mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-12-24 03:21:18 +00:00
3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
534 lines
11 KiB
Text
534 lines
11 KiB
Text
//===========================================================================
|
|
// Korax Variables
|
|
// tracer last teleport destination
|
|
// special2 set if "below half" script not yet run
|
|
//
|
|
// Korax Scripts (reserved)
|
|
// 249 Tell scripts that we are below half health
|
|
// 250-254 Control scripts (254 is only used when less than half health)
|
|
// 255 Death script
|
|
//
|
|
// Korax TIDs (reserved)
|
|
// 245 Reserved for Korax himself
|
|
// 248 Initial teleport destination
|
|
// 249 Teleport destination
|
|
// 250-254 For use in respective control scripts
|
|
// 255 For use in death script (spawn spots)
|
|
//===========================================================================
|
|
|
|
class Korax : Actor
|
|
{
|
|
const KORAX_ARM_EXTENSION_SHORT = 40;
|
|
const KORAX_ARM_EXTENSION_LONG = 55;
|
|
|
|
const KORAX_ARM1_HEIGHT = 108;
|
|
const KORAX_ARM2_HEIGHT = 82;
|
|
const KORAX_ARM3_HEIGHT = 54;
|
|
const KORAX_ARM4_HEIGHT = 104;
|
|
const KORAX_ARM5_HEIGHT = 86;
|
|
const KORAX_ARM6_HEIGHT = 53;
|
|
|
|
const KORAX_FIRST_TELEPORT_TID = 248;
|
|
const KORAX_TELEPORT_TID = 249;
|
|
|
|
const KORAX_DELTAANGLE = 85;
|
|
|
|
const KORAX_COMMAND_HEIGHT = 120;
|
|
const KORAX_COMMAND_OFFSET = 27;
|
|
|
|
const KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
|
|
|
|
Default
|
|
{
|
|
Health 5000;
|
|
Painchance 20;
|
|
Speed 10;
|
|
Radius 65;
|
|
Height 115;
|
|
Mass 2000;
|
|
Damage 15;
|
|
Monster;
|
|
+BOSS
|
|
+FLOORCLIP
|
|
+TELESTOMP
|
|
+DONTMORPH
|
|
+NOTARGET
|
|
+NOICEDEATH
|
|
SeeSound "KoraxSight";
|
|
AttackSound "KoraxAttack";
|
|
PainSound "KoraxPain";
|
|
DeathSound "KoraxDeath";
|
|
ActiveSound "KoraxActive";
|
|
Obituary "$OB_KORAX";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
KORX A 5 A_Look;
|
|
Loop;
|
|
See:
|
|
KORX AAA 3 A_KoraxChase;
|
|
KORX B 3 A_Chase;
|
|
KORX BBB 3 A_KoraxChase;
|
|
KORX C 3 A_KoraxStep;
|
|
KORX CCC 3 A_KoraxChase;
|
|
KORX D 3 A_Chase;
|
|
KORX DDD 3 A_KoraxChase;
|
|
KORX A 3 A_KoraxStep;
|
|
Loop;
|
|
Pain:
|
|
KORX H 5 A_Pain;
|
|
KORX H 5;
|
|
Goto See;
|
|
Missile:
|
|
KORX E 2 Bright A_FaceTarget;
|
|
KORX E 5 Bright A_KoraxDecide;
|
|
Wait;
|
|
Death:
|
|
KORX I 5;
|
|
KORX J 5 A_FaceTarget;
|
|
KORX K 5 A_Scream;
|
|
KORX LMNOP 5;
|
|
KORX Q 10;
|
|
KORX R 5 A_KoraxBonePop;
|
|
KORX S 5 A_NoBlocking;
|
|
KORX TU 5;
|
|
KORX V -1;
|
|
Stop;
|
|
Attack:
|
|
KORX E 4 Bright A_FaceTarget;
|
|
KORX F 8 Bright A_KoraxMissile;
|
|
KORX E 8 Bright;
|
|
Goto See;
|
|
Command:
|
|
KORX E 5 Bright A_FaceTarget;
|
|
KORX W 10 Bright A_FaceTarget;
|
|
KORX G 15 Bright A_KoraxCommand;
|
|
KORX W 10 Bright;
|
|
KORX E 5 Bright;
|
|
Goto See;
|
|
}
|
|
|
|
|
|
void A_KoraxStep()
|
|
