_SpotLightning
//
//============================================================================
void A_SpotLightning()
{
if (target == null) return;
Actor spot = Spawn("SpectralLightningSpot", (target.pos.xy, target.floorz), ALLOW_REPLACE);
if (spot != null)
{
spot.threshold = 25;
spot.target = self;
spot.FriendPlayer = 0;
spot.tracer = target;
}
}
}
// The Programmer's base for when he dies -----------------------------------
class ProgrammerBase : Actor
{
Default
{
+NOBLOCKMAP
+NOCLIP
+NOBLOOD
}
States
{
Spawn:
BASE A 5 Bright A_Explode(32,32,1,1);
BASE BCD 5 Bright;
BASE EFG 5;
BASE H -1;
Stop;
}
}
// The Programmer level ending thing ----------------------------------------
class ProgLevelEnder : Inventory
{
Default
{
+INVENTORY.UNDROPPABLE
}
//============================================================================
//
// AProgLevelEnder :: Tick
//
// Fade to black, end the level, then unfade.
//
//============================================================================
override void Tick ()
{
if (special2 == 0)
{ // fade out over .66 second
special1 += 255 / (TICRATE*2/3);
if (++special1 >= 255)
{
special1 = 255;
special2 = 1;
Exit_Normal(0);
}
}
else
{ // fade in over two seconds
special1 -= 255 / (TICRATE*2);
if (special1 <= 0)
{
Destroy ();
}
}
}
//============================================================================
//
// AProgLevelEnder :: GetBlend
//
//============================================================================
override Color GetBlend ()
{
return Color(special1, 0, 0, 0);
}
}