- partial scriptification of the Heresiarch

This commit is contained in:
Christoph Oelckers 2016-11-29 15:24:38 +01:00
parent e01f680b72
commit f5b3429274
3 changed files with 372 additions and 405 deletions

View file

@ -11,23 +11,6 @@
#include "g_level.h"
*/
//============================================================================
//
// Sorcerer stuff
//
// Sorcerer Variables
// specialf1 Angle of ball 1 (all others relative to that)
// StopBall which ball to stop at in stop mode (MT_???)
// args[0] Defense time
// args[1] Number of full rotations since stopping mode
// args[2] Target orbit speed for acceleration/deceleration
// args[3] Movement mode (see SORC_ macros)
// args[4] Current ball orbit speed
// Sorcerer Ball Variables
// specialf1 Previous angle of ball (for woosh)
// special2 Countdown of rapid fire (FX4)
//============================================================================
#define SORCBALL_INITIAL_SPEED 7
#define SORCBALL_TERMINAL_SPEED 25
#define SORCBALL_SPEED_ROTATIONS 5
@ -209,42 +192,7 @@ void ASorcBall1::DoFireSpell ()
}
}
//============================================================================
//
// A_SorcSpinBalls
//
// Spawn spinning balls above head - actor is sorcerer
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
{
PARAM_SELF_PROLOGUE(AHeresiarch);
AActor *mo;
self->SpawnState += 2; // [RH] Don't spawn balls again
A_SlowBalls(self);
self->args[0] = 0; // Currently no defense
self->args[3] = SORC_NORMAL;
self->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
self->BallAngle = 1.;
DVector3 pos = self->PosPlusZ(-self->Floorclip + self->Height);
mo = Spawn("SorcBall1", pos, NO_REPLACE);
if (mo)
{
mo->target = self;
mo->special2 = SORCFX4_RAPIDFIRE_TIME;
}
mo = Spawn("SorcBall2", pos, NO_REPLACE);
if (mo) mo->target = self;
mo = Spawn("SorcBall3", pos, NO_REPLACE);
if (mo) mo->target = self;
return 0;
}
DEFINE_FIELD(AHeresiarch, BallAngle);
//============================================================================
//
// A_SorcBallOrbit
@ -370,38 +318,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
return 0;
}
//============================================================================
//
// A_SpeedBalls
//
// Set balls to speed mode - self is sorcerer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpeedBalls)
{
PARAM_SELF_PROLOGUE(AActor);
self->args[3] = SORC_ACCELERATE; // speed mode
self->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
return 0;
}
//============================================================================
//
// A_SlowBalls
//
// Set balls to slow mode - actor is sorcerer
//
//============================================================================
void A_SlowBalls(AActor *self)
{
self->args[3] = SORC_DECELERATE; // slow mode
self->args[2] = SORCBALL_INITIAL_SPEED; // target speed
}
//============================================================================
//
// A_StopBalls
@ -666,303 +582,3 @@ void A_SorcOffense2(AActor *self)
}
}
//============================================================================
//
// A_SorcBossAttack
//
// Resume ball spinning
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
{
PARAM_SELF_PROLOGUE(AActor);
self->args[3] = SORC_ACCELERATE;
self->args[2] = SORCBALL_INITIAL_SPEED;
return 0;
}
//============================================================================
//
// A_SpawnFizzle
//
// spell cast magic fizzle
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
{
PARAM_SELF_PROLOGUE(AActor);
int speed = (int)self->Speed;
DAngle rangle;
AActor *mo;
int ix;
DVector3 pos = self->Vec3Angle(5., self->Angles.Yaw, -self->Floorclip + self->Height / 2. );
for (ix=0; ix<5; ix++)
{
mo = Spawn("SorcSpark1", pos, ALLOW_REPLACE);
if (mo)
{
rangle = self->Angles.Yaw + (pr_heresiarch() % 5) * (4096 / 360.);
mo->Vel.X = (pr_heresiarch() % speed) * rangle.Cos();
mo->Vel.Y = (pr_heresiarch() % speed) * rangle.Sin();
mo->Vel.Z = 2;
}
}
return 0;
}
//============================================================================
//
// A_SorcFX1Seek
//
// Yellow spell - offense
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek)
{
PARAM_SELF_PROLOGUE(AActor);
A_DoBounceCheck (self, "SorcererHeadScream");
P_SeekerMissile(self, 2, 6);
return 0;
}
//============================================================================
//
// A_SorcFX2Split
//
// Blue spell - defense
//
