mirror of
https://github.com/ZDoom/qzdoom.git
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3d61d2c1f4
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
547 lines
10 KiB
Text
547 lines
10 KiB
Text
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// Boss spot ----------------------------------------------------------------
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class BossSpot : SpecialSpot
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{
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Default
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{
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+INVISIBLE
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}
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}
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// Sorcerer (D'Sparil on his serpent) ---------------------------------------
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class Sorcerer1 : Actor
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{
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Default
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{
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Health 2000;
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Radius 28;
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Height 100;
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Mass 800;
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Speed 16;
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PainChance 56;
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Monster;
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+BOSS
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+DONTMORPH
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+DONTGIB
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SeeSound "dsparilserpent/sight";
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AttackSound "dsparilserpent/attack";
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PainSound "dsparilserpent/pain";
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DeathSound "dsparilserpent/death";
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ActiveSound "dsparilserpent/active";
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Obituary "$OB_DSPARIL1";
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HitObituary "$OB_DSPARIL1HIT";
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}
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States
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{
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Spawn:
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SRCR AB 10 A_Look;
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Loop;
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See:
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SRCR ABCD 5 A_Sor1Chase;
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Loop;
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Pain:
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SRCR Q 6 A_Sor1Pain;
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Goto See;
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Missile:
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SRCR Q 7 A_FaceTarget;
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SRCR R 6 A_FaceTarget;
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SRCR S 10 A_Srcr1Attack;
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Goto See;
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Missile2:
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SRCR S 10 A_FaceTarget;
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SRCR Q 7 A_FaceTarget;
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SRCR R 6 A_FaceTarget;
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SRCR S 10 A_Srcr1Attack;
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Goto See;
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Death:
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SRCR E 7;
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SRCR F 7 A_Scream;
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SRCR G 7;
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SRCR HIJK 6;
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SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
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SRCR MN 5;
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SRCR O 4;
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SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, false, ATTN_NONE);
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SRCR MN 5;
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SRCR O 4;
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SRCR L 12;
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SRCR P -1 A_SorcererRise;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor1Pain
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//
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//----------------------------------------------------------------------------
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void A_Sor1Pain ()
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{
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special1 = 20; // Number of steps to walk fast
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A_Pain();
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor1Chase
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//
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//----------------------------------------------------------------------------
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void A_Sor1Chase ()
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{
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if (special1)
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{
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special1--;
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tics -= 3;
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}
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A_Chase();
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr1Attack
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//
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// Sorcerer demon attack.
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//
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//----------------------------------------------------------------------------
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void A_Srcr1Attack ()
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{
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if (!target)
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{
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return;
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}
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A_PlaySound (AttackSound, CHAN_BODY);
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if (CheckMeleeRange ())
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{
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int damage = random[Srcr1Attack](1,8) * 8;
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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return;
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}
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if (health > (SpawnHealth()/3)*2)
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{ // Spit one fireball
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SpawnMissileZ (pos.z + 48, target, "SorcererFX1");
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}
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else
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{ // Spit three fireballs
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Actor mo = SpawnMissileZ (pos.z + 48, target, "SorcererFX1");
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if (mo != null)
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{
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double ang = mo.angle;
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SpawnMissileAngleZ(pos.z + 48, "SorcererFX1", ang - 3, mo.Vel.Z);
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SpawnMissileAngleZ(pos.z + 48, "SorcererFX1", ang + 3, mo.Vel.Z);
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}
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if (health < SpawnHealth()/3)
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{ // Maybe attack again
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if (special1)
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{ // Just attacked, so don't attack again
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special1 = 0;
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}
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else
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{ // Set state to attack again
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special1 = 1;
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SetStateLabel("Missile2");
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}
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_SorcererRise
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//
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//----------------------------------------------------------------------------
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void A_SorcererRise ()
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{
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bSolid = false;
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Actor mo = Spawn("Sorcerer2", Pos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Translation = Translation;
