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- partial scriptification of the Heresiarch
This commit is contained in:
parent
e01f680b72
commit
f5b3429274
3 changed files with 372 additions and 405 deletions
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@ -11,23 +11,6 @@
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#include "g_level.h"
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*/
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//============================================================================
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//
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// Sorcerer stuff
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//
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// Sorcerer Variables
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// specialf1 Angle of ball 1 (all others relative to that)
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// StopBall which ball to stop at in stop mode (MT_???)
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// args[0] Defense time
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// args[1] Number of full rotations since stopping mode
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// args[2] Target orbit speed for acceleration/deceleration
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// args[3] Movement mode (see SORC_ macros)
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// args[4] Current ball orbit speed
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// Sorcerer Ball Variables
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// specialf1 Previous angle of ball (for woosh)
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// special2 Countdown of rapid fire (FX4)
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//============================================================================
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#define SORCBALL_INITIAL_SPEED 7
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#define SORCBALL_TERMINAL_SPEED 25
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#define SORCBALL_SPEED_ROTATIONS 5
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@ -209,42 +192,7 @@ void ASorcBall1::DoFireSpell ()
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}
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}
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//============================================================================
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//
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// A_SorcSpinBalls
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//
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// Spawn spinning balls above head - actor is sorcerer
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
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{
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PARAM_SELF_PROLOGUE(AHeresiarch);
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AActor *mo;
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self->SpawnState += 2; // [RH] Don't spawn balls again
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A_SlowBalls(self);
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self->args[0] = 0; // Currently no defense
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self->args[3] = SORC_NORMAL;
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self->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
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self->BallAngle = 1.;
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DVector3 pos = self->PosPlusZ(-self->Floorclip + self->Height);
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mo = Spawn("SorcBall1", pos, NO_REPLACE);
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if (mo)
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{
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mo->target = self;
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mo->special2 = SORCFX4_RAPIDFIRE_TIME;
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}
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mo = Spawn("SorcBall2", pos, NO_REPLACE);
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if (mo) mo->target = self;
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mo = Spawn("SorcBall3", pos, NO_REPLACE);
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if (mo) mo->target = self;
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return 0;
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}
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DEFINE_FIELD(AHeresiarch, BallAngle);
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//============================================================================
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//
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// A_SorcBallOrbit
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@ -370,38 +318,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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return 0;
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}
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//============================================================================
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//
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// A_SpeedBalls
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//
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// Set balls to speed mode - self is sorcerer
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpeedBalls)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->args[3] = SORC_ACCELERATE; // speed mode
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self->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
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return 0;
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}
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//============================================================================
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//
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// A_SlowBalls
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//
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// Set balls to slow mode - actor is sorcerer
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//
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//============================================================================
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void A_SlowBalls(AActor *self)
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{
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self->args[3] = SORC_DECELERATE; // slow mode
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self->args[2] = SORCBALL_INITIAL_SPEED; // target speed
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}
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//============================================================================
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//
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// A_StopBalls
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@ -666,303 +582,3 @@ void A_SorcOffense2(AActor *self)
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}
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}
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//============================================================================
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//
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// A_SorcBossAttack
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//
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// Resume ball spinning
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->args[3] = SORC_ACCELERATE;
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self->args[2] = SORCBALL_INITIAL_SPEED;
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return 0;
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}
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//============================================================================
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//
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// A_SpawnFizzle
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//
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// spell cast magic fizzle
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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int speed = (int)self->Speed;
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DAngle rangle;
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AActor *mo;
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int ix;
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DVector3 pos = self->Vec3Angle(5., self->Angles.Yaw, -self->Floorclip + self->Height / 2. );
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for (ix=0; ix<5; ix++)
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{
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mo = Spawn("SorcSpark1", pos, ALLOW_REPLACE);
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if (mo)
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{
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rangle = self->Angles.Yaw + (pr_heresiarch() % 5) * (4096 / 360.);
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mo->Vel.X = (pr_heresiarch() % speed) * rangle.Cos();
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mo->Vel.Y = (pr_heresiarch() % speed) * rangle.Sin();
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mo->Vel.Z = 2;
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}
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}
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return 0;
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}
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//============================================================================
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//
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// A_SorcFX1Seek
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//
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// Yellow spell - offense
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_DoBounceCheck (self, "SorcererHeadScream");
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P_SeekerMissile(self, 2, 6);
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return 0;
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}
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//============================================================================
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//
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// A_SorcFX2Split
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//
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// Blue spell - defense
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//
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//============================================================================
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//
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// FX2 Variables
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// specialf1 current angle
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// special2
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// args[0] 0 = CW, 1 = CCW
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// args[1]
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//============================================================================
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// Split ball in two
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DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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mo->args[0] = 0; // CW
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mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle
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mo->SetState (mo->FindState("Orbit"));
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}
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mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
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if (mo)
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{
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mo->target = self->target;
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mo->args[0] = 1; // CCW
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mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle
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mo->SetState (mo->FindState("Orbit"));
