#include "actor.h" #include "info.h" #include "a_hereticglobal.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "s_sound.h" #include "m_random.h" #include "a_sharedglobal.h" #include "gstrings.h" static FRandom pr_s2fx1 ("S2FX1"); static FRandom pr_scrc1atk ("Srcr1Attack"); static FRandom pr_dst ("D'SparilTele"); static FRandom pr_s2d ("Srcr2Decide"); static FRandom pr_s2a ("Srcr2Attack"); static FRandom pr_bluespark ("BlueSpark"); void A_Sor1Chase (AActor *); void A_Sor1Pain (AActor *); void A_Srcr1Attack (AActor *); void A_SorZap (AActor *); void A_SorcererRise (AActor *); void A_SorRise (AActor *); void A_SorSightSnd (AActor *); void A_Srcr2Decide (AActor *); void A_Srcr2Attack (AActor *); void A_Sor2DthInit (AActor *); void A_SorDSph (AActor *); void A_Sor2DthLoop (AActor *); void A_SorDExp (AActor *); void A_SorDBon (AActor *); void A_BlueSpark (AActor *); void A_GenWizard (AActor *); // Boss spot ---------------------------------------------------------------- class ABossSpot : public AActor { DECLARE_STATELESS_ACTOR (ABossSpot, AActor) public: ABossSpot *NextSpot; void Serialize (FArchive &arc); void BeginPlay (); }; void ABossSpot::Serialize (FArchive &arc) { Super::Serialize (arc); arc << NextSpot; } IMPLEMENT_STATELESS_ACTOR (ABossSpot, Heretic, 56, 141) PROP_RenderFlags (RF_INVISIBLE) END_DEFAULTS void ABossSpot::BeginPlay () { Super::BeginPlay (); NextSpot = NULL; } // Sorcerer (D'Sparil on his serpent) --------------------------------------- class ASorcerer1 : public AActor { DECLARE_ACTOR (ASorcerer1, AActor) }; FState ASorcerer1::States[] = { #define S_SRCR1_LOOK 0 S_NORMAL (SRCR, 'A', 10, A_Look , &States[S_SRCR1_LOOK+1]), S_NORMAL (SRCR, 'B', 10, A_Look , &States[S_SRCR1_LOOK+0]), #define S_SRCR1_WALK (S_SRCR1_LOOK+2) S_NORMAL (SRCR, 'A', 5, A_Sor1Chase , &States[S_SRCR1_WALK+1]), S_NORMAL (SRCR, 'B', 5, A_Sor1Chase , &States[S_SRCR1_WALK+2]), S_NORMAL (SRCR, 'C', 5, A_Sor1Chase , &States[S_SRCR1_WALK+3]), S_NORMAL (SRCR, 'D', 5, A_Sor1Chase , &States[S_SRCR1_WALK+0]), #define S_SRCR1_PAIN (S_SRCR1_WALK+4) S_NORMAL (SRCR, 'Q', 6, A_Sor1Pain , &States[S_SRCR1_WALK+0]), #define S_SRCR1_ATK (S_SRCR1_PAIN+1) S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+1]), S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+2]), S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]), S_NORMAL (SRCR, 'S', 10, A_FaceTarget , &States[S_SRCR1_ATK+4]), S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+5]), S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+6]), S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]), #define S_SRCR1_DIE (S_SRCR1_ATK+7) S_NORMAL (SRCR, 'E', 7, NULL , &States[S_SRCR1_DIE+1]), S_NORMAL (SRCR, 'F', 7, A_Scream , &States[S_SRCR1_DIE+2]), S_NORMAL (SRCR, 'G', 7, NULL , &States[S_SRCR1_DIE+3]), S_NORMAL (SRCR, 'H', 6, NULL , &States[S_SRCR1_DIE+4]), S_NORMAL (SRCR, 'I', 6, NULL , &States[S_SRCR1_DIE+5]), S_NORMAL (SRCR, 'J', 6, NULL , &States[S_SRCR1_DIE+6]), S_NORMAL (SRCR, 'K', 6, NULL , &States[S_SRCR1_DIE+7]), S_NORMAL (SRCR, 'L', 25, A_SorZap , &States[S_SRCR1_DIE+8]), S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+9]), S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+10]), S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+11]), S_NORMAL (SRCR, 'L', 20, A_SorZap , &States[S_SRCR1_DIE+12]), S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+13]), S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+14]), S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+15]), S_NORMAL (SRCR, 'L', 12, NULL , &States[S_SRCR1_DIE+16]), S_NORMAL (SRCR, 'P', -1, A_SorcererRise , NULL) }; IMPLEMENT_ACTOR (ASorcerer1, Heretic, 7, 142) PROP_SpawnHealth (2000) PROP_RadiusFixed (28) PROP_HeightFixed (100) PROP_Mass (800) PROP_SpeedFixed (16) PROP_PainChance (56) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL) PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS) PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG|MF3_NOTARGET) PROP_Flags4 (MF4_NOICEDEATH) PROP_SpawnState (S_SRCR1_LOOK) PROP_SeeState (S_SRCR1_WALK) PROP_PainState (S_SRCR1_PAIN) PROP_MissileState (S_SRCR1_ATK) PROP_DeathState (S_SRCR1_DIE) PROP_SeeSound ("dsparilserpent/sight") PROP_AttackSound ("dsparilserpent/attack") PROP_PainSound ("dsparilserpent/pain") PROP_DeathSound ("dsparilserpent/death") PROP_ActiveSound ("dsparilserpent/active") PROP_Obituary("$OB_DSPARIL1") PROP_HitObituary("$OB_DSPARIL1HIT") END_DEFAULTS // Sorcerer FX 1 ------------------------------------------------------------ class ASorcererFX1 : public AActor { DECLARE_ACTOR (ASorcererFX1, AActor) }; FState ASorcererFX1::States[] = { #define S_SRCRFX1 0 S_BRIGHT (FX14, 'A', 6, NULL , &States[S_SRCRFX1+1]), S_BRIGHT (FX14, 'B', 6, NULL , &States[S_SRCRFX1+2]), S_BRIGHT (FX14, 'C', 6, NULL , &States[S_SRCRFX1+0]), #define S_SRCRFXI1 (S_SRCRFX1+3) S_BRIGHT (FX14, 'D', 5, NULL , &States[S_SRCRFXI1+1]), S_BRIGHT (FX14, 'E', 5, NULL , &States[S_SRCRFXI1+2]), S_BRIGHT (FX14, 'F', 5, NULL , &States[S_SRCRFXI1+3]), S_BRIGHT (FX14, 'G', 5, NULL , &States[S_SRCRFXI1+4]), S_BRIGHT (FX14, 'H', 5, NULL , NULL) }; IMPLEMENT_ACTOR (ASorcererFX1, Heretic, -1, 144) PROP_RadiusFixed (10) PROP_HeightFixed (10) PROP_SpeedFixed (20) PROP_Damage (10) PROP_DamageType (MOD_FIRE) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_SRCRFX1) PROP_DeathState (S_SRCRFXI1) END_DEFAULTS AT_SPEED_SET (SorcererFX1, speed) { SimpleSpeedSetter (ASorcererFX1, 20*FRACUNIT, 28*FRACUNIT, speed); } // Sorcerer 2 (D'Sparil without his serpent) -------------------------------- FState ASorcerer2::States[] = { #define S_SOR2_LOOK 0 S_NORMAL (SOR2, 'M', 10, A_Look , &States[S_SOR2_LOOK+1]), S_NORMAL (SOR2, 'N', 10, A_Look , &States[S_SOR2_LOOK+0]), #define S_SOR2_WALK (S_SOR2_LOOK+2) S_NORMAL (SOR2, 'M', 4, A_Chase , &States[S_SOR2_WALK+1]), S_NORMAL (SOR2, 'N', 