qzdoom/wadsrc/static/zscript/actors/hexen/bats.zs

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2.2 KiB
Text

// Bat Spawner --------------------------------------------------------------
class BatSpawner : SwitchableDecoration
{
Default
{
+NOBLOCKMAP +NOSECTOR +NOGRAVITY
RenderStyle "None";
}
States
{
Spawn:
Active:
TNT1 A 2;
TNT1 A 2 A_BatSpawnInit;
TNT1 A 2 A_BatSpawn;
Wait;
Inactive:
TNT1 A -1;
Stop;
}
//===========================================================================
// Bat Spawner Variables
// special1 frequency counter
// special2
// args[0] frequency of spawn (1=fastest, 10=slowest)
// args[1] spread angle (0..255)
// args[2]
// args[3] duration of bats (in octics)
// args[4] turn amount per move (in degrees)
//
// Bat Variables
// special2 lifetime counter
// args[4] turn amount per move (in degrees)
//===========================================================================
void A_BatSpawnInit()
{
special1 = 0; // Frequency count
}
void A_BatSpawn()
{
// Countdown until next spawn
if (special1-- > 0) return;
special1 = args[0]; // Reset frequency count
int delta = args[1];
if (delta == 0) delta = 1;
double ang = Angle + ((random[BatSpawn](0, delta-1) - (delta >> 1)) * (360 / 256.));
Actor mo = SpawnMissileAngle ("Bat", ang, 0);
if (mo)
{
mo.args[0] = random[BatSpawn](0, 63); // floatbob index
mo.args[4] = args[4]; // turn degrees
mo.special2 = args[3] << 3; // Set lifetime
mo.target = self;
}
}
}
// Bat ----------------------------------------------------------------------
class Bat : Actor
{
Default
{
Speed 5;
Radius 3;
Height 3;
+NOBLOCKMAP +NOGRAVITY +MISSILE
+NOTELEPORT +CANPASS
}
States
{
Spawn:
ABAT ABC 2 A_BatMove;
Loop;
Death:
ABAT A 2;
Stop;
}
void A_BatMove()
{
if (special2 < 0)
{
SetStateLabel ("Death");
}
special2 -= 2; // Called every 2 tics
double newangle;
if (random[BatMove]() < 128)
{
newangle = Angle + args[4];
}
else
{
newangle = Angle - args[4];
}
// Adjust velocity vector to new direction
VelFromAngle(Speed, newangle);
if (random[BatMove]() < 15)
{
A_StartSound ("BatScream", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_IDLE);
}
// Handle Z movement
SetZ(target.pos.Z + 2 * BobSin(args[0]));
args[0] = (args[0] + 3) & 63;
}
}