{
|
|
A_PlaySound("KoraxStep");
|
|
A_Chase();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KoraxChase
|
|
//
|
|
//============================================================================
|
|
|
|
|
|
void A_KoraxChase()
|
|
{
|
|
if ((!special2) && (health <= (SpawnHealth()/2)))
|
|
{
|
|
ActorIterator it = ActorIterator.Create(KORAX_FIRST_TELEPORT_TID);
|
|
Actor spot = it.Next ();
|
|
if (spot != null)
|
|
{
|
|
Teleport ((spot.pos.xy, ONFLOORZ), spot.angle, TELF_SOURCEFOG | TELF_DESTFOG);
|
|
}
|
|
ACS_Execute(249, 0);
|
|
special2 = 1; // Don't run again
|
|
return;
|
|
}
|
|
|
|
if (target == null)
|
|
{
|
|
return;
|
|
}
|
|
if (random[KoraxChase]() < 30)
|
|
{
|
|
SetState (MissileState);
|
|
}
|
|
else if (random[KoraxChase]() < 30)
|
|
{
|
|
A_PlaySound("KoraxActive", CHAN_VOICE, 1, false, ATTN_NONE);
|
|
}
|
|
|
|
// Teleport away
|
|
if (health < (SpawnHealth() >> 1))
|
|
{
|
|
if (random[KoraxChase]() < 10)
|
|
{
|
|
ActorIterator it = ActorIterator.Create(KORAX_TELEPORT_TID);
|
|
Actor spot;
|
|
|
|
if (tracer != null)
|
|
{ // Find the previous teleport destination
|
|
do
|
|
{
|
|
spot = it.Next ();
|
|
} while (spot != null && spot != tracer);
|
|
}
|
|
|
|
// Go to the next teleport destination
|
|
spot = it.Next ();
|
|
tracer = spot;
|
|
if (spot)
|
|
{
|
|
Teleport ((spot.pos.xy, ONFLOORZ), spot.angle, TELF_SOURCEFOG | TELF_DESTFOG);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KoraxDecide
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KoraxDecide()
|
|
{
|
|
if (random[KoraxDecide]() < 220)
|
|
{
|
|
SetStateLabel ("Attack");
|
|
}
|
|
else
|
|
{
|
|
SetStateLabel ("Command");
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KoraxBonePop
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KoraxBonePop()
|
|
{
|
|
// Spawn 6 spirits equalangularly
|
|
for (int i = 0; i < 6; ++i)
|
|
{
|
|
Actor mo = SpawnMissileAngle ("KoraxSpirit", 60.*i, 5.);
|
|
if (mo)
|
|
{
|
|
KSpiritInit (mo);
|
|
}
|
|
}
|
|
ACS_Execute(255, 0);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// KSpiritInit
|
|
//
|
|
//============================================================================
|
|
|
|
private void KSpiritInit (Actor spirit)
|
|
{
|
|
spirit.health = KORAX_SPIRIT_LIFETIME;
|
|
|
|
spirit.tracer = self; // Swarm around korax
|
|
spirit.WeaveIndexZ = 32 + (random[Kspiritnit]() & 7); // Float bob index
|
|
spirit.args[0] = 10; // initial turn value
|
|
spirit.args[1] = 0; // initial look angle
|
|
|
|
// Spawn a tail for spirit
|
|
HolyTail.SpawnSpiritTail (spirit);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KoraxMissile
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KoraxMissile()
|
|
{
|
|
static const class<Actor> choices[] =
|
|
{
|
|
"WraithFX1", "Demon1FX1", "Demon2FX1", "FireDemonMissile", "CentaurFX", "SerpentFX"
|
|
};
|
|
static const sound sounds[] =
|
|
{
|
|
