gzdoom/wadsrc/static/zscript/doom/bossbrain.txt
Christoph Oelckers e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00

437 lines
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Text

//===========================================================================
//
// Boss Brain
//
//===========================================================================
class BossBrain : Actor
{
Default
{
Health 250;
Mass 10000000;
PainChance 255;
+SOLID +SHOOTABLE
+NOICEDEATH
+OLDRADIUSDMG
PainSound "brain/pain";
DeathSound "brain/death";
}
States
{
BrainExplode:
MISL BC 10 Bright;
MISL D 10 A_BrainExplode;
Stop;
Spawn:
BBRN A -1;
Stop;
Pain:
BBRN B 36 A_BrainPain;
Goto Spawn;
Death:
BBRN A 100 A_BrainScream;
BBRN AA 10;
BBRN A -1 A_BrainDie;
Stop;
}
}
//===========================================================================
//
// Boss Eye
//
//===========================================================================
class BossEye : Actor
{
Default
{
Height 32;
+NOBLOCKMAP
+NOSECTOR
}
States
{
Spawn:
SSWV A 10 A_Look;
Loop;
See:
SSWV A 181 A_BrainAwake;
SSWV A 150 A_BrainSpit;
Wait;
}
}
//===========================================================================
//
// Boss Target
//
//===========================================================================
class BossTarget : SpecialSpot
{
Default
{
Height 32;
+NOBLOCKMAP;
+NOSECTOR;
}
}
//===========================================================================
//
// Spawn shot
//
//===========================================================================
class SpawnShot : Actor
{
Default
{
Radius 6;
Height 32;
Speed 10;
Damage 3;
Projectile;
+NOCLIP
-ACTIVATEPCROSS
+RANDOMIZE
SeeSound "brain/spit";
DeathSound "brain/cubeboom";
}
States
{
Spawn:
BOSF A 3 BRIGHT A_SpawnSound;
BOSF BCD 3 BRIGHT A_SpawnFly;
Loop;
}
}
//===========================================================================
//
// Spawn fire
//
//===========================================================================
class SpawnFire : Actor
{
Default
{
Height 78;
+NOBLOCKMAP
+NOGRAVITY
RenderStyle "Add";
}
States
{
Spawn:
FIRE ABCDEFGH 4 Bright A_Fire;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
void A_BrainAwake()
{
A_PlaySound("brain/sight", CHAN_VOICE, 1, false, ATTN_NONE);
}
void A_BrainPain()
{
A_PlaySound("brain/pain", CHAN_VOICE, 1, false, ATTN_NONE);
}
private static void BrainishExplosion(vector3 pos)
{
Actor boom = Actor.Spawn("Rocket", pos, NO_REPLACE);
if (boom)
{
boom.DeathSound = "misc/brainexplode";
boom.Vel.z = random[BrainScream](0, 255)/128.;
State stt = "BossBrain::Brainexplode";
if (stt) boom.SetState (stt);
}
boom.bRocketTrail = false;
boom.SetDamage(0); // disables collision detection which is not wanted here
boom.tics -= random[BrainScream](0, 7);
if (boom.tics < 1) boom.tics = 1;
}
void A_BrainScream()
{
for (double x = -196; x < +320; x += 8)
{
// (1 / 512.) is actually what the original value of 128 did, even though it probably meant 128 map units.
BrainishExplosion(Vec2OffsetZ(x, -320, (1 / 512.) + random[BrainExplode](0, 255) * 2));
}
A_PlaySound("brain/death", CHAN_VOICE, 1, false, ATTN_NONE);
}
void A_BrainExplode()
{
double x = random2[BrainExplode]() / 32.;
Vector3 pos = Vec2OffsetZ(x, 0, 1 / 512. + random[BrainExplode]() * 2);
BrainishExplosion(pos);
}
void A_BrainDie()
{
A_Log("A_BrainDie");
// [RH] If noexit, then don't end the level.
if ((GetCVar("deathmatch") || GetCVar("alwaysapplydmflags")) && GetCVar("sv_noexit"))
return;
// New dmflag: Kill all boss spawned monsters before ending the level.
if (GetCVar("sv_killbossmonst"))
{
int count; // Repeat until we have no more boss-spawned monsters.
ThinkerIterator it = ThinkerIterator.Create();
do // (e.g. Pain Elementals can spawn more to kill upon death.)
