qzdoom-gpl/wadsrc/static/zscript/doom/bossbrain.txt
Christoph Oelckers 56a3dcfe80 - moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
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.
2016-11-14 15:02:44 +01:00

420 lines
8.9 KiB
Text

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