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}
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self->Destroy ();
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return 0;
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}
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//============================================================================
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//
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// A_SorcFX2Orbit
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//
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// Orbit FX2 about sorcerer
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
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{
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PARAM_SELF_PROLOGUE(AActor);
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DAngle angle;
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DVector3 pos;
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AActor *parent = self->target;
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// [RH] If no parent, then disappear
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if (parent == NULL)
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{
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self->Destroy();
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return 0;
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}
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double dist = parent->radius;
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if ((parent->health <= 0) || // Sorcerer is dead
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(!parent->args[0])) // Time expired
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{
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self->SetState (self->FindState(NAME_Death));
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parent->args[0] = 0;
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parent->flags2 &= ~MF2_REFLECTIVE;
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parent->flags2 &= ~MF2_INVULNERABLE;
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}
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if (self->args[0] && (parent->args[0]-- <= 0)) // Time expired
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{
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self->SetState (self->FindState(NAME_Death));
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parent->args[0] = 0;
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parent->flags2 &= ~MF2_REFLECTIVE;
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}
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// Move to new position based on angle
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if (self->args[0]) // Counter clock-wise
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{
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self->specialf1 += 10;
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angle = self->specialf1;
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pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT);
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pos.Z += 15 * angle.Cos();
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// Spawn trailer
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Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
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}
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else // Clock wise
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{
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self->specialf1 -= 10;
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angle = self->specialf1;
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pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT);
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pos.Z += 20 * angle.Sin();
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// Spawn trailer
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Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
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}
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self->SetOrigin (pos, true);
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self->floorz = parent->floorz;
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self->ceilingz = parent->ceilingz;
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return 0;
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}
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//============================================================================
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//
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// A_SpawnBishop
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//
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// Green spell - spawn bishops
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
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{
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PARAM_SELF_PROLOGUE(AActor);
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AActor *mo;
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mo = Spawn("Bishop", self->Pos(), ALLOW_REPLACE);
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if (mo)
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{
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if (!P_TestMobjLocation(mo))
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{
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mo->ClearCounters();
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mo->Destroy ();
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}
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else if (self->target != NULL)
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{ // [RH] Make the new bishops inherit the Heriarch's target
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mo->CopyFriendliness (self->target, true);
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mo->master = self->target;
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}
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}
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self->Destroy ();
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return 0;
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}
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//============================================================================
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//
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// A_SorcererBishopEntry
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
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{
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PARAM_SELF_PROLOGUE(AActor);
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Spawn("SorcFX3Explosion", self->Pos(), ALLOW_REPLACE);
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S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
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return 0;
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}
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//============================================================================
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//
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// A_SorcFX4Check
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//
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// FX4 - rapid fire balls
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (self->special2-- <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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}
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return 0;
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}
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//============================================================================
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//
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// A_SorcBallPop
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//
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// Ball death - bounce away in a random direction
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
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self->flags &= ~MF_NOGRAVITY;
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self->Gravity = 1. / 8;;
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self->Vel.X = ((pr_heresiarch()%10)-5);
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self->Vel.Y = ((pr_heresiarch()%10)-5);
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self->Vel.Z = (2+(pr_heresiarch()%3));
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self->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit
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self->args[3] = 5; // Bounce time in seconds
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return 0;
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}
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//============================================================================
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//
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// A_DoBounceCheck
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//
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//============================================================================
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void A_DoBounceCheck (AActor *self, const char *sound)
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{
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if (self->args[4]-- <= 0)
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{
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if (self->args[3]-- <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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S_Sound (self, CHAN_BODY, sound, 1, ATTN_NONE);
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}
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else
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{
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self->args[4] = BOUNCE_TIME_UNIT;
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}
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}
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}
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//============================================================================
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//
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// A_BounceCheck
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_BounceCheck)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_DoBounceCheck (self, "SorcererBigBallExplode");
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return 0;
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}
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@ -262,12 +262,12 @@ extend class Actor
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if (!isdefault)
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{
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A_PlaySound(self.AttackSound, CHAN_WEAPON);
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A_PlaySound(self.AttackSound, CHAN_WEAPON, 1., false, ATTN_NONE);
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}
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else
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{
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// compatibility fallback
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A_PlaySound("brain/spit", CHAN_WEAPON);
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A_PlaySound("brain/spit", CHAN_WEAPON, 1., false, ATTN_NONE);
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}
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}
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}
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@ -1,8 +1,52 @@
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// The Heresiarch him/itself ------------------------------------------------
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//============================================================================
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//
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// Sorcerer stuff
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//
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// Sorcerer Variables
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// specialf1 Angle of ball 1 (all others relative to that)
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// StopBall which ball to stop at in stop mode (MT_???)