{
Actor mo;
it.Reinit();
count = 0;
while (mo = Actor(it.Next()))
{
if (mo.health > 0 && mo.bBossSpawned)
{
mo.DamageMobj(self, self, mo.health, "None", DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
count++;
}
}
} while (count != 0);
}
Exit_Normal(0);
}
native
void A_BrainSpit(class<Actor> spawntype = null) // needs special treatment for default
;/*
{
SpotState spstate = SpotState.GetSpotState();
Actor targ;
Actor spit;
bool isdefault = false;
// shoot a cube at current target
targ = spstate.GetNextInList("BossTarget", G_SkillProperty(SKILLP_EasyBossBrain));
if (targ)
{
if (spawntype == null)
{
spawntype = "SpawnShot";
isdefault = true;
}
// spawn brain missile
spit = SpawnMissile (targ, spawntype);
if (spit)
{
// Boss cubes should move freely to their destination so it's
// probably best to disable all collision detection for them.
spit.bNoInteraction = spit.bNoClip;
spit.target = targ;
spit.master = self;
// [RH] Do this correctly for any trajectory. Doom would divide by 0
// if the target had the same y coordinate as the spitter.
if (spit.Vel.xy == (0, 0))
{
spit.special2 = 0;
}
else if (abs(spit.Vel.y) > fabs(spit.Vel.x))
{
spit.special2 = int((targ.pos.y - pos.y) / spit.Vel.y);
}
else
{
spit.special2 = int((targ.pos.x - pos.x) / spit.Vel.y);
}
// [GZ] Calculates when the projectile will have reached destination
spit.special2 += level.maptime;
spit.bBossCube = true;
}
if (!isdefault)
{
A_PlaySound(self.AttackSound, CHAN_WEAPON);
}
else
{
// compatibility fallback
A_PlaySound("brain/spit", CHAN_WEAPON);
}
}
}
*/
/*
private void SpawnFly(class<Actor> spawntype, sound snd)
{
AActor newmobj;
AActor fog;
AActor eye = master; // The eye is the spawnshot's master, not the target!
AActor targ = target; // Unlike other projectiles, the target is the intended destination.
int r;
// [GZ] Should be more viable than a countdown...
if (special2 != 0)
{
if (special2 > level.maptime)
return; // still flying
}
else
{
if (reactiontime == 0 || --reactiontime != 0)
return; // still flying
}
if (spawntype)
{
fog = Spawn (spawntype, targ.pos, ALLOW_REPLACE);
if (fog) A_PlaySound(snd, CHAN_BODY);
}
class<Actor> SpawnName;
DropItem di; // di will be our drop item list iterator
DropItem drop; // while drop stays as the reference point.
int n = 0;
// First see if this cube has its own actor list
drop = GetDropItems();
// If not, then default back to its master's list
if (drop == null && eye != null)
drop = eye.GetDropItems();
if (drop != null)
{
for (di = drop; di != null; di = di.Next)
{
if (di.Name != 'None')
{
if (di.Amount < 0)
{
di.Amount = 1; // default value is -1, we need a positive value.
}
n += di.Amount; // this is how we can weight the list.
}
}
di = drop;
n = randon[pr_spawnfly](0, n);
while (n >= 0)
{
if (di.Name != 'none')
{
n -= di.Amount; // logically, none of the -1 values have survived by now.
}
if ((di.Next != null) && (n >= 0))
{
di = di.Next;
}
else
{
n = -1;
}
}
SpawnName = di.Name;
}
if (SpawnName == null)
{
// Randomly select monster to spawn.
r = random[pr_spawnfly](0, 255);
// Probability distribution (kind of :),
// decreasing likelihood.
if (r < 50) SpawnName = "DoomImp";
else if (r < 90) SpawnName = "Demon";
else if (r < 120) SpawnName = "Spectre";
else if (r < 130) SpawnName = "PainElemental";
else if (r < 160) SpawnName = "Cacodemon";
else if (r < 162) SpawnName = "Archvile";
else if (r < 172) SpawnName = "Revenant";
else if (r < 192) SpawnName = "Arachnotron";
else if (r < 222) SpawnName = "Fatso";
else if (r < 246) SpawnName = "HellKnight";
else SpawnName = "BaronOfHell";
}
if (spawnname != null)
{
newmobj = Spawn (spawnname, targ.pos, ALLOW_REPLACE);
if (newmobj != null)
{
// Make the new monster hate what the boss eye hates
if (eye != null)
{
newmobj.CopyFriendliness (eye, false);
}
// Make it act as if it was around when the player first made noise
// (if the player has made noise).
newmobj.LastHeard = newmobj.Sector.SoundTarget;
if (newmobj.SeeState != null && newmobj.LookForPlayers (true, null))
{
newmobj.SetState (newmobj.SeeState);
}
if (!(newmobj.ObjectFlags & OF_EuthanizeMe))
{
// telefrag anything in this spot
newmobj.TeleportMove (newmobj.pos, true);
}
newmobj.bBossSpawned = true;
}
}
// remove self (i.e., cube).
Destroy ();
}
*/
native
void A_SpawnFly(class<Actor> spawntype = null) // needs special treatment for default
;
/*
{
sound snd;
if (spawntype != null)
{
snd = GetDefaultByType(spawntype).SeeSound;
}
else
{
spawntype = "SpawnFire";
snd = "brain/spawn";
}
SpawnFly(self, spawntype, snd);
}
*/
native
void A_SpawnSound()
;
/*
{
// travelling cube sound
A_PlaySound("brain/cube", CHAN_BODY);
SpawnFly("SpawnFire", "brain/spawn");
}
*/
}