gzdoom-gles/src/g_hexen/a_magestaff.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
static FRandom pr_mstafftrack ("MStaffTrack");
static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");
void A_MStaffTrack (AActor *);
void A_DropBloodscourgePieces (AActor *);
void A_MStaffAttack (AActor *actor);
void A_MStaffPalette (AActor *actor);
static AActor *FrontBlockCheck (AActor *mo, int index);
static divline_t BlockCheckLine;
//==========================================================================
class AMageWeaponPiece : public AFourthWeaponPiece
{
DECLARE_STATELESS_ACTOR (AMageWeaponPiece, AFourthWeaponPiece)
public:
void BeginPlay ();
protected:
bool MatchPlayerClass (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (AMageWeaponPiece, Hexen, -1, 0)
PROP_Inventory_PickupMessage("$TXT_BLOODSCOURGE_PIECE")
END_DEFAULTS
bool AMageWeaponPiece::MatchPlayerClass (AActor *toucher)
{
return !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) &&
!toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer));
}
//==========================================================================
class AMWeaponPiece1 : public AMageWeaponPiece
{
DECLARE_ACTOR (AMWeaponPiece1, AMageWeaponPiece)
public:
void BeginPlay ();
};
FState AMWeaponPiece1::States[] =
{
S_BRIGHT (WMS1, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AMWeaponPiece1, Hexen, 21, 37)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void AMWeaponPiece1::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE1<<6;
}
//==========================================================================
class AMWeaponPiece2 : public AMageWeaponPiece
{
DECLARE_ACTOR (AMWeaponPiece2, AMageWeaponPiece)
public:
void BeginPlay ();
};
FState AMWeaponPiece2::States[] =
{
S_BRIGHT (WMS2, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AMWeaponPiece2, Hexen, 22, 38)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void AMWeaponPiece2::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE2<<6;
}
//==========================================================================
class AMWeaponPiece3 : public AMageWeaponPiece
{
DECLARE_ACTOR (AMWeaponPiece3, AMageWeaponPiece)
public:
void BeginPlay ();
};
FState AMWeaponPiece3::States[] =
{
S_BRIGHT (WMS3, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AMWeaponPiece3, Hexen, 23, 39)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void AMWeaponPiece3::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE3<<6;
}
// An actor that spawns the three pieces of the mage's fourth weapon --------
// This gets spawned if weapon drop is on so that other players can pick up
// this player's weapon.
class ABloodscourgeDrop : public AActor
{
DECLARE_ACTOR (ABloodscourgeDrop, AActor)
};
FState ABloodscourgeDrop::States[] =
{
S_NORMAL (TNT1, 'A', 1, NULL, &States[1]),
S_NORMAL (TNT1, 'A', 1, A_DropBloodscourgePieces, NULL)
};
IMPLEMENT_ACTOR (ABloodscourgeDrop, Hexen, -1, 0)
PROP_SpawnState (0)
END_DEFAULTS
// The Mages's Staff (Bloodscourge) -----------------------------------------
class AMWeapBloodscourge : public AMageWeapon
{
DECLARE_ACTOR (AMWeapBloodscourge, AMageWeapon)
public:
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << MStaffCount;
}
PalEntry GetBlend ()
{
return PalEntry (MStaffCount * 128 / 3, 151, 110, 0);
}
BYTE MStaffCount;
};
FState AMWeapBloodscourge::States[] =
{
// Dummy state, because the fourth weapon does not appear in a level directly.
