qzdoom/wadsrc/static/zscript/actors/doom/archvile.zs

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//===========================================================================
//
// Arch Vile
//
//===========================================================================
class Archvile : Actor
{
Default
{
Health 700;
Radius 20;
Height 56;
Mass 500;
Speed 15;
PainChance 10;
Monster;
MaxTargetRange 896;
+QUICKTORETALIATE
+FLOORCLIP
+NOTARGET
SeeSound "vile/sight";
PainSound "vile/pain";
DeathSound "vile/death";
ActiveSound "vile/active";
MeleeSound "vile/stop";
Obituary "$OB_VILE";
Tag "$FN_ARCH";
}
States
{
Spawn:
VILE AB 10 A_Look;
Loop;
See:
VILE AABBCCDDEEFF 2 A_VileChase;
Loop;
Missile:
VILE G 0 BRIGHT A_VileStart;
VILE G 10 BRIGHT A_FaceTarget;
VILE H 8 BRIGHT A_VileTarget;
VILE IJKLMN 8 BRIGHT A_FaceTarget;
VILE O 8 BRIGHT A_VileAttack;
VILE P 20 BRIGHT;
Goto See;
Heal:
VILE [\] 10 BRIGHT;
Goto See;
Pain:
VILE Q 5;
VILE Q 5 A_Pain;
Goto See;
Death:
VILE Q 7;
VILE R 7 A_Scream;
VILE S 7 A_NoBlocking;
VILE TUVWXY 7;
VILE Z -1;
Stop;
}
}
//===========================================================================
//
// Arch Vile Fire
//
//===========================================================================
class ArchvileFire : Actor
{
Default
{
+NOBLOCKMAP +NOGRAVITY +ZDOOMTRANS
RenderStyle "Add";
Alpha 1;
}
States
{
Spawn:
FIRE A 2 BRIGHT A_StartFire;
FIRE BAB 2 BRIGHT A_Fire;
FIRE C 2 BRIGHT A_FireCrackle;
FIRE BCBCDCDCDEDED 2 BRIGHT A_Fire;
FIRE E 2 BRIGHT A_FireCrackle;
FIRE FEFEFGHGHGH 2 BRIGHT A_Fire;
Stop;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
// A_VileAttack flags
//#define VAF_DMGTYPEAPPLYTODIRECT 1
extend class Actor
{
void A_VileStart()
{
A_StartSound ("vile/start", CHAN_VOICE);
}
//
// A_VileTarget
// Spawn the hellfire
//
void A_VileTarget(class<Actor> fire = "ArchvileFire")
{
if (target)
{
A_FaceTarget ();
Actor fog = Spawn (fire, target.Pos, ALLOW_REPLACE);
if (fog != null)
{
tracer = fog;
fog.target = self;
fog.tracer = self.target;
fog.A_Fire(0);
}
}
}
void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
{
Actor targ = target;
if (targ)
{
A_FaceTarget();
if (!CheckSight(targ, 0)) return;
A_StartSound(snd, CHAN_WEAPON);
int newdam = targ.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
targ.TraceBleed (newdam > 0 ? newdam : initialdmg, self);
Actor fire = tracer;
if (fire)
{
// move the fire between the vile and the player
fire.SetOrigin(targ.Vec3Angle(-24., angle, 0), true);
fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
}
if (!targ.bDontThrust)
{
targ.Vel.z = thrust * 1000 / max(1, targ.Mass);
}
}
}
void A_StartFire()
{
A_StartSound ("vile/firestrt", CHAN_BODY);
A_Fire();
}
//
// A_Fire
// Keep fire in front of player unless out of sight
//
void A_Fire(double spawnheight = 0)
{
Actor dest = tracer;
if (!dest || !target) return;
// don't move it if the vile lost sight
if (!target.CheckSight (dest, 0) ) return;
SetOrigin(dest.Vec3Angle(24, dest.angle, spawnheight), true);
}
void A_FireCrackle()
{
A_StartSound ("vile/firecrkl", CHAN_BODY);
A_Fire();
}
}