"WraithMissileFire", "DemonMissileFire", "DemonMissileFire", "FireDemonAttack", "CentaurLeaderAttack", "SerpentLeaderAttack"
|
|
};
|
|
int type = random[KoraxMissile]() % 6;
|
|
|
|
A_PlaySound("KoraxAttack", CHAN_VOICE);
|
|
|
|
// Fire all 6 missiles at once
|
|
A_PlaySound(sounds[type], CHAN_WEAPON, 1, false, ATTN_NONE);
|
|
class<Actor> info = choices[type];
|
|
for (int i = 0; i < 6; ++i)
|
|
{
|
|
KoraxFire(info, i);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// KoraxFire
|
|
//
|
|
// Arm projectiles
|
|
// arm positions numbered:
|
|
// 1 top left
|
|
// 2 middle left
|
|
// 3 lower left
|
|
// 4 top right
|
|
// 5 middle right
|
|
// 6 lower right
|
|
//
|
|
//============================================================================
|
|
|
|
void KoraxFire (Class<Actor> type, int arm)
|
|
{
|
|
static const int extension[] =
|
|
{
|
|
KORAX_ARM_EXTENSION_SHORT,
|
|
KORAX_ARM_EXTENSION_LONG,
|
|
KORAX_ARM_EXTENSION_LONG,
|
|
KORAX_ARM_EXTENSION_SHORT,
|
|
KORAX_ARM_EXTENSION_LONG,
|
|
KORAX_ARM_EXTENSION_LONG
|
|
};
|
|
static const int armheight[] =
|
|
{
|
|
KORAX_ARM1_HEIGHT,
|
|
KORAX_ARM2_HEIGHT,
|
|
KORAX_ARM3_HEIGHT,
|
|
KORAX_ARM4_HEIGHT,
|
|
KORAX_ARM5_HEIGHT,
|
|
KORAX_ARM6_HEIGHT
|
|
};
|
|
|
|
double ang = angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE);
|
|
Vector3 pos = Vec3Angle(extension[arm], ang, armheight[arm] - Floorclip);
|
|
SpawnKoraxMissile (pos, target, type);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_SpawnKoraxMissile
|
|
//
|
|
//============================================================================
|
|
|
|
private void SpawnKoraxMissile (Vector3 pos, Actor dest, Class<Actor> type)
|
|
{
|
|
Actor th = Spawn (type, pos, ALLOW_REPLACE);
|
|
if (th != null)
|
|
{
|
|
th.target = self; // Originator
|
|
double an = th.AngleTo(dest);
|
|
if (dest.bShadow)
|
|
{ // Invisible target
|
|
an += Random2[KoraxMissile]() * (45/256.);
|
|
}
|
|
th.angle = an;
|
|
th.VelFromAngle();
|
|
double dist = dest.DistanceBySpeed(th, th.Speed);
|
|
th.Vel.Z = (dest.pos.z - pos.Z + 30) / dist;
|
|
th.CheckMissileSpawn(radius);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KoraxCommand
|
|
//
|
|
// Call action code scripts (250-254)
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KoraxCommand()
|
|
{
|
|
int numcommands;
|
|
|
|
A_PlaySound("KoraxCommand", CHAN_VOICE);
|
|
|
|
// Shoot stream of lightning to ceiling
|
|
double ang = angle - 90;
|
|
Vector3 pos = Vec3Angle(KORAX_COMMAND_OFFSET, ang, KORAX_COMMAND_HEIGHT);
|
|
Spawn("KoraxBolt", pos, ALLOW_REPLACE);
|
|
|
|
if (health <= (SpawnHealth() >> 1))
|
|
{
|
|
numcommands = 5;
|
|
}
|
|
else
|
|
{
|
|
numcommands = 4;
|
|
}
|
|
|
|
ACS_Execute(250 + (random[KoraxCommand]()%numcommands), 0);
|
|
}
|
|
}
|
|
|
|
class KoraxSpirit : Actor
|
|
{
|
|
Default
|
|
{
|
|
Speed 8;
|
|
Projectile;
|
|
+NOCLIP
|
|
-ACTIVATEPCROSS
|
|
-ACTIVATEIMPACT
