gzdoom/wadsrc/static/zscript/actors/doom/fatso.zs

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//===========================================================================
//
// Mancubus
//
//===========================================================================
class Fatso : Actor
{
Default
{
Health 600;
Radius 48;
Height 64;
Mass 1000;
Speed 8;
PainChance 80;
Monster;
+FLOORCLIP
+BOSSDEATH
SeeSound "fatso/sight";
PainSound "fatso/pain";
DeathSound "fatso/death";
ActiveSound "fatso/active";
Obituary "$OB_FATSO";
Tag "$FN_MANCU";
}
States
{
Spawn:
FATT AB 15 A_Look;
Loop;
See:
FATT AABBCCDDEEFF 4 A_Chase;
Loop;
Missile:
FATT G 20 A_FatRaise;
FATT H 10 BRIGHT A_FatAttack1;
FATT IG 5 A_FaceTarget;
FATT H 10 BRIGHT A_FatAttack2;
FATT IG 5 A_FaceTarget;
FATT H 10 BRIGHT A_FatAttack3;
FATT IG 5 A_FaceTarget;
Goto See;
Pain:
FATT J 3;
FATT J 3 A_Pain;
Goto See;
Death:
FATT K 6;
FATT L 6 A_Scream;
FATT M 6 A_NoBlocking;
FATT NOPQRS 6;
FATT T -1 A_BossDeath;
Stop;
Raise:
FATT R 5;
FATT QPONMLK 5;
Goto See;
}
}
//===========================================================================
//
// Mancubus fireball
//
//===========================================================================
class FatShot : Actor
{
Default
{
Radius 6;
Height 8;
Speed 20;
Damage 8;
Projectile;
+RANDOMIZE
+ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
SeeSound "fatso/attack";
DeathSound "fatso/shotx";
}
States
{
Spawn:
MANF AB 4 BRIGHT;
Loop;
Death:
MISL B 8 BRIGHT;
MISL C 6 BRIGHT;
MISL D 4 BRIGHT;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
const FATSPREAD = 90./8;
void A_FatRaise()
{
A_FaceTarget();
A_StartSound("fatso/raiseguns", CHAN_WEAPON);
}
//
// Mancubus attack,
// firing three missiles in three different directions?
// Doesn't look like it.
//
void A_FatAttack1(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
// Change direction to ...
Angle += FATSPREAD;
SpawnMissile (target, spawntype);
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle += FATSPREAD;
missile.VelFromAngle();
}
}
}
void A_FatAttack2(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
// Now here choose opposite deviation.
Angle -= FATSPREAD;
SpawnMissile (target, spawntype);
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle -= FATSPREAD;
missile.VelFromAngle();
}
}
}
void A_FatAttack3(class<Actor> spawntype = "FatShot")
{
if (target)
{
A_FaceTarget ();
Actor missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle -= FATSPREAD/2;
missile.VelFromAngle();
}
missile = SpawnMissile (target, spawntype);
if (missile)
{
missile.Angle += FATSPREAD/2;
missile.VelFromAngle();
}
}
}
//
// killough 9/98: a mushroom explosion effect, sorta :)
// Original idea: Linguica
//
void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, double vrange = 4.0, double hrange = 0.5)
{
int i, j;
if (numspawns == 0)
{
numspawns = GetMissileDamage(0, 1);
}
A_Explode(128, 128, (flags & MSF_DontHurt) ? 0 : XF_HURTSOURCE);
// Now launch mushroom cloud
Actor aimtarget = Spawn("Mapspot", pos, NO_REPLACE); // We need something to aim at.
if (aimtarget == null) return;
Actor owner = (flags & MSF_DontHurt) ? target : self;
aimtarget.Height = Height;
bool shootmode = ((flags & MSF_Classic) || // Flag explicitly set, or no flags and compat options
(flags == 0 && CurState.bDehacked && (Level.compatflags & COMPATF_MUSHROOM)));
for (i = -numspawns; i <= numspawns; i += 8)
{
for (j = -numspawns; j <= numspawns; j += 8)
{
Actor mo;
aimtarget.SetXYZ(pos + (i, j, (i, j).Length() * vrange)); // Aim up fairly high
if (shootmode)
{ // Use old function for MBF compatibility
mo = OldSpawnMissile(aimtarget, spawntype, owner);
}
else // Use normal function
{
mo = SpawnMissile(aimtarget, spawntype, owner);
}
if (mo)
{ // Slow it down a bit
mo.Vel *= hrange;
mo.bNoGravity = false; // Make debris fall under gravity
}
}
}
aimtarget.Destroy();
}
}