qzdoom/wadsrc/static/zscript/hexen/firedemon.txt
Christoph Oelckers 66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00

449 lines
7.9 KiB
Text

// FireDemon ----------------------------------------------------------------
class FireDemon : Actor
{
const FIREDEMON_ATTACK_RANGE = 64*8.;
int fdstrafecount;
Default
{
Health 80;
ReactionTime 8;
PainChance 1;
Speed 13;
Radius 20;
Height 68;
Mass 75;
Damage 1;
Monster;
+DROPOFF +NOGRAVITY +FLOAT
+FLOORCLIP +INVULNERABLE +TELESTOMP
SeeSound "FireDemonSpawn";
PainSound "FireDemonPain";
DeathSound "FireDemonDeath";
ActiveSound "FireDemonActive";
Obituary "$OB_FIREDEMON";
}
States
{
Spawn:
FDMN X 5 Bright;
FDMN EFG 10 Bright A_Look;
Goto Spawn + 1;
See:
FDMN E 8 Bright;
FDMN F 6 Bright;
FDMN G 5 Bright;
FDMN F 8 Bright;
FDMN E 6 Bright;
FDMN G 7 Bright A_FiredRocks;
FDMN HI 5 Bright;
FDMN J 5 Bright A_UnSetInvulnerable;
Chase:
FDMN ABC 5 Bright A_FiredChase;
Loop;
Pain:
FDMN D 0 Bright A_UnSetInvulnerable;
FDMN D 6 Bright A_Pain;
Goto Chase;
Missile:
FDMN K 3 Bright A_FaceTarget;
FDMN KKK 5 Bright A_FiredAttack;
Goto Chase;
Crash:
XDeath:
FDMN M 5 A_FaceTarget;
FDMN N 5 A_NoBlocking;
FDMN O 5 A_FiredSplotch;
Stop;
Death:
FDMN D 4 Bright A_FaceTarget;
FDMN L 4 Bright A_Scream;
FDMN L 4 Bright A_NoBlocking;
FDMN L 200 Bright;
Stop;
Ice:
FDMN R 5 A_FreezeDeath;
FDMN R 1 A_FreezeDeathChunks;
Wait;
}
//============================================================================
// Fire Demon AI
//
// special1 index into floatbob
// fdstrafecount whether strafing or not
//============================================================================
//============================================================================
//
// A_FiredSpawnRock
//
//============================================================================
private void A_FiredSpawnRock ()
{
Actor mo;
class<Actor> rtype;
switch (random[FireDemonRock](0, 4))
{
case 0:
rtype = "FireDemonRock1";
break;
case 1:
rtype = "FireDemonRock2";
break;
case 2:
rtype = "FireDemonRock3";
break;
case 3:
rtype = "FireDemonRock4";
break;
case 4:
default:
rtype = "FireDemonRock5";
break;
}
double xo = (random[FireDemonRock]() - 128) / 16.;
double yo = (random[FireDemonRock]() - 128) / 16.;
double zo = random[FireDemonRock]() / 32.;
mo = Spawn (rtype, Vec3Offset(xo, yo, zo), ALLOW_REPLACE);
if (mo)
{
mo.target = self;
mo.Vel.X = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Y = (random[FireDemonRock]() - 128) / 64.;
mo.Vel.Z = (random[FireDemonRock]() / 64.);
mo.special1 = 2; // Number bounces
}
// Initialize fire demon
fdstrafecount = 0;
bJustAttacked = false;
}
//============================================================================
//
// A_FiredRocks
//
//============================================================================
void A_FiredRocks()
{
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
A_FiredSpawnRock ();
}
//============================================================================
//
// A_FiredAttack
//
//============================================================================
void A_FiredAttack()
{
if (target == null) return;
Actor mo = SpawnMissile (target, "FireDemonMissile");
if (mo) A_PlaySound ("FireDemonAttack", CHAN_BODY);
}
//============================================================================
//
// A_FiredChase
//
//============================================================================
void A_FiredChase()
{
int weaveindex = special1;
double ang;
double dist;
if (reactiontime) reactiontime--;
if (threshold) threshold--;
// Float up and down
AddZ(BobSin(weaveindex));
special1 = (weaveindex + 2) & 63;
// Ensure it stays above certain height
if (pos.Z < floorz + 64)
{
AddZ(2);
}