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mo.SetStateLabel("Rise");
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mo.angle = angle;
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mo.CopyFriendliness (self, true);
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}
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}
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}
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// Sorcerer FX 1 ------------------------------------------------------------
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class SorcererFX1 : Actor
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{
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Default
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{
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Radius 10;
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Height 10;
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Speed 20;
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FastSpeed 28;
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Damage 10;
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DamageType "Fire";
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX14 ABC 6 BRIGHT;
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Loop;
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Death:
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FX14 DEFGH 5 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
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class Sorcerer2 : Actor
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{
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Default
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{
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Health 3500;
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Radius 16;
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Height 70;
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Mass 300;
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Speed 14;
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Painchance 32;
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Monster;
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+DROPOFF
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+BOSS
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+DONTMORPH
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+FULLVOLACTIVE
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+NORADIUSDMG
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+NOTARGET
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+NOICEDEATH
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+FLOORCLIP
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+BOSSDEATH
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SeeSound "dsparil/sight";
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AttackSound "dsparil/attack";
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PainSound "dsparil/pain";
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ActiveSound "dsparil/active";
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Obituary "$OB_DSPARIL2";
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HitObituary "$OB_DSPARIL2HIT";
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}
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States
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{
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Spawn:
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SOR2 MN 10 A_Look;
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Loop;
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See:
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SOR2 MNOP 4 A_Chase;
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Loop;
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Rise:
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SOR2 AB 4;
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SOR2 C 4 A_PlaySound("dsparil/rise", CHAN_BODY, 1, false, ATTN_NONE);
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SOR2 DEF 4;
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SOR2 G 12 A_PlaySound("dsparil/sight", CHAN_BODY, 1, false, ATTN_NONE);
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Goto See;
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Pain:
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SOR2 Q 3;
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SOR2 Q 6 A_Pain;
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Goto See;
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Missile:
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SOR2 R 9 A_Srcr2Decide;
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SOR2 S 9 A_FaceTarget;
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SOR2 T 20 A_Srcr2Attack;
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Goto See;
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Teleport:
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SOR2 LKJIHG 6;
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Goto See;
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Death:
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SDTH A 8 A_Sor2DthInit;
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SDTH B 8;
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SDTH C 8 A_PlaySound("dsparil/scream", CHAN_BODY, 1, false, ATTN_NONE);
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DeathLoop:
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SDTH DE 7;
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SDTH F 7 A_Sor2DthLoop;
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SDTH G 6 A_PlaySound("dsparil/explode", CHAN_BODY, 1, false, ATTN_NONE);
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SDTH H 6;
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SDTH I 18;
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SDTH J 6 A_NoBlocking;
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SDTH K 6 A_PlaySound("dsparil/bones", CHAN_BODY, 1, false, ATTN_NONE);
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SDTH LMN 6;
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SDTH O -1 A_BossDeath;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_DSparilTeleport
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//
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//----------------------------------------------------------------------------
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void DSparilTeleport ()
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{
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SpotState state = SpotState.GetSpotState();
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if (state == null) return;
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Actor spot = state.GetSpotWithMinMaxDistance("BossSpot", pos.x, pos.y, 128, 0);
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if (spot == null) return;
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Vector3 prev = Pos;
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if (TeleportMove (spot.Pos, false))
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{
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Actor mo = Spawn("Sorcerer2Telefade", prev, ALLOW_REPLACE);
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if (mo)
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{
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mo.Translation = Translation;
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mo.A_PlaySound("misc/teleport", CHAN_BODY);
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}
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SetStateLabel ("Teleport");
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A_PlaySound ("misc/teleport", CHAN_BODY);
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SetZ(floorz);
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angle = spot.angle;
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vel = (0,0,0);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr2Decide
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//
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//----------------------------------------------------------------------------
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void A_Srcr2Decide ()
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{
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static const int chance[] =
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{
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192, 120, 120, 120, 64, 64, 32, 16, 0
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};
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int health8 = max(1, SpawnHealth() / 8);
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int chanceindex = min(8, health / health8);
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if (random[Srcr2Decide]() < chance[chanceindex])
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{
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DSparilTeleport ();
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr2Attack
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//
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//----------------------------------------------------------------------------
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void A_Srcr2Attack ()
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{
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if (!target)
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{
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return;
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}
