gzdoom/wadsrc/static/zscript/actors/hexen/firedemon.zs
Christoph Oelckers 97b8c0ccfb Revert "- fixed some uses of postincre,ment/decrements on narrow types."
This reverts commit 668f8f2cf6.

Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."

This reverts commit a94f5dd1b3.

None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00

451 lines
8 KiB
Text

// FireDemon ----------------------------------------------------------------
class FireDemon : Actor
{
const FIREDEMON_ATTACK_RANGE = 64*8.;
int fdstrafecount;
Default
{
Health 80;
ReactionTime 8;
PainChance 1;
Speed 13;
Radius 20;
Height 68;
Mass 75;
Damage 1;
Monster;
+DROPOFF +NOGRAVITY +FLOAT
+FLOORCLIP +INVULNERABLE +TELESTOMP
SeeSound "FireDemonSpawn";
PainSound "FireDemonPain";
DeathSound "FireDemonDeath";
ActiveSound "FireDemonActive";
Obituary "$OB_FIREDEMON";
Tag "$FN_FIREDEMON";
}
States
{
Spawn:
FDMN X 5 Bright;
FDMN EFG 10 Bright A_Look;
Goto Spawn + 1;
See:
FDMN E 8 Bright;
FDMN F 6 Bright;
FDMN G 5 Bright;
FDMN F 8 Bright;
FDMN E 6 Bright;
FDMN G 7 Bright A_FiredRocks;
FDMN HI 5 Bright;
FDMN J 5 Bright A_UnSetInvulnerable;
Chase:
FDMN ABC 5 Bright A_FiredChase;
Loop;
Pain:
FDMN D 0 Bright A_UnSetInvulnerable;
FDMN D 6 Bright A_Pain;
Goto Chase;
Missile:
FDMN K 3 Bright A_FaceTarget;
FDMN KKK 5 Bright A_FiredAttack;
Goto Chase;
Crash:
XDeath:
FDMN M 5 A_FaceTarget;
FDMN N 5 A_NoBlocking;
FDMN O 5 A_FiredSplotch;
Stop;
Death:
FDMN D 4 Bright A_FaceTarget;
FDMN L 4 Bright A_Scream;
FDMN L 4 Bright A_NoBlocking;
FDMN L 200 Bright;
Stop;
Ice:
FDMN R 5 A_FreezeDeath;
FDMN R 1 A_FreezeDeathChunks;
Wait;
}
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// fdstrafecount whether strafing or not
//============================================================================
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
private void A_FiredSpawnRock ()
{
Actor mo;
class<Actor> rtype;
switch (random[FireDemonRock](0, 4))
{
case 0:
rtype = "FireDemonRock1";
break;
case 1:
rtype = "FireDemonRock2";
break;
case 2:
rtype = "FireDemonRock3";
break;
case 3:
rtype = "FireDemonRock4";
break;
case 4:
default:
rtype = "FireDemonRock5";
break;
}
double xo = (random[FireDemonRock]() - 128) / 16.;
double yo = (random[FireDemonRock]() - 128) / 16.;
double zo = random[FireDemonRock]() / 32.;
mo = Spawn (rtype, Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.target = self;
mo.Vel.X = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Y = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Z = (random[FireDemonRock]() / 64.);
mo.special1 = 2; // Number bounces
}
// Initialize fire demon
fdstrafecount = 0;
bJustAttacked = false;
}
//============================================================================
//
// A_FiredRocks
//
//============================================================================
void A_FiredRocks()
{
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
void A_FiredAttack()
{
if (target == null) return;
Actor mo = SpawnMissile (target, "FireDemonMissile");
if (mo) A_StartSound ("FireDemonAttack", CHAN_BODY);
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
void A_FiredChase()
{
int weaveindex = special1;
double ang;
double dist;
if (reactiontime) reactiontime--;
if (threshold) threshold--;
// Float up and down
AddZ(BobSin(weaveindex));
special1 = (weaveindex + 2) & 63;
// Ensure it stays above certain height
if (pos.Z < floorz + 64)
{
AddZ(2);
}
if(!target || !target.bShootable)
{ // Invalid target
LookForPlayers (true);
return;
}
// Strafe
