qzdoom/wadsrc/static/zscript/strife/inquisitor.txt
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00

248 lines
4.3 KiB
Text

// Inquisitor ---------------------------------------------------------------
class Inquisitor : Actor
{
Default
{
Health 1000;
Speed 12;
Radius 40;
Height 110;
Mass 0x7fffffff;
Monster;
+DROPOFF
+NOBLOOD
+BOSS
+FLOORCLIP
+DONTMORPH
+NORADIUSDMG
MaxDropOffHeight 32;
MinMissileChance 150;
SeeSound "inquisitor/sight";
DeathSound "inquisitor/death";
ActiveSound "inquisitor/active";
Obituary "$OB_INQUISITOR";
}
States
{
Spawn:
ROB3 AB 10 A_Look;
Loop;
See:
ROB3 B 3 A_InquisitorWalk;
ROB3 B 3 A_Chase;
ROB3 CCDD 4 A_Chase;
ROB3 E 3 A_InquisitorWalk;
ROB3 E 3 A_InquisitorDecide;
Loop;
Missile:
ROB3 A 2 A_InquisitorDecide;
ROB3 F 6 A_FaceTarget;
ROB3 G 8 Bright A_ReaverRanged;
ROB3 G 8 A_ReaverRanged;
Goto See;
Grenade:
ROB3 K 12 A_FaceTarget;
ROB3 J 6 Bright A_InquisitorAttack;
ROB3 K 12;
Goto See;
Jump:
ROB3 H 8 Bright A_InquisitorJump;
ROB3 I 4 Bright A_InquisitorCheckLand;
ROB3 H 4 Bright A_InquisitorCheckLand;
Goto Jump+1;
Death:
ROB3 L 0 A_StopSound(CHAN_ITEM);
ROB3 L 4 A_TossGib;
ROB3 M 4 A_Scream;
ROB3 N 4 A_TossGib;
ROB3 O 4 Bright A_Explode(128, 128, alert:true);
ROB3 P 4 Bright A_TossGib;
ROB3 Q 4 Bright A_NoBlocking;
ROB3 RSTUV 4 A_TossGib;
ROB3 W 4 Bright A_Explode(128, 128, alert:true);
ROB3 XY 4 Bright A_TossGib;
ROB3 Z 4 A_TossGib;
ROB3 [ 4 A_TossGib;
ROB3 \ 3 A_TossGib;
ROB3 ] 3 Bright A_Explode(128, 128, alert:true);
RBB3 A 3 Bright A_TossArm;
RBB3 B 3 Bright A_TossGib;
RBB3 CD 3 A_TossGib;
RBB3 E -1;
Stop;
}
// Inquisitor ---------------------------------------------------------------
void A_InquisitorWalk ()
{
A_PlaySound ("inquisitor/walk", CHAN_BODY);
A_Chase ();
}
private bool InquisitorCheckDistance ()
{
if (reactiontime == 0 && CheckSight (target))
{
return Distance2D (target) < 264.;
}
return false;
}
void A_InquisitorDecide ()
{
if (target == null)
return;
A_FaceTarget ();
if (!InquisitorCheckDistance ())
{
SetStateLabel("Grenade");
}
if (target.pos.z != pos.z)
{
if (pos.z + height + 54 < ceilingz)
{
SetStateLabel("Jump");
}
}
}
void A_InquisitorAttack ()
{
if (target == null)
return;
A_FaceTarget ();
AddZ(32);
angle -= 45./32;
Actor proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
if (proj != null)
{
proj.Vel.Z += 9;
}
angle += 45./16;
proj = SpawnMissileZAimed (pos.z, target, "InquisitorShot");
if (proj != null)
{
proj.Vel.Z += 16;
}
AddZ(-32);
}
void A_InquisitorJump ()
{
if (target == null)
return;
A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
AddZ(64);
A_FaceTarget ();
speed = Speed * (2./3);
VelFromAngle(speed);
double dist = DistanceBySpeed(target, speed);
Vel.Z = (target.pos.z - pos.z) / dist;
reactiontime = 60;
bNoGravity = true;
}
void A_InquisitorCheckLand ()
{
reactiontime--;
if (reactiontime < 0 ||
Vel.X == 0 ||
Vel.Y == 0 ||
pos.z <= floorz)
{
SetState (SeeState);
reactiontime = 0;
bNoGravity = false;
A_StopSound (CHAN_ITEM);
return;
}
A_PlaySound ("inquisitor/jump", CHAN_ITEM, 1, true);
}
void A_TossArm ()
{
Actor foo = Spawn("InquisitorArm", Pos + (0,0,24), ALLOW_REPLACE);
if (foo != null)
{
foo.angle = angle - 90. + Random2[Inquisitor]() * (360./1024.);
foo.VelFromAngle(foo.Speed / 8);
foo.Vel.Z = random[Inquisitor]() / 64.;
}
}
}
// Inquisitor Shot ----------------------------------------------------------
class InquisitorShot : Actor
{
Default
{
ReactionTime 15;
Speed 25;
Radius 13;
Height 13;
Mass 15;
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
-NOGRAVITY
+STRIFEDAMAGE
MaxStepHeight 4;
SeeSound "inquisitor/attack";
DeathSound "inquisitor/atkexplode";
}
States
{
Spawn:
UBAM AB 3 A_Countdown;
Loop;
Death:
BNG2 A 0 Bright A_SetRenderStyle(1, STYLE_Normal);
BNG2 A 4 Bright A_Explode(192, 192, alert:true);
BNG2 B 4 Bright;
BNG2 C 4 Bright;
BNG2 D 4 Bright;
BNG2 E 4 Bright;
BNG2 F 4 Bright;
BNG2 G 4 Bright;
BNG2 H 4 Bright;
BNG2 I 4 Bright;
Stop;
}
}
// The Dead Inquisitor's Detached Arm ---------------------------------------
class InquisitorArm : Actor
{
Default
{
Speed 25;
+NOBLOCKMAP
+NOCLIP
+NOBLOOD
}
States
{
Spawn:
RBB3 FG 5 Bright;
RBB3 H -1;
Stop;
}
}