qzdoom-gpl/wadsrc/static/zscript/raven/minotaur.txt
Christoph Oelckers 092461ed34 - make dynamic object casts a dedicated VM instruction instead of a builtin function.
This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +01:00

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class Minotaur : Actor
{
const MAULATORTICS = 25 * TICRATE;
const MNTR_CHARGE_SPEED =13.;
const MINOTAUR_LOOK_DIST = 16*54.;
Default
{
Health 3000;
Radius 28;
Height 100;
Mass 800;
Speed 16;
Damage 7;
Painchance 25;
Monster;
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight";
AttackSound "minotaur/attack1";
PainSound "minotaur/pain";
DeathSound "minotaur/death";
ActiveSound "minotaur/active";
DropItem "ArtiSuperHealth", 51;
DropItem "PhoenixRodAmmo", 84, 10;
}
States
{
Spawn:
MNTR AB 10 A_MinotaurLook;
Loop;
Roam:
MNTR ABCD 5 A_MinotaurRoam;
Loop;
See:
MNTR ABCD 5 A_MinotaurChase;
Loop;
Melee:
MNTR V 10 A_FaceTarget;
MNTR W 7 A_FaceTarget;
MNTR X 12 A_MinotaurAtk1;
Goto See;
Missile:
MNTR V 10 A_MinotaurDecide;
MNTR Y 4 A_FaceTarget;
MNTR Z 9 A_MinotaurAtk2;
Goto See;
Hammer:
MNTR V 10 A_FaceTarget;
MNTR W 7 A_FaceTarget;
MNTR X 12 A_MinotaurAtk3;
Goto See;
HammerLoop:
MNTR X 12;
Goto Hammer;
Charge:
MNTR U 2 A_MinotaurCharge;
Loop;
Pain:
MNTR E 3;
MNTR E 6 A_Pain;
Goto See;
Death:
MNTR F 6 A_MinotaurDeath;
MNTR G 5;
MNTR H 6 A_Scream;
MNTR I 5;
MNTR J 6;
MNTR K 5;
MNTR L 6;
MNTR M 5 A_NoBlocking;
MNTR N 6;
MNTR O 5;
MNTR P 6;
MNTR Q 5;
MNTR R 6;
MNTR S 5;
MNTR T -1 A_BossDeath;
Stop;
FadeOut:
MNTR E 6;
MNTR E 2 A_Scream;
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit");
MNTR E 5;
MNTR E 5 A_NoBlocking;
MNTR E 5;
MNTR E 5 A_SetTranslucent(0.66, 0);
MNTR E 5 A_SetTranslucent(0.33, 0);
MNTR E 10 A_BossDeath;
Stop;
}
//---------------------------------------------------------------------------
//
// FUNC P_MinotaurSlam
//
//---------------------------------------------------------------------------
void MinotaurSlam (Actor target)
{
double ang = AngleTo(target);
double thrust = 16 + random[MinotaurSlam]() / 64.;
target.VelFromAngle(ang, thrust);
int damage = random[MinotaurSlam](1, 8) * (bSummonedMonster? 4 : 6);
int newdam = target.DamageMobj (null, null, damage, 'Melee');
target.TraceBleedAngle (newdam > 0 ? newdam : damage, ang, 0.);
if (target.player)
{
target.reactiontime = random[MinotaurSlam](14, 21);
}
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override void Tick ()
{
Super.Tick ();
// The unfriendly Minotaur (Heretic's) is invulnerable while charging
if (!bSummonedMonster)
{
bInvulnerable = bSkullFly;
}
}
override bool Slam (Actor thing)
{
// Slamming minotaurs shouldn't move non-creatures
if (!thing.bIsMonster && !thing.player)
{
return false;
}
return Super.Slam (thing);
}
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
{
damage = Super.DoSpecialDamage (target, damage, damagetype);
if (damage != -1 && bSkullFly)
{ // Slam only when in charge mode
MinotaurSlam (target);
return -1;
}
return damage;
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk1
//
// Melee attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk1()
{
if (!target)
{
return;
}
A_PlaySound ("minotaur/melee", CHAN_WEAPON);
if (CheckMeleeRange())
{
int damage = random[MinotaurAtk1](1, 8) * 4;
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
PlayerInfo player = target.player;
if (player != null && player.mo == target)
{ // Squish the player
player.deltaviewheight = -16;
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurDecide
//
// Choose a missile attack.