if(!target || !target.bShootable)
{ // Invalid target
LookForPlayers (true);
return;
}
// Strafe
if (fdstrafecount > 0)
{
fdstrafecount--;
}
else
{
fdstrafecount = 0;
Vel.X = Vel.Y = 0;
dist = Distance2D(target);
if (dist < FIREDEMON_ATTACK_RANGE)
{
if (random[FiredChase]() < 30)
{
ang = AngleTo(target);
if (random[FiredChase]() < 128)
ang += 90;
else
ang -= 90;
Thrust(8, ang);
fdstrafecount = 3; // strafe time
}
}
}
FaceMovementDirection ();
// Normal movement
if (!fdstrafecount)
{
if (--movecount<0 || !MonsterMove ())
{
NewChaseDir ();
}
}
// Do missile attack
if (!bJustAttacked)
{
if (CheckMissileRange () && (random[FiredChase]() < 20))
{
SetState (MissileState);
bJustAttacked = true;
return;
}
}
else
{
bJustAttacked = false;
}
// make active sound
if (random[FiredChase]() < 3)
{
PlayActiveSound ();
}
}
//============================================================================
//
// A_FiredSplotch
//
//============================================================================
void A_FiredSplotch()
{
Actor mo;
mo = Spawn ("FireDemonSplotch1", Pos, ALLOW_REPLACE);
if (mo)
{
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
}
mo = Spawn ("FireDemonSplotch2", Pos, ALLOW_REPLACE);
if (mo)
{
mo.Vel.X = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Y = (random[FireDemonSplotch]() - 128) / 32.;
mo.Vel.Z = (random[FireDemonSplotch]() / 64.) + 3;
}
}
}
// FireDemonSplotch1 -------------------------------------------------------
class FireDemonSplotch1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 16;
Mass 100;
+DROPOFF +CORPSE
+NOTELEPORT +FLOORCLIP
}
States
{
Spawn:
FDMN P 3;
FDMN P 6 A_QueueCorpse;
FDMN Y -1;
Stop;
}
}
// FireDemonSplotch2 -------------------------------------------------------
class FireDemonSplotch2 : FireDemonSplotch1
{
States
{
Spawn:
FDMN Q 3;
FDMN Q 6 A_QueueCorpse;
FDMN Z -1;
Stop;
}
}
// FireDemonRock1 ------------------------------------------------------------
class FireDemonRock1 : Actor
{
Default
{
ReactionTime 8;
Radius 3;
Height 5;
Mass 16;
+NOBLOCKMAP +DROPOFF +MISSILE
+NOTELEPORT
}
States
{
Spawn:
FDMN S 4;
Loop;
Death:
FDMN S 5 A_SmBounce;
XDeath:
FDMN S 200;
Stop;
}
//============================================================================
//
// A_SmBounce
//
//============================================================================
void A_SmBounce()
{
// give some more velocity (x,y,&z)
SetZ(floorz + 1);
Vel.Z = 2. + random[SMBounce]() / 64.;
Vel.X = random[SMBounce](0, 2);
Vel.Y = random[SMBounce](0, 2);
}
}
// FireDemonRock2 ------------------------------------------------------------
class FireDemonRock2 : FireDemonRock1
{
States
{
Spawn:
FDMN T 4;
Loop;
Death:
FDMN T 5 A_SmBounce;
XDeath:
FDMN T 200;
Stop;
}
}
// FireDemonRock3 ------------------------------------------------------------
class FireDemonRock3 : FireDemonRock1
{
States
{
Spawn:
FDMN U 4;
Loop;
Death:
FDMN U 5 A_SmBounce;
XDeath:
FDMN U 200;
Stop;
}
}
// FireDemonRock4 ------------------------------------------------------------
class FireDemonRock4 : FireDemonRock1
{
States
{
Spawn:
FDMN V 4;
Loop;
Death:
FDMN V 5 A_SmBounce;
XDeath:
FDMN V 200;
Stop;
}
}
// FireDemonRock5 ------------------------------------------------------------
class FireDemonRock5 : FireDemonRock1
{
States
{
Spawn:
FDMN W 4;
Loop;
Death:
FDMN W 5 A_SmBounce;
XDeath:
FDMN W 200;
Stop;
}
}
// FireDemonMissile -----------------------------------------------------------
class FireDemonMissile : Actor
{
Default
{
ReactionTime 8;
Speed 10;
Radius 10;
Height 6;
Mass 5;
Damage 1;
DamageType "Fire";
Projectile;
RenderStyle "Add";
DeathSound "FireDemonMissileHit";
}
States
{
Spawn:
FDMB A 5 Bright;
Loop;
Death:
FDMB BCDE 5 Bright;
Stop;
}
}