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https://github.com/ZDoom/gzdoom.git
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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
449 lines
7.9 KiB
Text
449 lines
7.9 KiB
Text
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// FireDemon ----------------------------------------------------------------
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class FireDemon : Actor
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{
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const FIREDEMON_ATTACK_RANGE = 64*8.;
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int fdstrafecount;
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Default
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{
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Health 80;
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ReactionTime 8;
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PainChance 1;
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Speed 13;
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Radius 20;
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Height 68;
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Mass 75;
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Damage 1;
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Monster;
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+DROPOFF +NOGRAVITY +FLOAT
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+FLOORCLIP +INVULNERABLE +TELESTOMP
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SeeSound "FireDemonSpawn";
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PainSound "FireDemonPain";
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DeathSound "FireDemonDeath";
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ActiveSound "FireDemonActive";
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Obituary "$OB_FIREDEMON";
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}
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States
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{
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Spawn:
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FDMN X 5 Bright;
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FDMN EFG 10 Bright A_Look;
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Goto Spawn + 1;
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See:
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FDMN E 8 Bright;
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FDMN F 6 Bright;
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FDMN G 5 Bright;
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FDMN F 8 Bright;
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FDMN E 6 Bright;
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FDMN G 7 Bright A_FiredRocks;
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FDMN HI 5 Bright;
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FDMN J 5 Bright A_UnSetInvulnerable;
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Chase:
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FDMN ABC 5 Bright A_FiredChase;
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Loop;
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Pain:
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FDMN D 0 Bright A_UnSetInvulnerable;
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FDMN D 6 Bright A_Pain;
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Goto Chase;
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Missile:
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FDMN K 3 Bright A_FaceTarget;
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FDMN KKK 5 Bright A_FiredAttack;
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Goto Chase;
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Crash:
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XDeath:
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FDMN M 5 A_FaceTarget;
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FDMN N 5 A_NoBlocking;
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FDMN O 5 A_FiredSplotch;
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Stop;
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Death:
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FDMN D 4 Bright A_FaceTarget;
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FDMN L 4 Bright A_Scream;
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FDMN L 4 Bright A_NoBlocking;
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FDMN L 200 Bright;
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Stop;
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Ice:
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FDMN R 5 A_FreezeDeath;
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FDMN R 1 A_FreezeDeathChunks;
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Wait;
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}
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//============================================================================
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// Fire Demon AI
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//
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// special1 index into floatbob
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// fdstrafecount whether strafing or not
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//============================================================================
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//============================================================================
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//
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// A_FiredSpawnRock
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//
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//============================================================================
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private void A_FiredSpawnRock ()
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{
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Actor mo;
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class<Actor> rtype;
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switch (random[FireDemonRock](0, 4))
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{
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case 0:
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rtype = "FireDemonRock1";
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break;
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case 1:
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rtype = "FireDemonRock2";
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break;
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case 2:
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rtype = "FireDemonRock3";
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break;
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case 3:
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rtype = "FireDemonRock4";
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break;
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case 4:
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default:
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rtype = "FireDemonRock5";
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break;
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}
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double xo = (random[FireDemonRock]() - 128) / 16.;
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double yo = (random[FireDemonRock]() - 128) / 16.;
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double zo = random[FireDemonRock]() / 32.;
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mo = Spawn (rtype, Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
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if (mo)
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{
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mo.target = self;
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mo.Vel.X = (random[FireDemonRock]() - 128) / 64.;
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mo.Vel.Y = (random[FireDemonRock]() - 128) / 64.;
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mo.Vel.Z = (random[FireDemonRock]() / 64.);
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mo.special1 = 2; // Number bounces
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}
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// Initialize fire demon
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fdstrafecount = 0;
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bJustAttacked = false;
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}
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//============================================================================
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//
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// A_FiredRocks
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//
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//============================================================================
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void A_FiredRocks()
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{
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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A_FiredSpawnRock ();
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}
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//============================================================================
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//
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// A_FiredAttack
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//
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//============================================================================
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void A_FiredAttack()
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{
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if (target == null) return;
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Actor mo = SpawnMissile (target, "FireDemonMissile");
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if (mo) A_PlaySound ("FireDemonAttack", CHAN_BODY);
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}
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//============================================================================
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//
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// A_FiredChase
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//
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//============================================================================
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void A_FiredChase()
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{
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int weaveindex = special1;
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double ang;
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double dist;
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if (reactiontime) reactiontime--;
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if (threshold) threshold--;
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// Float up and down
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AddZ(BobSin(weaveindex));
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special1 = (weaveindex + 2) & 63;
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// Ensure it stays above certain height
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if (pos.Z < floorz + 64)
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{
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AddZ(2);
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}
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if(!target || !target.bShootable)
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{ // Invalid target
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LookForPlayers (true);
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return;
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}
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// Strafe
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if (fdstrafecount > 0)
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{
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fdstrafecount--;
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}
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else
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{
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fdstrafecount = 0;
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Vel.X = Vel.Y = 0;
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dist = Distance2D(target);
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if (dist < FIREDEMON_ATTACK_RANGE)
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{
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if (random[FiredChase]() < 30)
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{
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ang = AngleTo(target);
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if (random[FiredChase]() < 128)
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ang += 90;
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else
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ang -= 90;
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Thrust(8, ang);