//
//----------------------------------------------------------------------------
void A_MinotaurDecide()
{
bool friendly = bSummonedMonster;
if (!target)
{
return;
}
if (!friendly)
{
A_PlaySound ("minotaur/sight", CHAN_WEAPON);
}
double dist = Distance2D(target);
if (target.pos.z + target.height > pos.z
&& target.pos.z + target.height < pos.z + height
&& dist < (friendly ? 16*64. : 8*64.)
&& dist > 1*64.
&& random[MinotaurDecide]() < 150)
{ // Charge attack
// Don't call the state function right away
SetStateLabel("Charge", true);
bSkullFly = true;
if (!friendly)
{ // Heretic's Minotaur is invulnerable during charge attack
bInvulnerable = true;
}
A_FaceTarget ();
VelFromAngle(MNTR_CHARGE_SPEED);
special1 = TICRATE/2; // Charge duration
}
else if (target.pos.z == target.floorz
&& dist < 9*64.
&& random[MinotaurDecide]() < (friendly ? 100 : 220))
{ // Floor fire attack
SetStateLabel("Hammer");
special2 = 0;
}
else
{ // Swing attack
A_FaceTarget ();
// Don't need to call P_SetMobjState because the current state
// falls through to the swing attack
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurCharge
//
//----------------------------------------------------------------------------
void A_MinotaurCharge()
{
if (target == null)
{
return;
}
if (special1 > 0)
{
Class<Actor> type;
//if (gameinfo.gametype == GAME_Heretic)
if (gametype() == GAME_Heretic)
{
type = "PhoenixPuff";
}
else
{
type = "PunchPuff";
}
Actor puff = Spawn (type, Pos, ALLOW_REPLACE);
puff.Vel.Z = 2;
special1--;
}
else
{
bSkullFly = false;
bInvulnerable = false;
SetState (SeeState);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk2
//
// Swing attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk2()
{
bool friendly = bSummonedMonster;
if (target == null)
{
return;
}
A_PlaySound ("minotaur/attack2", CHAN_WEAPON);
if (CheckMeleeRange())
{
int damage = random[MinotaurAtk2](1, 8) * (friendly ? 3 : 5);
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
return;
}
double z = pos.z + 40;
Class<Actor> fx = "MinotaurFX1";
Actor mo = SpawnMissileZ (z, target, fx);
if (mo != null)
{
// S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
double vz = mo.Vel.Z;
double ang = mo.angle;
SpawnMissileAngleZ (z, fx, ang-(45./8), vz);
SpawnMissileAngleZ (z, fx, ang+(45./8), vz);
SpawnMissileAngleZ (z, fx, ang-(45./16), vz);
SpawnMissileAngleZ (z, fx, ang+(45./16), vz);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurAtk3
//
// Floor fire attack.
//
//----------------------------------------------------------------------------
void A_MinotaurAtk3()
{
bool friendly = bSummonedMonster;
if (!target)
{
return;
}
A_PlaySound ("minotaur/attack3", CHAN_VOICE);
if (CheckMeleeRange())
{
int damage = random[MinotaurAtk3](1, 8) * (friendly ? 3 : 5);
int newdam = target.DamageMobj (self, self, damage, 'Melee');
target.TraceBleed (newdam > 0 ? newdam : damage, self);
PlayerInfo player = target.player;
if (player != null && player.mo == target)
{ // Squish the player
player.deltaviewheight = -16;
}
}
else
{
if (Floorclip > 0 && compat_minotaur)
{
// only play the sound.
A_PlaySound ("minotaur/fx2hit", CHAN_WEAPON);
}
else
{
Actor mo = SpawnMissile (target, "MinotaurFX2");
if (mo != null)
{
mo.A_PlaySound ("minotaur/attack1", CHAN_WEAPON);
}
}
}
if (random[MinotaurAtk3]() < 192 && special2 == 0)
{
SetStateLabel ("HammerLoop");
special2 = 1;
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurDeath
//
//----------------------------------------------------------------------------
void A_MinotaurDeath()
{
if (Wads.CheckNumForName ("MNTRF1", Wads.ns_sprites) < 0 &&
Wads.CheckNumForName ("MNTRF0", Wads.ns_sprites) < 0)
SetStateLabel("FadeOut");
}
//----------------------------------------------------------------------------
//
// A_MinotaurRoam
//
//----------------------------------------------------------------------------
void A_MinotaurRoam()
{
// In case pain caused him to skip his fade in.