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// args[0] Defense time
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// args[1] Number of full rotations since stopping mode
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// args[2] Target orbit speed for acceleration/deceleration
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// args[3] Movement mode (see SORC_ macros)
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// args[4] Current ball orbit speed
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// Sorcerer Ball Variables
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// specialf1 Previous angle of ball (for woosh)
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// special2 Countdown of rapid fire (FX4)
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//============================================================================
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class Heresiarch native
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{
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const SORCBALL_INITIAL_SPEED = 7;
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const SORCBALL_TERMINAL_SPEED = 25;
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const SORCBALL_SPEED_ROTATIONS = 5;
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const SORC_DEFENSE_TIME = 255;
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const SORC_DEFENSE_HEIGHT = 45;
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const BOUNCE_TIME_UNIT = (35/2);
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const SORCFX4_RAPIDFIRE_TIME = (6*3); // 3 seconds
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const SORCFX4_SPREAD_ANGLE = 20;
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enum ESorc
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{
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SORC_DECELERATE,
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SORC_ACCELERATE,
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SORC_STOPPING,
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SORC_FIRESPELL,
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SORC_STOPPED,
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SORC_NORMAL,
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SORC_FIRING_SPELL
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}
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const BALL1_ANGLEOFFSET = 0.;
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const BALL2_ANGLEOFFSET = 120.;
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const BALL3_ANGLEOFFSET = 240.;
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native double BallAngle;
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Default
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{
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Health 5000;
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@ -27,11 +71,6 @@ class Heresiarch native
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Obituary "$OB_HERESIARCH";
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}
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native void A_SorcSpinBalls();
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native void A_SpeedBalls();
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native void A_SorcBossAttack();
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native void A_SpawnFizzle();
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States
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{
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Spawn:
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@ -71,6 +110,105 @@ class Heresiarch native
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SORC Z -1 Bright;
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Stop;
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}
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//============================================================================
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//
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// A_SorcSpinBalls
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//
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// Spawn spinning balls above head - actor is sorcerer
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//============================================================================
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void A_SorcSpinBalls()
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{
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A_SlowBalls();
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args[0] = 0; // Currently no defense
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args[3] = SORC_NORMAL;