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A_PlaySound (AttackSound, CHAN_BODY, 1, false, ATTN_NONE);
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if (CheckMeleeRange())
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{
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int damage = random[Srcr2Atk](1, 8) * 20;
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int newdam = target.DamageMobj (self, self, damage, 'Melee');
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target.TraceBleed (newdam > 0 ? newdam : damage, self);
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return;
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}
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int chance = health < SpawnHealth()/2 ? 96 : 48;
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if (random[Srcr2Atk]() < chance)
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{ // Wizard spawners
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SpawnMissileAngle("Sorcerer2FX2", Angle - 45, 0.5);
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SpawnMissileAngle("Sorcerer2FX2", Angle + 45, 0.5);
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}
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else
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{ // Blue bolt
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SpawnMissile (target, "Sorcerer2FX1");
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor2DthInit
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//
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//----------------------------------------------------------------------------
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void A_Sor2DthInit ()
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{
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special1 = 7; // Animation loop counter
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Thing_Destroy(0); // Kill monsters early
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor2DthLoop
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//
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//----------------------------------------------------------------------------
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void A_Sor2DthLoop ()
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{
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if (--special1)
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{ // Need to loop
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SetStateLabel("DeathLoop");
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}
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}
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}
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// Sorcerer 2 FX 1 ----------------------------------------------------------
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class Sorcerer2FX1 : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 20;
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FastSpeed 28;
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Damage 1;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX16 ABC 3 BRIGHT A_BlueSpark;
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Loop;
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Death:
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FX16 G 5 BRIGHT A_Explode(random[S2FX1](80,111));
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FX16 HIJKL 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BlueSpark
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//
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//----------------------------------------------------------------------------
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void A_BlueSpark ()
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{
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for (int i = 0; i < 2; i++)
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{
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Actor mo = Spawn("Sorcerer2FXSpark", pos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.Vel.X = Random2[BlueSpark]() / 128.;
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mo.Vel.Y = Random2[BlueSpark]() / 128.;
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mo.Vel.Z = 1. + Random[BlueSpark]() / 256.;
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}
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}
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}
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}
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// Sorcerer 2 FX Spark ------------------------------------------------------
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class Sorcerer2FXSpark : Actor
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{
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Default
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{
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Radius 20;
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Height 16;
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+NOBLOCKMAP
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+NOGRAVITY
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+NOTELEPORT
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+CANNOTPUSH
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX16 DEF 12 BRIGHT;
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Stop;
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}
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}
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// Sorcerer 2 FX 2 ----------------------------------------------------------
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class Sorcerer2FX2 : Actor
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{
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Default
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{
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Radius 10;
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Height 6;
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Speed 6;
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Damage 10;
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Projectile;
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-ACTIVATEIMPACT
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-ACTIVATEPCROSS
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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FX11 A 35 BRIGHT;
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FX11 A 5 BRIGHT A_GenWizard;
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FX11 B 5 BRIGHT;
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Goto Spawn+1;
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Death:
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FX11 CDEFG 5 BRIGHT;
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Stop;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_GenWizard
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//
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//----------------------------------------------------------------------------
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void A_GenWizard ()
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{
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Actor mo = Spawn("Wizard", pos, ALLOW_REPLACE);
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if (mo != null)
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{
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mo.AddZ(-mo.Default.Height / 2, false);
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if (!mo.TestMobjLocation ())
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{ // Didn't fit
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mo.ClearCounters();
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mo.Destroy ();
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}
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else
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{ // [RH] Make the new wizards inherit D'Sparil's target
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mo.CopyFriendliness (self.target, true);
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Vel = (0,0,0);
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SetStateLabel('Death');
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bMissile = false;
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mo.master = target;
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SpawnTeleportFog(pos, false, true);
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}
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}
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}
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}
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// Sorcerer 2 Telefade ------------------------------------------------------
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class Sorcerer2Telefade : Actor
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{
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Default
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{
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+NOBLOCKMAP
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}
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States
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{
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Spawn:
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SOR2 GHIJKL 6;
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Stop;
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}
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}
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