A_SetRenderStyle(1, STYLE_Normal);
let mf = MinotaurFriend(self);
if (mf)
{
if (mf.StartTime >= 0 && (level.maptime - mf.StartTime) >= MAULATORTICS)
{
DamageMobj (null, null, TELEFRAG_DAMAGE, 'None');
return;
}
}
if (random[MinotaurRoam]() < 30)
A_MinotaurLook(); // adjust to closest target
if (random[MinotaurRoam]() < 6)
{
//Choose new direction
movedir = random[MinotaurRoam]() % 8;
FaceMovementDirection ();
}
if (!MonsterMove())
{
// Turn
if (random[MinotaurRoam]() & 1)
movedir = (movedir + 1) % 8;
else
movedir = (movedir + 7) % 8;
FaceMovementDirection ();
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurLook
//
// Look for enemy of player
//----------------------------------------------------------------------------
void A_MinotaurLook()
{
if (!(self is "MinotaurFriend"))
{
A_Look();
return;
}
Actor mo = null;
PlayerInfo player;
double dist;
Actor master = tracer;
target = null;
if (deathmatch) // Quick search for players
{
for (int i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i]) continue;
player = players[i];
mo = player.mo;
if (mo == master) continue;
if (mo.health <= 0) continue;
dist = Distance2D(mo);
if (dist > MINOTAUR_LOOK_DIST) continue;
target = mo;
break;
}
}
if (!target) // Near player monster search
{
if (master && (master.health > 0) && (master.player))
mo = master.RoughMonsterSearch(20);
else
mo = RoughMonsterSearch(20);
target = mo;
}
if (!target) // Normal monster search
{
ThinkerIterator it = ThinkerIterator.Create("Actor");
while ((mo = Actor(it.Next())) != null)
{
if (!mo.bIsMonster) continue;
if (mo.health <= 0) continue;
if (!mo.bShootable) continue;
dist = Distance2D(mo);
if (dist > MINOTAUR_LOOK_DIST) continue;
if (mo == master || mo == self) continue;
if (mo.bSummonedMonster && mo.tracer == master) continue;
target = mo;
break; // Found actor to attack
}
}
if (target)
{
SetState (SeeState, true);
}
else
{
SetStateLabel ("Roam", true);
}
}
//----------------------------------------------------------------------------
//
// PROC A_MinotaurChase
//
//----------------------------------------------------------------------------
void A_MinotaurChase()
{
let mf = MinotaurFriend(self);
if (!mf)
{
A_Chase();
return;
}
// In case pain caused him to skip his fade in.
A_SetRenderStyle(1, STYLE_Normal);
if (mf.StartTime >= 0 && (level.maptime - mf.StartTime) >= MAULATORTICS)
{
DamageMobj (null, null, TELEFRAG_DAMAGE, 'None');
return;
}
if (random[MinotaurChase]() < 30)
A_MinotaurLook(); // adjust to closest target
if (!target || (target.health <= 0) || !target.bShootable)
{ // look for a new target
SetIdle();
return;
}
FaceMovementDirection ();
reactiontime = 0;
// Melee attack
if (MeleeState && CheckMeleeRange ())
{
if (AttackSound)
{
A_PlaySound (AttackSound, CHAN_WEAPON);
}
SetState (MeleeState);
return;
}
// Missile attack
if (MissileState && CheckMissileRange())
{
SetState (MissileState);
return;
}
// chase towards target
if (!MonsterMove ())
{
NewChaseDir ();
FaceMovementDirection ();
}
// Active sound
if (random[MinotaurChase]() < 6)
{
PlayActiveSound ();
}
}
}
class MinotaurFriend : Minotaur
{
int StartTime;
Default
{
Health 2500;
-DROPOFF
-BOSS
-DONTMORPH
+FRIENDLY
+NOTARGETSWITCH
+STAYMORPHED
+TELESTOMP
+SUMMONEDMONSTER
RenderStyle "Translucent";
Alpha 0.3333;
