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https://github.com/ZDoom/gzdoom.git
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56a3dcfe80
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP. I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
420 lines
8.9 KiB
Text
420 lines
8.9 KiB
Text
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//===========================================================================
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//
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// Boss Brain
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//
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//===========================================================================
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class BossBrain : Actor
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{
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Default
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{
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Health 250;
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Mass 10000000;
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PainChance 255;
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+SOLID +SHOOTABLE
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+NOICEDEATH
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+OLDRADIUSDMG
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PainSound "brain/pain";
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DeathSound "brain/death";
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}
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States
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{
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Spawn:
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BBRN A -1;
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Stop;
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Pain:
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BBRN B 36 A_BrainPain;
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Goto Spawn;
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Death:
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BBRN A 100 A_BrainScream;
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BBRN AA 10;
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BBRN A -1 A_BrainDie;
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Stop;
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}
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}
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//===========================================================================
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//
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// Boss Eye
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//
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//===========================================================================
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class BossEye : Actor
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP
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+NOSECTOR
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}
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States
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{
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Spawn:
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SSWV A 10 A_Look;
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Loop;
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See:
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SSWV A 181 A_BrainAwake;
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SSWV A 150 A_BrainSpit;
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Wait;
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}
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}
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//===========================================================================
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//
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// Boss Target
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//
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//===========================================================================
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class BossTarget : SpecialSpot
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{
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Default
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{
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Height 32;
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+NOBLOCKMAP;
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+NOSECTOR;
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}
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}
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//===========================================================================
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//
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// Spawn shot
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//
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//===========================================================================
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class SpawnShot : Actor
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{
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Default
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{
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Radius 6;
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Height 32;
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Speed 10;
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Damage 3;
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Projectile;
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+NOCLIP
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-ACTIVATEPCROSS
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+RANDOMIZE
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SeeSound "brain/spit";
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DeathSound "brain/cubeboom";
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}
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States
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{
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Spawn:
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BOSF A 3 BRIGHT A_SpawnSound;
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BOSF BCD 3 BRIGHT A_SpawnFly;
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Loop;
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}
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}
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//===========================================================================
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//
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// Spawn fire
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//
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//===========================================================================
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class SpawnFire : Actor
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{
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Default
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{
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Height 78;
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+NOBLOCKMAP
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+NOGRAVITY
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FIRE ABCDEFGH 4 Bright A_Fire;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_BrainAwake()
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{
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A_PlaySound("brain/sight", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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void A_BrainPain()
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{
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A_PlaySound("brain/pain", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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private static void BrainishExplosion(vector3 pos)
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{
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Actor boom = Actor.Spawn("Rocket", pos, NO_REPLACE);
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if (boom)
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{
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boom.DeathSound = "misc/brainexplode";
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boom.Vel.z = random[BrainScream](0, 255)/128.;
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boom.SetStateLabel ("Brainexplode");
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boom.bRocketTrail = false;
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boom.SetDamage(0); // disables collision detection which is not wanted here
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boom.tics -= random[BrainScream](0, 7);
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if (boom.tics < 1) boom.tics = 1;
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}
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}
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void A_BrainScream()
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{
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for (double x = -196; x < +320; x += 8)
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{
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// (1 / 512.) is actually what the original value of 128 did, even though it probably meant 128 map units.
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BrainishExplosion(Vec2OffsetZ(x, -320, (1 / 512.) + random[BrainExplode](0, 255) * 2));
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}
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A_PlaySound("brain/death", CHAN_VOICE, 1, false, ATTN_NONE);
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}
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void A_BrainExplode()
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{
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double x = random2[BrainExplode]() / 32.;
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Vector3 pos = Vec2OffsetZ(x, 0, 1 / 512. + random[BrainExplode]() * 2);
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BrainishExplosion(pos);
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}
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void A_BrainDie()
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{
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// [RH] If noexit, then don't end the level.
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if ((GetCVar("deathmatch") || GetCVar("alwaysapplydmflags")) && GetCVar("sv_noexit"))
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return;
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// New dmflag: Kill all boss spawned monsters before ending the level.
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if (GetCVar("sv_killbossmonst"))
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{
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int count; // Repeat until we have no more boss-spawned monsters.
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ThinkerIterator it = ThinkerIterator.Create();
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do // (e.g. Pain Elementals can spawn more to kill upon death.)
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{
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Actor mo;
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it.Reinit();
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count = 0;
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while (mo = Actor(it.Next()))
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{
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if (mo.health > 0 && mo.bBossSpawned)
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{
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mo.DamageMobj(self, self, mo.health, "None", DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
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count++;
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}
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}
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} while (count != 0);
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}
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Exit_Normal(0);
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}
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native
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void A_BrainSpit(class<Actor> spawntype = null) // needs special treatment for default
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;/*
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{
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SpotState spstate = SpotState.GetSpotState();
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Actor targ;
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Actor spit;
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bool isdefault = false;
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// shoot a cube at current target
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targ = spstate.GetNextInList("BossTarget", G_SkillProperty(SKILLP_EasyBossBrain));
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if (targ)
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{
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if (spawntype == null)
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{
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spawntype = "SpawnShot";
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isdefault = true;
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}
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// spawn brain missile
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spit = SpawnMissile (targ, spawntype);
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if (spit)
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{
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// Boss cubes should move freely to their destination so it's
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// probably best to disable all collision detection for them.