//============================================================================
//
// FX2 Variables
// specialf1 current angle
// special2
// args[0] 0 = CW, 1 = CCW
// args[1]
//============================================================================
// Split ball in two
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
if (mo)
{
mo->target = self->target;
mo->args[0] = 0; // CW
mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle
mo->SetState (mo->FindState("Orbit"));
}
mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE);
if (mo)
{
mo->target = self->target;
mo->args[0] = 1; // CCW
mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle
mo->SetState (mo->FindState("Orbit"));
}
self->Destroy ();
return 0;
}
//============================================================================
//
// A_SorcFX2Orbit
//
// Orbit FX2 about sorcerer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
{
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
DVector3 pos;
AActor *parent = self->target;
// [RH] If no parent, then disappear
if (parent == NULL)
{
self->Destroy();
return 0;
}
double dist = parent->radius;
if ((parent->health <= 0) || // Sorcerer is dead
(!parent->args[0])) // Time expired
{
self->SetState (self->FindState(NAME_Death));
parent->args[0] = 0;
parent->flags2 &= ~MF2_REFLECTIVE;
parent->flags2 &= ~MF2_INVULNERABLE;
}
if (self->args[0] && (parent->args[0]-- <= 0)) // Time expired
{
self->SetState (self->FindState(NAME_Death));
parent->args[0] = 0;
parent->flags2 &= ~MF2_REFLECTIVE;
}
// Move to new position based on angle
if (self->args[0]) // Counter clock-wise
{
self->specialf1 += 10;
angle = self->specialf1;
pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT);
pos.Z += 15 * angle.Cos();
// Spawn trailer
Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
}
else // Clock wise
{
self->specialf1 -= 10;
angle = self->specialf1;
pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT);
pos.Z += 20 * angle.Sin();
// Spawn trailer
Spawn("SorcFX2T1", pos, ALLOW_REPLACE);
}
self->SetOrigin (pos, true);
self->floorz = parent->floorz;
self->ceilingz = parent->ceilingz;
return 0;
}
//============================================================================
//
// A_SpawnBishop
//
// Green spell - spawn bishops
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
mo = Spawn("Bishop", self->Pos(), ALLOW_REPLACE);
if (mo)
{
if (!P_TestMobjLocation(mo))
{
mo->ClearCounters();
mo->Destroy ();
}
else if (self->target != NULL)
{ // [RH] Make the new bishops inherit the Heriarch's target
mo->CopyFriendliness (self->target, true);
mo->master = self->target;
}
}
self->Destroy ();
return 0;
}
//============================================================================
//
// A_SorcererBishopEntry
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
{
PARAM_SELF_PROLOGUE(AActor);
Spawn("SorcFX3Explosion", self->Pos(), ALLOW_REPLACE);
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_SorcFX4Check
//
// FX4 - rapid fire balls
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->special2-- <= 0)
{
self->SetState (self->FindState(NAME_Death));
}
return 0;
}
//============================================================================
//
// A_SorcBallPop
//
// Ball death - bounce away in a random direction
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop)
{
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
self->flags &= ~MF_NOGRAVITY;
self->Gravity = 1. / 8;;
self->Vel.X = ((pr_heresiarch()%10)-5);
self->Vel.Y = ((pr_heresiarch()%10)-5);
self->Vel.Z = (2+(pr_heresiarch()%3));
self->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit
self->args[3] = 5; // Bounce time in seconds
return 0;
}
//============================================================================
//
// A_DoBounceCheck
//
//============================================================================
void A_DoBounceCheck (AActor *self, const char *sound)
{
if (self->args[4]-- <= 0)
{
if (self->args[3]-- <= 0)
{
self->SetState (self->FindState(NAME_Death));
S_Sound (self, CHAN_BODY, sound, 1, ATTN_NONE);
}
else
{
self->args[4] = BOUNCE_TIME_UNIT;
}
}
}
//============================================================================
//
// A_BounceCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BounceCheck)
{
PARAM_SELF_PROLOGUE(AActor);
A_DoBounceCheck (self, "SorcererBigBallExplode");
return 0;
}

View file

@ -262,12 +262,12 @@ extend class Actor
if (!isdefault)
{
A_PlaySound(self.AttackSound, CHAN_WEAPON);
A_PlaySound(self.AttackSound, CHAN_WEAPON, 1., false, ATTN_NONE);
}
else
{
// compatibility fallback
A_PlaySound("brain/spit", CHAN_WEAPON);
A_PlaySound("brain/spit", CHAN_WEAPON, 1., false, ATTN_NONE);
}
}
}

View file

@ -1,8 +1,52 @@
// The Heresiarch him/itself ------------------------------------------------
//============================================================================
//
// Sorcerer stuff
//
// Sorcerer Variables
// specialf1 Angle of ball 1 (all others relative to that)
// StopBall which ball to stop at in stop mode (MT_???)
// args[0] Defense time
// args[1] Number of full rotations since stopping mode
// args[2] Target orbit speed for acceleration/deceleration
// args[3] Movement mode (see SORC_ macros)
// args[4] Current ball orbit speed
// Sorcerer Ball Variables
// specialf1 Previous angle of ball (for woosh)
// special2 Countdown of rapid fire (FX4)
//============================================================================
class Heresiarch native
{
const SORCBALL_INITIAL_SPEED = 7;
const SORCBALL_TERMINAL_SPEED = 25;
const SORCBALL_SPEED_ROTATIONS = 5;
const SORC_DEFENSE_TIME = 255;
const SORC_DEFENSE_HEIGHT = 45;
const BOUNCE_TIME_UNIT = (35/2);
const SORCFX4_RAPIDFIRE_TIME = (6*3); // 3 seconds
const SORCFX4_SPREAD_ANGLE = 20;
enum ESorc
{
SORC_DECELERATE,
SORC_ACCELERATE,
SORC_STOPPING,
SORC_FIRESPELL,
SORC_STOPPED,
SORC_NORMAL,
SORC_FIRING_SPELL
}
const BALL1_ANGLEOFFSET = 0.;
const BALL2_ANGLEOFFSET = 120.;
const BALL3_ANGLEOFFSET = 240.;
native double BallAngle;
Default
{
Health 5000;
@ -27,11 +71,6 @@ class Heresiarch native
Obituary "$OB_HERESIARCH";
}
native void A_SorcSpinBalls();
native void A_SpeedBalls();
native void A_SorcBossAttack();
native void A_SpawnFizzle();
States
{
Spawn:
@ -71,6 +110,105 @@ class Heresiarch native
SORC Z -1 Bright;
Stop;
}
//============================================================================
//
// A_SorcSpinBalls
//
// Spawn spinning balls above head - actor is sorcerer
//============================================================================
void A_SorcSpinBalls()
{
A_SlowBalls();
args[0] = 0; // Currently no defense
args[3] = SORC_NORMAL;
args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
BallAngle = 1.;
Vector3 ballpos = (pos.xy, -Floorclip + Height);
Actor mo = Spawn("SorcBall1", pos, NO_REPLACE);
if (mo)
{
mo.target = self;
mo.special2 = SORCFX4_RAPIDFIRE_TIME;
}
mo = Spawn("SorcBall2", pos, NO_REPLACE);
if (mo) mo.target = self;
mo = Spawn("SorcBall3", pos, NO_REPLACE);
if (mo) mo.target = self;
}
//============================================================================
//
// 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");
}
}
}