Classes:BossBrain

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  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Boss brain
Actor type Monster Game MiniDoom2LogoIcon.png
DoomEd Number 88 Class Name BossBrain


Classes: BossBrain

This actor is used to represent the exposed brain behind the hole in the Icon of Sin's skull. As an easter-egg from id Software, its sprites represent the severed head of John Romero on a pike.

DECORATE definition

ACTOR BossBrain
{
  Health 250
  Mass 10000000
  PainChance 255
  +SOLID
  +SHOOTABLE
  +NOICEDEATH
  +OLDRADIUSDMG
  PainSound "brain/pain"
  DeathSound "brain/death"
  States
  {
  BrainExplode:
    MISL BC 10 Bright
    MISL D 10 A_BrainExplode
    Stop
  Spawn:
    BBRN A -1
    Stop
  Pain:
    BBRN B 36 A_BrainPain
    Goto Spawn
  Death:
    BBRN A 100 A_BrainScream
    BBRN AA 10
    BBRN A -1 A_BrainDie
    Stop
  }
}

note: A_BrainScream and A_BrainExplode spawn a rocket and modify it so it results in a projectile like this:

ACTOR BossRocket : Rocket
{
  States
  {
  Spawn:
    MISL BC 10 Bright
    MISL D 10 Bright A_BrainExplode
    Stop
  }
}


ZScript definition

class BossBrain : Actor
{
	Default
	{
		Health 250;
		Mass 10000000;
		PainChance 255;
		+SOLID +SHOOTABLE
		+NOICEDEATH
		+OLDRADIUSDMG
		PainSound "brain/pain";
		DeathSound "brain/death";
	}
	States
	{
	Spawn:
		BBRN A -1;
		Stop;
	Pain:
		BBRN B 36 A_BrainPain;
		Goto Spawn;
	Death:
		BBRN A 100 A_BrainScream;
		BBRN AA 10;
		BBRN A -1 A_BrainDie;
		Stop;
	}
}

// BrainishExplosion function is the one that spawns a modified Rocket that can't be replaced:

extend class Actor
{

	void A_BrainAwake()
	{
		A_StartSound("brain/sight", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_NONE);
	}
	
	void A_BrainPain()
	{
		A_StartSound("brain/pain", CHAN_VOICE, CHANF_DEFAULT, 1, ATTN_NONE);
	}

	private static void BrainishExplosion(vector3 pos)
	{
		Actor boom = Actor.Spawn("Rocket", pos, NO_REPLACE);
		if (boom)
		{
			boom.DeathSound = "misc/brainexplode";
			boom.Vel.z = random[BrainScream](0, 255)/128.;

			boom.SetStateLabel ("Brainexplode");
			boom.bRocketTrail = false;
			boom.SetDamage(0);	// disables collision detection which is not wanted here
			boom.tics -= random[BrainScream](0, 7);
			if (boom.tics < 1) boom.tics = 1;
		}
	}
	
	void A_BrainScream()
	{
		for (double x = -196; x < +320; x += 8)
		{
			// (1 / 512.) is actually what the original value of 128 did, even though it probably meant 128 map units.
			BrainishExplosion(Vec2OffsetZ(x, -320, (1 / 512.) + random[BrainExplode](0, 255) * 2));
		}
		A_StartSound("brain/death", CHAN_VOICE, CHANF_DEFAULT, 1., ATTN_NONE);
	}
	
	void A_BrainExplode()
	{
		double x = random2[BrainExplode]() / 32.;
		Vector3 pos = Vec2OffsetZ(x, 0, 1 / 512. + random[BrainExplode]() * 2);
		BrainishExplosion(pos);
	}

	void A_BrainDie()
	{
		// [RH] If noexit, then don't end the level.
		if ((deathmatch || alwaysapplydmflags) && sv_noexit)
			return;

		// New dmflag: Kill all boss spawned monsters before ending the level.
		if (sv_killbossmonst)
		{
			int count;	// Repeat until we have no more boss-spawned monsters.
			ThinkerIterator it = ThinkerIterator.Create("Actor");
			do			// (e.g. Pain Elementals can spawn more to kill upon death.)
			{
				Actor mo;
				it.Reinit();
				count = 0;
				while (mo = Actor(it.Next()))
				{
					if (mo.health > 0 && mo.bBossSpawned)
					{
						mo.DamageMobj(self, self, mo.health, "None", DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);

						// [Blue Shadow] If 'mo' is a RandomSpawner or another actor which can't be killed,
						// it could cause this code to loop indefinitely. So only let it trigger a loop if it
						// has been actually killed.
						if (mo.bKilled) count++;
					}
				}
			} while (count != 0);
		}
		Level.ExitLevel(0, false);
	}

	void A_BrainSpit(class<Actor> spawntype = null)
	{
		SpotState spstate = Level.GetSpotState();
		Actor targ;
		Actor spit;
		bool isdefault = false;

		// shoot a cube at current target
		targ = spstate.GetNextInList("BossTarget", G_SkillPropertyInt(SKILLP_EasyBossBrain));

		if (targ)
		{
			if (spawntype == null) 
			{
				spawntype = "SpawnShot";
				isdefault = true;
			}