S_NORMAL (TNT1, 'A', -1, NULL , NULL),
#define S_MSTAFFREADY 1
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+1]),
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+2]),
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+3]),
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+4]),
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+5]),
S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+6]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+7]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+8]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+9]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+10]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+11]),
S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+12]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+13]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+14]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+15]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+16]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+17]),
S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+18]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+19]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+20]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+21]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+22]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+23]),
S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+24]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+25]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+26]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+27]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+28]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+29]),
S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+30]),
S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+31]),
S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+32]),
S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+33]),
S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+34]),
S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY]),
#define S_MSTAFFDOWN (S_MSTAFFREADY+35)
S_NORMAL (MSTF, 'A', 1, A_Lower , &States[S_MSTAFFDOWN]),
#define S_MSTAFFUP (S_MSTAFFDOWN+1)
S_NORMAL (MSTF, 'A', 1, A_Raise , &States[S_MSTAFFUP]),
#define S_MSTAFFATK (S_MSTAFFUP+1)
S_NORMAL2 (MSTF, 'G', 4, NULL , &States[S_MSTAFFATK+1], 0, 40),
S_BRIGHT2 (MSTF, 'H', 4, A_MStaffAttack , &States[S_MSTAFFATK+2], 0, 48),
S_BRIGHT2 (MSTF, 'H', 2, A_MStaffPalette , &States[S_MSTAFFATK+3], 0, 48),
S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+4], 0, 48),
S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+5], 0, 48),
S_NORMAL2 (MSTF, 'I', 1, NULL , &States[S_MSTAFFATK+6], 0, 40),
S_NORMAL2 (MSTF, 'J', 5, NULL , &States[S_MSTAFFREADY], 0, 36)
};
IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (0)
PROP_Weapon_SelectionOrder (3100)
PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH)
PROP_Weapon_AmmoUse1 (15)
PROP_Weapon_AmmoUse2 (15)
PROP_Weapon_UpState (S_MSTAFFUP)
PROP_Weapon_DownState (S_MSTAFFDOWN)
PROP_Weapon_ReadyState (S_MSTAFFREADY)
PROP_Weapon_AtkState (S_MSTAFFATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_YAdjust (20)
PROP_Weapon_MoveCombatDist (20000000)
PROP_Weapon_AmmoType1 ("Mana1")
PROP_Weapon_AmmoType2 ("Mana2")
PROP_Weapon_ProjectileType ("MageStaffFX2")
PROP_Inventory_PickupMessage("$TXT_WEAPON_M4")
END_DEFAULTS
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
void A_BeAdditive (AActor *self)
{
self->RenderStyle = STYLE_Add;
}
class AMageStaffFX2 : public AActor
{
DECLARE_ACTOR (AMageStaffFX2, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource);
int SpecialMissileHit (AActor *victim);
bool IsOkayToAttack (AActor *link);
bool SpecialBlastHandling (AActor *source, fixed_t strength);
};
FState AMageStaffFX2::States[] =
{
#define S_MSTAFF_FX2_1 0
S_BRIGHT (MSP2, 'A', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+1]),
S_BRIGHT (MSP2, 'B', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+2]),
S_BRIGHT (MSP2, 'C', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+3]),
S_BRIGHT (MSP2, 'D', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1]),
#define S_MSTAFF_FX2_X1 (S_MSTAFF_FX2_1+4)
S_BRIGHT (MSP2, 'E', 4, A_BeAdditive , &States[S_MSTAFF_FX2_X1+1]),
S_BRIGHT (MSP2, 'F', 5, A_Explode , &States[S_MSTAFF_FX2_X1+2]),
S_BRIGHT (MSP2, 'G', 5, NULL , &States[S_MSTAFF_FX2_X1+3]),
S_BRIGHT (MSP2, 'H', 5, NULL , &States[S_MSTAFF_FX2_X1+4]),
S_BRIGHT (MSP2, 'I', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AMageStaffFX2, Hexen, -1, 0)
PROP_SpeedFixed (17)
PROP_HeightFixed (8)
PROP_Damage (4)
PROP_DamageType (NAME_Fire)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE)
PROP_Flags4 (MF4_EXTREMEDEATH)
PROP_SpawnState (S_MSTAFF_FX2_1)
PROP_DeathState (S_MSTAFF_FX2_X1)
PROP_DeathSound ("MageStaffExplode")
END_DEFAULTS
void AMageStaffFX2::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = 80;
dist = 192;
hurtSource = false;
}
int AMageStaffFX2::SpecialMissileHit (AActor *victim)
{
if (victim != target &&
!victim->player &&
!(victim->flags2 & MF2_BOSS))
{
P_DamageMobj (victim, this, target, 10, NAME_Fire);
return 1; // Keep going
}
return -1;
}
bool AMageStaffFX2::IsOkayToAttack (AActor *link)
{