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fdstrafecount = 3; // strafe time
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}
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}
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}
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FaceMovementDirection ();
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// Normal movement
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if (!fdstrafecount)
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{
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if (--movecount<0 || !MonsterMove ())
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{
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NewChaseDir ();
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}
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}
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// Do missile attack
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if (!bJustAttacked)
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{
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if (CheckMissileRange () && (random[FiredChase]() < 20))
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{
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SetState (MissileState);
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bJustAttacked = true;
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return;
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}
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}
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else
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{
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bJustAttacked = false;
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}
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// make active sound
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if (random[FiredChase]() < 3)
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{
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PlayActiveSound ();
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}
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}
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//============================================================================
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//
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// A_FiredSplotch
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//
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//============================================================================
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void A_FiredSplotch()
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{
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Actor mo;
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mo = Spawn ("FireDemonSplotch1", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
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mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
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mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
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}
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mo = Spawn ("FireDemonSplotch2", Pos, ALLOW_REPLACE);
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if (mo)
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{
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mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
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mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
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mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
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}
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}
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}
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// FireDemonSplotch1 -------------------------------------------------------
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class FireDemonSplotch1 : Actor
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{
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Default
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{
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ReactionTime 8;
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Radius 3;
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Height 16;
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Mass 100;
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+DROPOFF +CORPSE
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+NOTELEPORT +FLOORCLIP
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}
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States
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{
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Spawn:
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FDMN P 3;
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FDMN P 6 A_QueueCorpse;
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FDMN Y -1;
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Stop;
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}
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}
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// FireDemonSplotch2 -------------------------------------------------------
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class FireDemonSplotch2 : FireDemonSplotch1
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{
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States
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{
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Spawn:
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FDMN Q 3;
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FDMN Q 6 A_QueueCorpse;
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FDMN Z -1;
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Stop;
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}
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}
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// FireDemonRock1 ------------------------------------------------------------
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class FireDemonRock1 : Actor
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{
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Default
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{
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ReactionTime 8;
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Radius 3;
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Height 5;
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Mass 16;
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+NOBLOCKMAP +DROPOFF +MISSILE
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+NOTELEPORT
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}
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States
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{
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Spawn:
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FDMN S 4;
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Loop;
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Death:
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FDMN S 5 A_SmBounce;
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XDeath:
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FDMN S 200;
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Stop;
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}
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//============================================================================
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//
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// A_SmBounce
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//
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//============================================================================
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void A_SmBounce()
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{
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// give some more velocity (x,y,&z)
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SetZ(floorz + 1);
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Vel.Z = 2. + random[SMBounce]() / 64.;
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Vel.X = random[SMBounce](0, 2);
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Vel.Y = random[SMBounce](0, 2);
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}
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}
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// FireDemonRock2 ------------------------------------------------------------
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class FireDemonRock2 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN T 4;
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Loop;
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Death:
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FDMN T 5 A_SmBounce;
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XDeath:
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FDMN T 200;
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Stop;
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}
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}
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// FireDemonRock3 ------------------------------------------------------------
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class FireDemonRock3 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN U 4;
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Loop;
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Death:
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FDMN U 5 A_SmBounce;
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XDeath:
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FDMN U 200;
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Stop;
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}
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}
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// FireDemonRock4 ------------------------------------------------------------
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class FireDemonRock4 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN V 4;
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Loop;
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Death:
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FDMN V 5 A_SmBounce;
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XDeath:
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FDMN V 200;
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Stop;
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}
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}
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// FireDemonRock5 ------------------------------------------------------------
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class FireDemonRock5 : FireDemonRock1
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{
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States
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{
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Spawn:
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FDMN W 4;
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Loop;
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Death:
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FDMN W 5 A_SmBounce;
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XDeath:
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FDMN W 200;
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Stop;
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}
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}
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// FireDemonMissile -----------------------------------------------------------
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class FireDemonMissile : Actor
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{
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Default
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{
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ReactionTime 8;
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Speed 10;
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Radius 10;
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Height 6;
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Mass 5;
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Damage 1;
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DamageType "Fire";
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Projectile;
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RenderStyle "Add";
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DeathSound "FireDemonMissileHit";
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}
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States
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{
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Spawn:
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FDMB A 5 Bright;
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Loop;
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Death:
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FDMB BCDE 5 Bright;
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Stop;
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}
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}
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