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args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
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BallAngle = 1.;
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Vector3 ballpos = (pos.xy, -Floorclip + Height);
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Actor mo = Spawn("SorcBall1", pos, NO_REPLACE);
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if (mo)
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{
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mo.target = self;
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mo.special2 = SORCFX4_RAPIDFIRE_TIME;
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}
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mo = Spawn("SorcBall2", pos, NO_REPLACE);
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if (mo) mo.target = self;
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mo = Spawn("SorcBall3", pos, NO_REPLACE);
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if (mo) mo.target = self;
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}
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//============================================================================
|
||||
//
|
||||
// A_SpeedBalls
|
||||
//
|
||||
// Set balls to speed mode - self is sorcerer
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SpeedBalls()
|
||||
{
|
||||
args[3] = SORC_ACCELERATE; // speed mode
|
||||
args[2] = SORCBALL_TERMINAL_SPEED; // target speed
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SlowBalls
|
||||
//
|
||||
// Set balls to slow mode - actor is sorcerer
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SlowBalls()
|
||||
{
|
||||
args[3] = SORC_DECELERATE; // slow mode
|
||||
args[2] = SORCBALL_INITIAL_SPEED; // target speed
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcBossAttack
|
||||
//
|
||||
// Resume ball spinning
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcBossAttack()
|
||||
{
|
||||
args[3] = SORC_ACCELERATE;
|
||||
args[2] = SORCBALL_INITIAL_SPEED;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SpawnFizzle
|
||||
//
|
||||
// spell cast magic fizzle
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SpawnFizzle()
|
||||
{
|
||||
Vector3 pos = Vec3Angle(5., Angle, -Floorclip + Height / 2. );
|
||||
for (int ix=0; ix<5; ix++)
|
||||
{
|
||||
Actor mo = Spawn("SorcSpark1", pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
double rangle = Angle + (random[Heresiarch]() % 5) * (4096 / 360.);
|
||||
mo.Vel.X = (random[Heresiarch]() % speed) * cos(rangle);
|
||||
mo.Vel.Y = (random[Heresiarch]() % speed) * sin(rangle);
|
||||
mo.Vel.Z = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
// Base class for the balls flying around the Heresiarch's head -------------
|
||||
|
@ -94,14 +232,56 @@ class SorcBall native
|
|||
}
|
||||
|
||||
native void A_SorcBallOrbit();
|
||||
native void A_SorcBallPop();
|
||||
native void A_BounceCheck ();
|
||||
|
||||
void A_SorcBallExplode()
|
||||
{
|
||||
bNOBOUNCESOUND = true;
|
||||
bNoBounceSound = true;
|
||||
A_Explode(255, 255);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcBallPop
|
||||
//
|
||||
// Ball death - bounce away in a random direction
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcBallPop()
|
||||
{
|
||||
A_PlaySound ("SorcererBallPop", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
bNoGravity = false;
|
||||
Gravity = 1. / 8;
|
||||
|
||||
Vel.X = ((random[Heresiarch]()%10)-5);
|
||||
Vel.Y = ((random[Heresiarch]()%10)-5);
|
||||
Vel.Z = (2+(random[Heresiarch]()%3));
|
||||
args[4] = Heresiarch.BOUNCE_TIME_UNIT; // Bounce time unit
|
||||
args[3] = 5; // Bounce time in seconds
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_BounceCheck
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_BounceCheck ()
|
||||
{
|
||||
if (args[4]-- <= 0)
|
||||
{
|
||||
if (args[3]-- <= 0)
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
A_PlaySound ("SorcererBigBallExplode", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
args[4] = Heresiarch.BOUNCE_TIME_UNIT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// First ball (purple) - fires projectiles ----------------------------------
|
||||
|
@ -191,8 +371,6 @@ class SorcFX1 : Actor
|
|||
DeathSound "SorcererHeadScream";
|
||||
}
|
||||
|
||||
native void A_SorcFX1Seek();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -204,6 +382,32 @@ class SorcFX1 : Actor
|
|||
FHFX SS 6 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcFX1Seek
|
||||
//
|
||||
// Yellow spell - offense
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcFX1Seek()
|
||||
{
|
||||
if (args[4]-- <= 0)
|
||||
{
|
||||
if (args[3]-- <= 0)
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
A_PlaySound ("SorcererHeadScream", CHAN_BODY, 1, false, ATTN_NONE);
|
||||
}
|
||||
else
|
||||
{
|
||||