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spit.bNoInteraction = spit.bNoClip;
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spit.target = targ;
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spit.master = self;
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// [RH] Do this correctly for any trajectory. Doom would divide by 0
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// if the target had the same y coordinate as the spitter.
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if (spit.Vel.xy == (0, 0))
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{
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spit.special2 = 0;
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}
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else if (abs(spit.Vel.y) > fabs(spit.Vel.x))
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{
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spit.special2 = int((targ.pos.y - pos.y) / spit.Vel.y);
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}
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else
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{
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spit.special2 = int((targ.pos.x - pos.x) / spit.Vel.y);
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}
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// [GZ] Calculates when the projectile will have reached destination
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spit.special2 += level.maptime;
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spit.bBossCube = true;
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}
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if (!isdefault)
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{
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A_PlaySound(self.AttackSound, CHAN_WEAPON);
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}
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else
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{
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// compatibility fallback
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A_PlaySound("brain/spit", CHAN_WEAPON);
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}
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}
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}
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*/
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private void SpawnFly(class<Actor> spawntype, sound snd)
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{
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Actor newmobj;
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Actor fog;
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Actor eye = master; // The eye is the spawnshot's master, not the target!
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Actor targ = target; // Unlike other projectiles, the target is the intended destination.
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int r;
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// [GZ] Should be more viable than a countdown...
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if (special2 != 0)
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{
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if (special2 > level.maptime)
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return; // still flying
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}
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else
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{
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if (reactiontime == 0 || --reactiontime != 0)
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return; // still flying
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}
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if (spawntype)
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{
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fog = Spawn (spawntype, targ.pos, ALLOW_REPLACE);
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if (fog) A_PlaySound(snd, CHAN_BODY);
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}
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class<Actor> SpawnName = null;
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DropItem di; // di will be our drop item list iterator
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DropItem drop; // while drop stays as the reference point.
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int n = 0;
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// First see if this cube has its own actor list
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drop = GetDropItems();
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// If not, then default back to its master's list
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if (drop == null && eye != null)
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drop = eye.GetDropItems();
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if (drop != null)
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{
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for (di = drop; di != null; di = di.Next)
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{
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if (di.Name != 'None')
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{
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if (di.Amount < 0)
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{
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di.Amount = 1; // default value is -1, we need a positive value.
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}
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n += di.Amount; // this is how we can weight the list.
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}
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}
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di = drop;
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n = random[pr_spawnfly](0, n);
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while (n >= 0)
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{
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if (di.Name != 'none')
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{
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n -= di.Amount; // logically, none of the -1 values have survived by now.
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}
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if ((di.Next != null) && (n >= 0))
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{
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di = di.Next;
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}
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else
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{
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n = -1;
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}
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}
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SpawnName = di.Name;
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}
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if (SpawnName == null)
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{
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// Randomly select monster to spawn.
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r = random[pr_spawnfly](0, 255);
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// Probability distribution (kind of :),
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// decreasing likelihood.
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if (r < 50) SpawnName = "DoomImp";
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else if (r < 90) SpawnName = "Demon";
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else if (r < 120) SpawnName = "Spectre";
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else if (r < 130) SpawnName = "PainElemental";
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else if (r < 160) SpawnName = "Cacodemon";
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else if (r < 162) SpawnName = "Archvile";
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else if (r < 172) SpawnName = "Revenant";
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else if (r < 192) SpawnName = "Arachnotron";
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else if (r < 222) SpawnName = "Fatso";
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else if (r < 246) SpawnName = "HellKnight";
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else SpawnName = "BaronOfHell";
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}
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if (spawnname != null)
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{
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newmobj = Spawn (spawnname, targ.pos, ALLOW_REPLACE);
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if (newmobj != null)
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{
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// Make the new monster hate what the boss eye hates
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if (eye != null)
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{
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newmobj.CopyFriendliness (eye, false);
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}
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// Make it act as if it was around when the player first made noise
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// (if the player has made noise).
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newmobj.LastHeard = newmobj.Sector.SoundTarget;
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if (newmobj.SeeState != null && newmobj.LookForPlayers (true))
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{
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newmobj.SetState (newmobj.SeeState);
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}
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if (!newmobj.bDestroyed)
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{
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// telefrag anything in this spot
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newmobj.TeleportMove (newmobj.pos, true);
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}
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newmobj.bBossSpawned = true;
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}
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}
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// remove self (i.e., cube).
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Destroy ();
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}
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void A_SpawnFly(class<Actor> spawntype = null)
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{
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sound snd;
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if (spawntype != null)
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{
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snd = GetDefaultByType(spawntype).SeeSound;
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}
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else
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{
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spawntype = "SpawnFire";
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snd = "brain/spawn";
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}
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SpawnFly(spawntype, snd);
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}
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void A_SpawnSound()
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{
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// travelling cube sound
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A_PlaySound("brain/cube", CHAN_BODY);
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SpawnFly("SpawnFire", "brain/spawn");
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}
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}
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