			// spawn brain missile
			spit = SpawnMissile (targ, spawntype);

			if (spit)
			{
				// Boss cubes should move freely to their destination so it's
				// probably best to disable all collision detection for them.
				spit.bNoInteraction = spit.bNoClip;
		
				spit.target = targ;
				spit.master = self;
				// [RH] Do this correctly for any trajectory. Doom would divide by 0
				// if the target had the same y coordinate as the spitter.
				if (spit.Vel.xy == (0, 0))
				{
					spit.special2 = 0;
				}
				else if (abs(spit.Vel.y) > abs(spit.Vel.x))
				{
					spit.special2 = int((targ.pos.y - pos.y) / spit.Vel.y);
				}
				else
				{
					spit.special2 = int((targ.pos.x - pos.x) / spit.Vel.x);
				}
				// [GZ] Calculates when the projectile will have reached destination
				spit.special2 += level.maptime;
				spit.bBossCube = true;
			}

			if (!isdefault)
			{
				A_StartSound(self.AttackSound, CHAN_WEAPON, CHANF_DEFAULT, 1., ATTN_NONE);
			}
			else
			{
				// compatibility fallback
				A_StartSound("brain/spit", CHAN_WEAPON, CHANF_DEFAULT, 1., ATTN_NONE);
			}
		}
	}
	
	private void SpawnFly(class<Actor> spawntype, sound snd)
	{
		Actor newmobj;
		Actor fog;
		Actor eye = master; // The eye is the spawnshot's master, not the target!
		Actor targ = target; // Unlike other projectiles, the target is the intended destination.
		int r;

		if (targ == null)
		{
			Destroy();
			return;
		}
			
		// [GZ] Should be more viable than a countdown...
		if (special2 != 0)
		{
			if (special2 > level.maptime)
				return;		// still flying
		}
		else
		{
			if (reactiontime == 0 || --reactiontime != 0)
				return;		// still flying
		}
		
		if (spawntype)
		{
			fog = Spawn (spawntype, targ.pos, ALLOW_REPLACE);
			if (fog) A_StartSound(snd, CHAN_BODY);
		}

		class<Actor> SpawnName = null;

		DropItem di;   // di will be our drop item list iterator
		DropItem drop; // while drop stays as the reference point.
		int n = 0;

		// First see if this cube has its own actor list
		drop = GetDropItems();

		// If not, then default back to its master's list
		if (drop == null && eye != null)
			drop = eye.GetDropItems();

		if (drop != null)
		{
			for (di = drop; di != null; di = di.Next)
			{
				if (di.Name != 'None')
				{
					int amt = di.Amount;
					if (amt < 0)
					{
						amt = 1; // default value is -1, we need a positive value.
					}
					n += amt; // this is how we can weight the list.
				}
			}
			di = drop;
			n = random[pr_spawnfly](0, n);
			while (n >= 0)
			{
				if (di.Name != 'none')
				{
					int amt = di.Amount;
					if (amt < 0)
					{
						amt = 1;
					}
					n -= amt;
				}
				if ((di.Next != null) && (n >= 0))
				{
					di = di.Next;
				}
				else
				{
					n = -1;
				}
			}
			SpawnName = di.Name;
		}
		if (SpawnName == null)
		{
			// Randomly select monster to spawn.
			r = random[pr_spawnfly](0, 255);

			// Probability distribution (kind of :),
			// decreasing likelihood.
				 if (r < 50)  SpawnName = "DoomImp";
			else if (r < 90)  SpawnName = "Demon";
			else if (r < 120) SpawnName = "Spectre";
			else if (r < 130) SpawnName = "PainElemental";
			else if (r < 160) SpawnName = "Cacodemon";
			else if (r < 162) SpawnName = "Archvile";
			else if (r < 172) SpawnName = "Revenant";
			else if (r < 192) SpawnName = "Arachnotron";
			else if (r < 222) SpawnName = "Fatso";
			else if (r < 246) SpawnName = "HellKnight";
			else			  SpawnName = "BaronOfHell";
		}
		if (spawnname != null)
		{
			newmobj = Spawn (spawnname, targ.pos, ALLOW_REPLACE);
			if (newmobj != null)
			{
				// Make the new monster hate what the boss eye hates
				if (eye != null)
				{
					newmobj.CopyFriendliness (eye, false);
				}
				// Make it act as if it was around when the player first made noise
				// (if the player has made noise).
				newmobj.LastHeard = newmobj.CurSector.SoundTarget;

				if (newmobj.SeeState != null && newmobj.LookForPlayers (true))
				{
					newmobj.SetState (newmobj.SeeState);
				}
				if (!newmobj.bDestroyed)
				{
					// telefrag anything in this spot
					newmobj.TeleportMove (newmobj.pos, true);
				}
				newmobj.bBossSpawned = true;
			}
		}

		// remove self (i.e., cube).
		Destroy ();
	}

	void A_SpawnFly(class<Actor> spawntype = null)
	{
		sound snd; 
		if (spawntype != null) 
		{
			snd = GetDefaultByType(spawntype).SeeSound;
		}
		else
		{
			spawntype = "SpawnFire";
			snd = "brain/spawn";
		}
		SpawnFly(spawntype, snd);
	}

		void A_SpawnSound()
	{
		// travelling cube sound
		A_StartSound("brain/cube", CHAN_BODY);
		SpawnFly("SpawnFire", "brain/spawn");
	}
}