|
|
RenderStyle "Translucent";
|
|
Alpha 0.4;
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
SPIR AB 5 A_KSpiritRoam;
|
|
Loop;
|
|
Death:
|
|
SPIR DEFGHI 5;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KSpiritSeeker
|
|
//
|
|
//============================================================================
|
|
|
|
private void KSpiritSeeker (double thresh, double turnMax)
|
|
{
|
|
Actor target = tracer;
|
|
if (target == null)
|
|
{
|
|
return;
|
|
}
|
|
double dir = deltaangle(angle, AngleTo(target));
|
|
double delta = abs(dir);
|
|
if (delta > thresh)
|
|
{
|
|
delta /= 2;
|
|
if(delta > turnMax)
|
|
{
|
|
delta = turnMax;
|
|
}
|
|
}
|
|
if(dir > 0)
|
|
{ // Turn clockwise
|
|
angle += delta;
|
|
}
|
|
else
|
|
{ // Turn counter clockwise
|
|
angle -= delta;
|
|
}
|
|
VelFromAngle();
|
|
|
|
if (!(level.time&15)
|
|
|| pos.z > target.pos.z + target.Default.Height
|
|
|| pos.z + height < target.pos.z)
|
|
{
|
|
double newZ = target.pos.z + random[KoraxRoam]() * target.Default.Height / 256;
|
|
double deltaZ = newZ - pos.z;
|
|
|
|
if (abs(deltaZ) > 15)
|
|
{
|
|
if(deltaZ > 0)
|
|
{
|
|
deltaZ = 15;
|
|
}
|
|
else
|
|
{
|
|
deltaZ = -15;
|
|
}
|
|
}
|
|
Vel.Z = deltaZ + DistanceBySpeed(target, Speed);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KSpiritRoam
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KSpiritRoam()
|
|
{
|
|
if (health-- <= 0)
|
|
{
|
|
A_PlaySound("SpiritDie", CHAN_VOICE);
|
|
SetStateLabel ("Death");
|
|
}
|
|
else
|
|
{
|
|
if (tracer)
|
|
{
|
|
KSpiritSeeker(args[0], args[0] * 2.);
|
|
}
|
|
int xyspeed = (random[KoraxRoam]() % 5);
|
|
int zspeed = (random[KoraxRoam]() % 5);
|
|
A_Weave(xyspeed, zspeed, 4., 2.);
|
|
|
|
if (random[KoraxRoam]() < 50)
|
|
{
|
|
A_PlaySound("SpiritActive", CHAN_VOICE, 1, false, ATTN_NONE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
class KoraxBolt : Actor
|
|
{
|
|
const KORAX_BOLT_HEIGHT = 48.;
|
|
const KORAX_BOLT_LIFETIME = 3;
|
|
|
|
Default
|
|
{
|
|
Radius 15;
|
|
Height 35;
|
|
Projectile;
|
|
-ACTIVATEPCROSS
|
|
-ACTIVATEIMPACT
|
|
RenderStyle "Add";
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
MLFX I 2 Bright;
|
|
MLFX J 2 Bright A_KBoltRaise;
|
|
MLFX IJKLM 2 Bright A_KBolt;
|
|
Stop;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KBolt
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KBolt()
|
|
{
|
|
// Countdown lifetime
|
|
if (special1-- <= 0)
|
|
{
|
|
Destroy ();
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_KBoltRaise
|
|
//
|
|
//============================================================================
|
|
|
|
void A_KBoltRaise()
|
|
{
|
|
// Spawn a child upward
|
|
double z = pos.z + KORAX_BOLT_HEIGHT;
|
|
|
|
if ((z + KORAX_BOLT_HEIGHT) < ceilingz)
|
|
{
|
|
Actor mo = Spawn("KoraxBolt", (pos.xy, z), ALLOW_REPLACE);
|
|
if (mo)
|
|
{
|
|
mo.special1 = KORAX_BOLT_LIFETIME;
|
|
}
|
|
}
|
|
}
|
|
}
|