args[4] = Heresiarch.BOUNCE_TIME_UNIT;
|
||||
}
|
||||
}
|
||||
A_SeekerMissile(2, 6);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -221,9 +425,6 @@ class SorcFX2 : Actor
|
|||
+NOTELEPORT
|
||||
}
|
||||
|
||||
native void A_SorcFX2Split();
|
||||
native void A_SorcFX2Orbit ();
|
||||
|
||||
states
|
||||
{
|
||||
Spawn:
|
||||
|
@ -237,6 +438,106 @@ class SorcFX2 : Actor
|
|||
SBS2 A 10;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcFX2Split
|
||||
//
|
||||
// Blue spell - defense
|
||||
//
|
||||
//============================================================================
|
||||
//
|
||||
// FX2 Variables
|
||||
// specialf1 current angle
|
||||
// special2
|
||||
// args[0] 0 = CW, 1 = CCW
|
||||
// args[1]
|
||||
//============================================================================
|
||||
|
||||
// Split ball in two
|
||||
void A_SorcFX2Split()
|
||||
{
|
||||
Actor mo = Spawn(GetClass(), Pos, NO_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.target = target;
|
||||
mo.args[0] = 0; // CW
|
||||
mo.specialf1 = Angle; // Set angle
|
||||
mo.SetStateLabel("Orbit");
|
||||
}
|
||||
mo = Spawn(GetClass(), Pos, NO_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
mo.target = target;
|
||||
mo.args[0] = 1; // CCW
|
||||
mo.specialf1 = Angle; // Set angle
|
||||
mo.SetStateLabel("Orbit");
|
||||
}
|
||||
Destroy ();
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcFX2Orbit
|
||||
//
|
||||
// Orbit FX2 about sorcerer
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcFX2Orbit ()
|
||||
{
|
||||
Actor parent = target;
|
||||
|
||||
// [RH] If no parent, then disappear
|
||||
if (parent == NULL)
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
double dist = parent.radius;
|
||||
|
||||
if ((parent.health <= 0) || // Sorcerer is dead
|
||||
(!parent.args[0])) // Time expired
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
parent.args[0] = 0;
|
||||
parent.bReflective = false;
|
||||
parent.bInvulnerable = false;
|
||||
}
|
||||
|
||||
if (args[0] && (parent.args[0]-- <= 0)) // Time expired
|
||||
{
|
||||
SetStateLabel("Death");
|
||||
parent.args[0] = 0;
|
||||
parent.bReflective = false;
|
||||
}
|
||||
|
||||
Vector3 posi;
|
||||
// Move to new position based on angle
|
||||
if (args[0]) // Counter clock-wise
|
||||
{
|
||||
specialf1 += 10;
|
||||
angle = specialf1;
|
||||
posi = parent.Vec3Angle(dist, angle, parent.Floorclip + Heresiarch.SORC_DEFENSE_HEIGHT);
|
||||
posi.Z += 15 * cos(angle);
|
||||
// Spawn trailer
|
||||
Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
|
||||
}
|
||||
else // Clock wise
|
||||
{
|
||||
specialf1 -= 10;
|
||||
angle = specialf1;
|
||||
posi = parent.Vec3Angle(dist, angle, parent.Floorclip + Heresiarch.SORC_DEFENSE_HEIGHT);
|
||||
posi.Z += 20 * sin(angle);
|
||||
// Spawn trailer
|
||||
Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
|
||||
}
|
||||
|
||||
SetOrigin (posi, true);
|
||||
floorz = parent.floorz;
|
||||
ceilingz = parent.ceilingz;
|
||||
}
|
||||
}
|
||||
|
||||
// The translucent trail behind SorcFX2 -------------------------------------
|
||||
|
@ -271,9 +572,6 @@ class SorcFX3 : Actor
|
|||
SeeSound "SorcererBishopSpawn";
|
||||
}
|
||||
|
||||
native void A_SpawnBishop();
|
||||
native void A_SorcererBishopEntry();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -287,6 +585,45 @@ class SorcFX3 : Actor
|
|||
BISH G 3 A_SpawnBishop;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcererBishopEntry
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcererBishopEntry()
|
||||
{
|
||||
Spawn("SorcFX3Explosion", Pos, ALLOW_REPLACE);
|
||||
A_PlaySound (SeeSound, CHAN_VOICE);
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SpawnBishop
|
||||
//
|
||||
// Green spell - spawn bishops
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SpawnBishop()
|
||||
{
|
||||
Actor mo = Spawn("Bishop", Pos, ALLOW_REPLACE);
|
||||
if (mo)
|
||||
{
|
||||
if (!mo.TestMobjLocation())
|
||||
{
|
||||
mo.ClearCounters();
|
||||
mo.Destroy ();
|
||||
}
|
||||
else if (target != NULL)
|
||||
{ // [RH] Make the new bishops inherit the Heriarch's target
|
||||
mo.CopyFriendliness (target, true);
|
||||
mo.master = target;
|
||||
}
|
||||
}
|
||||
Destroy ();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -326,8 +663,6 @@ class SorcFX4 : Actor
|
|||
DeathSound "SorcererBallExplode";
|
||||
}
|
||||
|
||||
native void A_SorcFX4Check();
|
||||
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -339,6 +674,22 @@ class SorcFX4 : Actor
|
|||
SBS4 FGH 2 Bright;
|
||||
Stop;
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// A_SorcFX4Check
|
||||
//
|
||||
// FX4 - rapid fire balls
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
void A_SorcFX4Check()
|
||||
{
|
||||
if (special2-- <= 0)
|
||||
{
|
||||
SetStateLabel ("Death");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue