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