if (((link->flags3&MF3_ISMONSTER) || link->player)
&& !(link->flags2&MF2_DORMANT))
{
if (!(link->flags&MF_SHOOTABLE))
{
return false;
}
if (multiplayer && !deathmatch && link->player && target->player)
{
return false;
}
if (link == target)
{
return false;
}
else if (P_CheckSight (this, link))
{
AActor *master = target;
angle = R_PointToAngle2 (master->x, master->y,
link->x, link->y) - master->angle;
angle >>= 24;
if (angle>226 || angle<30)
{
return true;
}
}
}
return false;
}
bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength)
{
// Reflect to originator
tracer = target;
target = source;
return true;
}
//============================================================================
//============================================================================
//
// MStaffSpawn2 - for use by mage class boss
//
//============================================================================
void MStaffSpawn2 (AActor *actor, angle_t angle)
{
AActor *mo;
mo = P_SpawnMissileAngleZ (actor, actor->z+40*FRACUNIT,
RUNTIME_CLASS(AMageStaffFX2), angle, 0);
if (mo)
{
mo->target = actor;
mo->tracer = P_BlockmapSearch (mo, 10, FrontBlockCheck);
}
}
//============================================================================
//
// A_MStaffAttack2 - for use by mage class boss
//
//============================================================================
void A_MStaffAttack2 (AActor *actor)
{
angle_t angle;
angle = actor->angle;
MStaffSpawn2 (actor, angle);
MStaffSpawn2 (actor, angle-ANGLE_1*5);
MStaffSpawn2 (actor, angle+ANGLE_1*5);
S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
}
//============================================================================
//
// MStaffSpawn
//
//============================================================================
void MStaffSpawn (AActor *pmo, angle_t angle)
{
AActor *mo;
AActor *linetarget;
mo = P_SpawnPlayerMissile (pmo, 0, 0, 8*FRACUNIT,
RUNTIME_CLASS(AMageStaffFX2), angle, &linetarget);
if (mo)
{
mo->target = pmo;
mo->tracer = linetarget;
}
}
//============================================================================
//
// A_MStaffAttack
//
//============================================================================
void A_MStaffAttack (AActor *actor)
{
angle_t angle;
player_t *player;
AActor *linetarget;
if (NULL == (player = actor->player))
{
return;
}
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (actor->player->ReadyWeapon);
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
angle = actor->angle;
// [RH] Let's try and actually track what the player aimed at
P_AimLineAttack (actor, angle, PLAYERMISSILERANGE, &linetarget, ANGLE_1*32);
if (linetarget == NULL)
{
BlockCheckLine.x = actor->x;
BlockCheckLine.y = actor->y;
BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT];
BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT];
linetarget = P_BlockmapSearch (actor, 10, FrontBlockCheck);
}
MStaffSpawn (actor, angle);
MStaffSpawn (actor, angle-ANGLE_1*5);
MStaffSpawn (actor, angle+ANGLE_1*5);
S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
weapon->MStaffCount = 3;
}
//============================================================================
//
// A_MStaffPalette
//
//============================================================================
void A_MStaffPalette (AActor *actor)
{
if (actor->player != NULL)
{
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (actor->player->ReadyWeapon);
if (weapon != NULL && weapon->MStaffCount != 0)
{
weapon->MStaffCount--;
}
}
}
//============================================================================
//
// A_MStaffTrack
//
//============================================================================
void A_MStaffTrack (AActor *actor)
{
if ((actor->tracer == 0) && (pr_mstafftrack()<50))
{
actor->tracer = P_RoughMonsterSearch (actor, 10);
}
P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*10);
}
//============================================================================
//
// A_DropBloodscourgePieces
//
//============================================================================
void A_DropBloodscourgePieces (AActor *actor)
{
static const PClass *pieces[3] =
{
RUNTIME_CLASS(AMWeaponPiece1),
RUNTIME_CLASS(AMWeaponPiece2),
RUNTIME_CLASS(AMWeaponPiece3)
};
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
{
2006-07-16 09:10:45 +00:00
AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (piece != NULL)
{
piece->momx = actor->momx + finecosine[fineang];
piece->momy = actor->momy + finesine[fineang];
piece->momz = actor->momz;
piece->flags |= MF_DROPPED;
fineang += FINEANGLES/3;
j = (j == 0) ? (pr_bloodscourgedrop() & 1) + 1 : 3-j;
}
}
}
void AMageWeaponPiece::BeginPlay ()
{
Super::BeginPlay ();
FourthWeaponClass = RUNTIME_CLASS(AMWeapBloodscourge);
}
//============================================================================
//
// FrontBlockCheck
//
// [RH] Like RoughBlockCheck, but it won't return anything behind a line.
//
//============================================================================
static AActor *FrontBlockCheck (AActor *mo, int index)
{
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
if (P_PointOnDivlineSide (link->Me->x, link->Me->y, &BlockCheckLine) == 0 &&
mo->IsOkayToAttack (link->Me))
{
return link->Me;
}
}
}
return NULL;
}