if (fdstrafecount > 0)
{
fdstrafecount--;
}
else
{
fdstrafecount = 0;
Vel.X = Vel.Y = 0;
dist = Distance2D(target);
if (dist < FIREDEMON_ATTACK_RANGE)
{
if (random[FiredChase]() < 30)
{
ang = AngleTo(target);
if (random[FiredChase]() < 128)
ang += 90;
else
ang -= 90;
Thrust(8, ang);
fdstrafecount = 3; // strafe time
}
}
}
FaceMovementDirection ();
// Normal movement
if (!fdstrafecount)
{
if (--movecount<0 || !MonsterMove ())
{
NewChaseDir ();
}
}
// Do missile attack
if (!bJustAttacked)
{
if (CheckMissileRange () && (random[FiredChase]() < 20))
{
SetState (MissileState);
bJustAttacked = true;
return;
}
}
else
{
bJustAttacked = false;
}
// make active sound
if (random[FiredChase]() < 3)
{
PlayActiveSound ();
}
}
//============================================================================
//
// A_FiredSplotch
//
//============================================================================
void A_FiredSplotch()
{
Actor mo;
mo = Spawn ("FireDemonSplotch1", Pos, ALLOW_REPLACE);
if (mo)
{
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
}
mo = Spawn ("FireDemonSplotch2", Pos, ALLOW_REPLACE);
if (mo)
{
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
}
}
}
// FireDemonSplotch1 -------------------------------------------------------
class FireDemonSplotch1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 16;
Mass 100;
+DROPOFF +CORPSE
+NOTELEPORT +FLOORCLIP
}
States
{
Spawn:
FDMN P 3;
FDMN P 6 A_QueueCorpse;
FDMN Y -1;
Stop;
}
}
// FireDemonSplotch2 -------------------------------------------------------
class FireDemonSplotch2 : FireDemonSplotch1
{
States
{
Spawn:
FDMN Q 3;
FDMN Q 6 A_QueueCorpse;
FDMN Z -1;
Stop;
}
}
// FireDemonRock1 ------------------------------------------------------------
class FireDemonRock1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 5;
Mass 16;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
}
States
{
Spawn:
FDMN S 4;
Loop;
Death:
FDMN S 5 A_SmBounce;
XDeath:
FDMN S 200;
Stop;
}
//============================================================================
//
// A_SmBounce
//
//============================================================================
void A_SmBounce()
{
// give some more velocity (x,y,&z)
SetZ(floorz + 1);
Vel.Z = 2. + random[SMBounce]() / 64.;
Vel.X = random[SMBounce](0, 2);
Vel.Y = random[SMBounce](0, 2);
}
}
// FireDemonRock2 ------------------------------------------------------------
class FireDemonRock2 : FireDemonRock1
{
States
{
Spawn:
FDMN T 4;
Loop;
Death:
FDMN T 5 A_SmBounce;
XDeath:
FDMN T 200;
Stop;
}
}
// FireDemonRock3 ------------------------------------------------------------
class FireDemonRock3 : FireDemonRock1
{
States
{
Spawn:
FDMN U 4;
Loop;
Death:
FDMN U 5 A_SmBounce;
XDeath:
FDMN U 200;
Stop;
}
}
// FireDemonRock4 ------------------------------------------------------------
class FireDemonRock4 : FireDemonRock1
{
States
{
Spawn:
FDMN V 4;
Loop;
Death:
FDMN V 5 A_SmBounce;
XDeath:
FDMN V 200;
Stop;
}
}
// FireDemonRock5 ------------------------------------------------------------
class FireDemonRock5 : FireDemonRock1
{
States
{
Spawn:
FDMN W 4;
Loop;
Death:
FDMN W 5 A_SmBounce;
XDeath:
FDMN W 200;
Stop;
}
}
// FireDemonMissile -----------------------------------------------------------
class FireDemonMissile : Actor
{
Default
{
ReactionTime 8;
Speed 10;
Radius 10;
Height 6;
Mass 5;
Damage 1;
DamageType "Fire";
Projectile;
RenderStyle "Add";
DeathSound "FireDemonMissileHit";
+ZDOOMTRANS
}
States
{
Spawn:
FDMB A 5 Bright;
Loop;
Death:
FDMB BCDE 5 Bright;
Stop;
}
}