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

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Text

//===========================================================================
//
// Pain Elemental
//
//===========================================================================
class PainElemental : Actor
{
Default
{
Health 400;
Radius 31;
Height 56;
Mass 400;
Speed 8;
PainChance 128;
Monster;
+FLOAT
+NOGRAVITY
SeeSound "pain/sight";
PainSound "pain/pain";
DeathSound "pain/death";
ActiveSound "pain/active";
Tag "$FN_PAIN";
}
States
{
Spawn:
PAIN A 10 A_Look;
Loop;
See:
PAIN AABBCC 3 A_Chase;
Loop;
Missile:
PAIN D 5 A_FaceTarget;
PAIN E 5 A_FaceTarget;
PAIN F 5 BRIGHT A_FaceTarget;
PAIN F 0 BRIGHT A_PainAttack;
Goto See;
Pain:
PAIN G 6;
PAIN G 6 A_Pain;
Goto See;
Death:
PAIN H 8 BRIGHT;
PAIN I 8 BRIGHT A_Scream;
PAIN JK 8 BRIGHT;
PAIN L 8 BRIGHT A_PainDie;
PAIN M 8 BRIGHT;
Stop;
Raise:
PAIN MLKJIH 8;
Goto See;
}
}
//===========================================================================
//
// Code (must be attached to Actor)
//
//===========================================================================
extend class Actor
{
//
// A_PainShootSkull
// Spawn a lost soul and launch it at the target
//
void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1)
{
// Don't spawn if we get massacred.
if (DamageType == 'Massacre') return;
if (spawntype == null) spawntype = "LostSoul";
// [RH] check to make sure it's not too close to the ceiling
if (pos.z + height + 8 > ceilingz)
{
if (bFloat)
{
Vel.Z -= 2;
bInFloat = true;
bVFriction = true;
}
return;
}
// [RH] make this optional
if (limit < 0 && (Level.compatflags & COMPATF_LIMITPAIN))
limit = 21;
if (limit > 0)
{
// count total number of skulls currently on the level
// if there are already 21 skulls on the level, don't spit another one
int count = limit;
ThinkerIterator it = ThinkerIterator.Create(spawntype);
Thinker othink;
while ( (othink = it.Next ()) )
{
if (--count == 0)
return;
}
}
// okay, there's room for another one
double otherradius = GetDefaultByType(spawntype).radius;
double prestep = 4 + (radius + otherradius) * 1.5;
Vector2 move = AngleToVector(angle, prestep);
Vector3 spawnpos = pos + (0,0,8);
Vector3 destpos = spawnpos + move;
Actor other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
// smaller steps to get it to its intended position. This will also result in proper clipping, but
// it will avoid all the problems of the Boom method, which checked too many lines that weren't even touched
// and despite some adjustments never worked with portals.
if (other != null)
{
double maxmove = other.radius - 1;
if (maxmove <= 0) maxmove = 16;
double xspeed = abs(move.X);
double yspeed = abs(move.Y);
int steps = 1;
if (xspeed > yspeed)
{
if (xspeed > maxmove)
{
steps = int(1 + xspeed / maxmove);
}
}
else
{
if (yspeed > maxmove)
{
steps = int(1 + yspeed / maxmove);
}
}
Vector2 stepmove = move / steps;
bool savedsolid = bSolid;
bool savednoteleport = other.bNoTeleport;
// make the PE nonsolid for the check and the LS non-teleporting so that P_TryMove doesn't do unwanted things.
bSolid = false;
other.bNoTeleport = true;
for (int i = 0; i < steps; i++)
{
Vector2 ptry = other.pos.xy + stepmove;
double oldangle = other.angle;
if (!other.TryMove(ptry, 0))
{
// kill it immediately
other.ClearCounters();
other.DamageMobj(self, self, TELEFRAG_DAMAGE, 'None');
bSolid = savedsolid;
other.bNoTeleport = savednoteleport;
return;
}
if (other.pos.xy != ptry)
{
// If the new position does not match the desired position, the player
// must have gone through a portal.
// For that we need to adjust the movement vector for the following steps.
double anglediff = deltaangle(oldangle, other.angle);
if (anglediff != 0)
{
stepmove = RotateVector(stepmove, anglediff);
}
}
}
bSolid = savedsolid;
other.bNoTeleport = savednoteleport;
// [RH] Lost souls hate the same things as their pain elementals
other.CopyFriendliness (self, !(flags & PAF_NOTARGET));
if (!(flags & PAF_NOSKULLATTACK))
{
other.A_SkullAttack();
}
}
}
void A_PainAttack(class<Actor> spawntype = "LostSoul", double addangle = 0, int flags = 0, int limit = -1)
{
if (target)
{
A_FaceTarget();
A_PainShootSkull(spawntype, angle + addangle, flags, limit);
}
}
void A_DualPainAttack(class<Actor> spawntype = "LostSoul")
{
if (target)
{
A_FaceTarget();
A_PainShootSkull(spawntype, angle + 45);
A_PainShootSkull(spawntype, angle - 45);
}
}
void A_PainDie(class<Actor> spawntype = "LostSoul")
{
if (target && IsFriend(target))
{ // And I thought you were my friend!
bFriendly = false;
}
A_NoBlocking();
A_PainShootSkull(spawntype, angle + 90);
A_PainShootSkull(spawntype, angle + 180);
A_PainShootSkull(spawntype, angle + 270);
}
}