DropItem "None";
}
States
{
Spawn:
MNTR A 15;
MNTR A 15 A_SetTranslucent(0.66, 0);
MNTR A 3 A_SetTranslucent(1, 0);
Goto Super::Spawn;
Idle:
Goto Super::Spawn;
Death:
Goto FadeOut;
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override void BeginPlay ()
{
Super.BeginPlay ();
StartTime = -1;
}
override void Die (Actor source, Actor inflictor, int dmgflags)
{
Super.Die (source, inflictor, dmgflags);
if (tracer && tracer.health > 0 && tracer.player)
{
// Search thinker list for minotaur
ThinkerIterator it = ThinkerIterator.Create("MinotaurFriend");
MinotaurFriend mo;
while ((mo = MinotaurFriend(it.Next())) != null)
{
if (mo.health <= 0) continue;
// [RH] Minotaurs can't be morphed, so this isn't needed
//if (!(mo.flags&MF_COUNTKILL)) continue; // for morphed minotaurs
if (mo.bCorpse) continue;
if (mo.StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue;
if (mo.tracer != null && mo.tracer.player == tracer.player) break;
}
if (mo == null)
{
Inventory power = tracer.FindInventory("PowerMinotaur");
if (power != null)
{
power.Destroy ();
}
}
}
}
}
// Minotaur FX 1 ------------------------------------------------------------
class MinotaurFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 20;
FastSpeed 26;
Damage 3;
DamageType "Fire";
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
States
{
Spawn:
FX12 AB 6 Bright;
Loop;
Death:
FX12 CDEFGH 5 Bright;
Stop;
}
}
// Minotaur FX 2 ------------------------------------------------------------
class MinotaurFX2 : MinotaurFX1
{
Default
{
Radius 5;
Height 12;
Speed 14;
FastSpeed 20;
Damage 4;
+FLOORHUGGER
ExplosionDamage 24;
DeathSound "minotaur/fx2hit";
}
states
{
Spawn:
FX13 A 2 Bright A_MntrFloorFire;
Loop;
Death:
FX13 I 4 Bright A_Explode;
FX13 JKLM 4 Bright;
Stop;
}
//----------------------------------------------------------------------------
//
// PROC A_MntrFloorFire
//
//----------------------------------------------------------------------------
void A_MntrFloorFire()
{
SetZ(floorz);
double x = Random2[MntrFloorFire]() / 64.;
double y = Random2[MntrFloorFire]() / 64.;
Actor mo = Spawn("MinotaurFX3", Vec2OffsetZ(x, y, floorz), ALLOW_REPLACE);
mo.target = target;
mo.Vel.X = MinVel; // Force block checking
mo.CheckMissileSpawn (radius);
}
}
// Minotaur FX 3 ------------------------------------------------------------
class MinotaurFX3 : MinotaurFX2
{
Default
{
Radius 8;
Height 16;
Speed 0;
DeathSound "minotaur/fx3hit";
ExplosionDamage 128;
}
States
{
Spawn:
FX13 DC 4 Bright;
FX13 BCDE 5 Bright;
FX13 FGH 4 Bright;
Stop;
}
}
// Minotaur Smoke Exit ------------------------------------------------------
class MinotaurSmokeExit : Actor
{
Default
{
+NOBLOCKMAP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
MNSM ABCDEFGHIJIHGFEDCBA 3;
Stop;
}
}
extend class Actor
{
enum dirtype_t
{
DI_EAST,
DI_NORTHEAST,
DI_NORTH,
DI_NORTHWEST,
DI_WEST,
DI_SOUTHWEST,
DI_SOUTH,
DI_SOUTHEAST,
DI_NODIR,
NUMDIRS
};
void FaceMovementDirection()
{
switch (movedir)
{
case DI_EAST:
angle = 0.;
break;
case DI_NORTHEAST:
angle = 45.;
break;
case DI_NORTH:
angle = 90.;
break;
case DI_NORTHWEST:
angle = 135.;
break;
case DI_WEST:
angle = 180.;
break;
case DI_SOUTHWEST:
angle = 225.;
break;
case DI_SOUTH:
angle = 270.;
break;
case DI_SOUTHEAST:
angle = 315.;
break;
}
}
}