mirror of
https://github.com/ZDoom/qzdoom.git
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97aba0c416
Why? So mods that reveal enemy names don't show internal monster class names. Tags are based on language.enu lump: - Tags for Doom/Doom 2 monsters are referring directly to CC_* strings. - Tags for Heretic monsters are based on obituaries. - All tags match corresponding obituaries.
228 lines
5.2 KiB
Text
228 lines
5.2 KiB
Text
//===========================================================================
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//
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// Pain Elemental
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//
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//===========================================================================
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class PainElemental : Actor
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{
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Default
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{
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Health 400;
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Radius 31;
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Height 56;
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Mass 400;
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Speed 8;
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PainChance 128;
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Monster;
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+FLOAT
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+NOGRAVITY
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SeeSound "pain/sight";
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PainSound "pain/pain";
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DeathSound "pain/death";
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ActiveSound "pain/active";
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Tag "$FN_PAIN";
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}
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States
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{
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Spawn:
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PAIN A 10 A_Look;
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Loop;
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See:
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PAIN AABBCC 3 A_Chase;
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Loop;
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Missile:
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PAIN D 5 A_FaceTarget;
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PAIN E 5 A_FaceTarget;
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PAIN F 5 BRIGHT A_FaceTarget;
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PAIN F 0 BRIGHT A_PainAttack;
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Goto See;
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Pain:
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PAIN G 6;
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PAIN G 6 A_Pain;
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Goto See;
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Death:
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PAIN H 8 BRIGHT;
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PAIN I 8 BRIGHT A_Scream;
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PAIN JK 8 BRIGHT;
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PAIN L 8 BRIGHT A_PainDie;
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PAIN M 8 BRIGHT;
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Stop;
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Raise:
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PAIN MLKJIH 8;
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Goto See;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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//
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// A_PainShootSkull
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// Spawn a lost soul and launch it at the target
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//
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void A_PainShootSkull(Class<Actor> spawntype, double angle, int flags = 0, int limit = -1)
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{
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// Don't spawn if we get massacred.
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if (DamageType == 'Massacre') return;
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if (spawntype == null) spawntype = "LostSoul";
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// [RH] check to make sure it's not too close to the ceiling
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if (pos.z + height + 8 > ceilingz)
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{
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if (bFloat)
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{
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Vel.Z -= 2;
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bInFloat = true;
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bVFriction = true;
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}
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return;
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}
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// [RH] make this optional
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if (limit < 0 && compat_limitpain)
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limit = 21;
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if (limit > 0)
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{
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// count total number of skulls currently on the level
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// if there are already 21 skulls on the level, don't spit another one
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int count = limit;
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ThinkerIterator it = ThinkerIterator.Create(spawntype);
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Thinker othink;
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while ( (othink = it.Next ()) )
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{
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if (--count == 0)
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return;
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}
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}
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// okay, there's room for another one
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double otherradius = GetDefaultByType(spawntype).radius;
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double prestep = 4 + (radius + otherradius) * 1.5;
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Vector2 move = AngleToVector(angle, prestep);
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Vector3 spawnpos = pos + (0,0,8);
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Vector3 destpos = spawnpos + move;
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Actor other = Spawn(spawntype, spawnpos, ALLOW_REPLACE);
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// Now check if the spawn is legal. Unlike Boom's hopeless attempt at fixing it, let's do it the same way
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// P_XYMovement solves the line skipping: Spawn the Lost Soul near the PE's center and then use multiple
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// smaller steps to get it to its intended position. This will also result in proper clipping, but
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// it will avoid all the problems of the Boom method, which checked too many lines that weren't even touched
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// and despite some adjustments never worked with portals.
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if (other != null)
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{
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double maxmove = other.radius - 1;
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if (maxmove <= 0) maxmove = 16;
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double xspeed = abs(move.X);
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double yspeed = abs(move.Y);
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int steps = 1;
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if (xspeed > yspeed)
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{
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if (xspeed > maxmove)
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{
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steps = int(1 + xspeed / maxmove);
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}
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}
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else
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{
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if (yspeed > maxmove)
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{
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steps = int(1 + yspeed / maxmove);
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}
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}
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Vector2 stepmove = move / steps;
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bool savedsolid = bSolid;
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bool savednoteleport = other.bNoTeleport;
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// make the PE nonsolid for the check and the LS non-teleporting so that P_TryMove doesn't do unwanted things.
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bSolid = false;
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other.bNoTeleport = true;
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for (int i = 0; i < steps; i++)
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{
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Vector2 ptry = other.pos.xy + stepmove;
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double oldangle = other.angle;
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if (!other.TryMove(ptry, 0))
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{
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// kill it immediately
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other.ClearCounters();
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other.DamageMobj(self, self, TELEFRAG_DAMAGE, 'None');
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bSolid = savedsolid;
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other.bNoTeleport = savednoteleport;
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return;
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}
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if (other.pos.xy != ptry)
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{
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// If the new position does not match the desired position, the player
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// must have gone through a portal.
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// For that we need to adjust the movement vector for the following steps.
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double anglediff = deltaangle(oldangle, other.angle);
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if (anglediff != 0)
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{
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stepmove = RotateVector(stepmove, anglediff);
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}
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}
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}
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bSolid = savedsolid;
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other.bNoTeleport = savednoteleport;
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// [RH] Lost souls hate the same things as their pain elementals
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other.CopyFriendliness (self, !(flags & PAF_NOTARGET));
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if (!(flags & PAF_NOSKULLATTACK))
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{
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other.A_SkullAttack();
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}
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}
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}
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void A_PainAttack(class<Actor> spawntype = "LostSoul", double addangle = 0, int flags = 0, int limit = -1)
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{
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if (target)
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{
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A_FaceTarget();
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A_PainShootSkull(spawntype, angle + addangle, flags, limit);
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}
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}
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void A_DualPainAttack(class<Actor> spawntype = "LostSoul")
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{
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if (target)
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{
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A_FaceTarget();
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A_PainShootSkull(spawntype, angle + 45);
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A_PainShootSkull(spawntype, angle - 45);
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}
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}
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void A_PainDie(class<Actor> spawntype = "LostSoul")
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{
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if (target && IsFriend(target))
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{ // And I thought you were my friend!
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bFriendly = false;
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}
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A_NoBlocking();
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A_PainShootSkull(spawntype, angle + 90);
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A_PainShootSkull(spawntype, angle + 180);
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A_PainShootSkull(spawntype, angle + 270);
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}
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}
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