4, A_Chase , &States[S_SOR2_WALK+2]), S_NORMAL (SOR2, 'O', 4, A_Chase , &States[S_SOR2_WALK+3]), S_NORMAL (SOR2, 'P', 4, A_Chase , &States[S_SOR2_WALK+0]), #define S_SOR2_RISE (S_SOR2_WALK+4) S_NORMAL (SOR2, 'A', 4, NULL , &States[S_SOR2_RISE+1]), S_NORMAL (SOR2, 'B', 4, NULL , &States[S_SOR2_RISE+2]), S_NORMAL (SOR2, 'C', 4, A_SorRise , &States[S_SOR2_RISE+3]), S_NORMAL (SOR2, 'D', 4, NULL , &States[S_SOR2_RISE+4]), S_NORMAL (SOR2, 'E', 4, NULL , &States[S_SOR2_RISE+5]), S_NORMAL (SOR2, 'F', 4, NULL , &States[S_SOR2_RISE+6]), S_NORMAL (SOR2, 'G', 12, A_SorSightSnd , &States[S_SOR2_WALK+0]), #define S_SOR2_PAIN (S_SOR2_RISE+7) S_NORMAL (SOR2, 'Q', 3, NULL , &States[S_SOR2_PAIN+1]), S_NORMAL (SOR2, 'Q', 6, A_Pain , &States[S_SOR2_WALK+0]), #define S_SOR2_ATK (S_SOR2_PAIN+2) S_NORMAL (SOR2, 'R', 9, A_Srcr2Decide , &States[S_SOR2_ATK+1]), S_NORMAL (SOR2, 'S', 9, A_FaceTarget , &States[S_SOR2_ATK+2]), S_NORMAL (SOR2, 'T', 20, A_Srcr2Attack , &States[S_SOR2_WALK+0]), #define S_SOR2_TELE (S_SOR2_ATK+3) S_NORMAL (SOR2, 'L', 6, NULL , &States[S_SOR2_TELE+1]), S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2_TELE+2]), S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2_TELE+3]), S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2_TELE+4]), S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2_TELE+5]), S_NORMAL (SOR2, 'G', 6, NULL , &States[S_SOR2_WALK+0]), #define S_SOR2_DIE (S_SOR2_TELE+6) S_NORMAL (SDTH, 'A', 8, A_Sor2DthInit , &States[S_SOR2_DIE+1]), S_NORMAL (SDTH, 'B', 8, NULL , &States[S_SOR2_DIE+2]), S_NORMAL (SDTH, 'C', 8, A_SorDSph , &States[S_SOR2_DIE+3]), S_NORMAL (SDTH, 'D', 7, NULL , &States[S_SOR2_DIE+4]), S_NORMAL (SDTH, 'E', 7, NULL , &States[S_SOR2_DIE+5]), S_NORMAL (SDTH, 'F', 7, A_Sor2DthLoop , &States[S_SOR2_DIE+6]), S_NORMAL (SDTH, 'G', 6, A_SorDExp , &States[S_SOR2_DIE+7]), S_NORMAL (SDTH, 'H', 6, NULL , &States[S_SOR2_DIE+8]), S_NORMAL (SDTH, 'I', 18, NULL , &States[S_SOR2_DIE+9]), S_NORMAL (SDTH, 'J', 6, A_NoBlocking , &States[S_SOR2_DIE+10]), S_NORMAL (SDTH, 'K', 6, A_SorDBon , &States[S_SOR2_DIE+11]), S_NORMAL (SDTH, 'L', 6, NULL , &States[S_SOR2_DIE+12]), S_NORMAL (SDTH, 'M', 6, NULL , &States[S_SOR2_DIE+13]), S_NORMAL (SDTH, 'N', 6, NULL , &States[S_SOR2_DIE+14]), S_NORMAL (SDTH, 'O', -1, A_BossDeath , NULL) }; IMPLEMENT_ACTOR (ASorcerer2, Heretic, -1, 143) PROP_SpawnHealth (3500) PROP_RadiusFixed (16) PROP_HeightFixed (70) PROP_Mass (300) PROP_SpeedFixed (14) PROP_PainChance (32) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF) PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS) PROP_Flags3 (MF3_DONTMORPH|MF3_FULLVOLACTIVE|MF3_NORADIUSDMG|MF3_NOTARGET) PROP_Flags4 (MF4_NOICEDEATH) PROP_SpawnState (S_SOR2_LOOK) PROP_SeeState (S_SOR2_WALK) PROP_PainState (S_SOR2_PAIN) PROP_MissileState (S_SOR2_ATK) PROP_DeathState (S_SOR2_DIE) PROP_SeeSound ("dsparil/sight") PROP_AttackSound ("dsparil/attack") PROP_PainSound ("dsparil/pain") PROP_ActiveSound ("dsparil/active") PROP_Obituary("$OB_DSPARIL2") PROP_HitObituary("$OB_DSPARIL2HIT") END_DEFAULTS void ASorcerer2::Serialize (FArchive &arc) { Super::Serialize (arc); arc << NumBossSpots << FirstBossSpot; } void ASorcerer2::BeginPlay () { TThinkerIterator iterator; ABossSpot *spot; Super::BeginPlay (); NumBossSpots = 0; spot = iterator.Next (); FirstBossSpot = static_cast (spot); while (spot) { NumBossSpots++; spot->NextSpot = iterator.Next (); spot = spot->NextSpot; } } // Sorcerer 2 FX 1 ---------------------------------------------------------- class ASorcerer2FX1 : public AActor { DECLARE_ACTOR (ASorcerer2FX1, AActor) public: void GetExplodeParms (int &damage, int &distance, bool &hurtSource); }; FState ASorcerer2FX1::States[] = { #define S_SOR2FX1 0 S_BRIGHT (FX16, 'A', 3, A_BlueSpark , &States[S_SOR2FX1+1]), S_BRIGHT (FX16, 'B', 3, A_BlueSpark , &States[S_SOR2FX1+2]), S_BRIGHT (FX16, 'C', 3, A_BlueSpark , &States[S_SOR2FX1+0]), #define S_SOR2FXI1 (S_SOR2FX1+3) S_BRIGHT (FX16, 'G', 5, A_Explode , &States[S_SOR2FXI1+1]), S_BRIGHT (FX16, 'H', 5, NULL , &States[S_SOR2FXI1+2]), S_BRIGHT (FX16, 'I', 5, NULL , &States[S_SOR2FXI1+3]), S_BRIGHT (FX16, 'J', 5, NULL , &States[S_SOR2FXI1+4]), S_BRIGHT (FX16, 'K', 5, NULL , &States[S_SOR2FXI1+5]), S_BRIGHT (FX16, 'L', 5, NULL , NULL) }; IMPLEMENT_ACTOR (ASorcerer2FX1, Heretic, -1, 145) PROP_RadiusFixed (10) PROP_HeightFixed (6) PROP_SpeedFixed (20) PROP_Damage (1) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_SOR2FX1) PROP_DeathState (S_SOR2FXI1) END_DEFAULTS AT_SPEED_SET (Sorcerer2FX1, speed) { SimpleSpeedSetter (ASorcerer2FX1, 20*FRACUNIT, 28*FRACUNIT, speed); } void ASorcerer2FX1::GetExplodeParms (int &damage, int &distance, bool &hurtSource) { damage = 80 + (pr_s2fx1() & 31); } // Sorcerer 2 FX Spark ------------------------------------------------------ class ASorcerer2FXSpark : public AActor { DECLARE_ACTOR (ASorcerer2FXSpark, AActor) }; FState ASorcerer2FXSpark::States[] = { #define S_SOR2FXSPARK 0 S_BRIGHT (FX16, 'D', 12, NULL , &States[S_SOR2FXSPARK+1]), S_BRIGHT (FX16, 'E', 12, NULL , &States[S_SOR2FXSPARK+2]), S_BRIGHT (FX16, 'F', 12, NULL , NULL) }; IMPLEMENT_ACTOR (ASorcerer2FXSpark, Heretic, -1, 0) PROP_RadiusFixed (20) PROP_HeightFixed (16) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_SOR2FXSPARK) END_DEFAULTS // Sorcerer 2 FX 2 ---------------------------------------------------------- class ASorcerer2FX2 : public AActor { DECLARE_ACTOR (ASorcerer2FX2, AActor) }; FState ASorcerer2FX2::States[] = { #define S_SOR2FX2 0 S_BRIGHT (FX11, 'A', 35, NULL , &States[S_SOR2FX2+1]), S_BRIGHT (FX11, 'A', 5, A_GenWizard , &States[S_SOR2FX2+2]), S_BRIGHT (FX11, 'B', 5, NULL , &States[S_SOR2FX2+1]), #define S_SOR2FXI2 (S_SOR2FX2+3) S_BRIGHT (FX11, 'C', 5, NULL , &States[S_SOR2FXI2+1]), S_BRIGHT (FX11, 'D', 5, NULL , &States[S_SOR2FXI2+2]), S_BRIGHT (FX11, 'E', 5, NULL , &States[S_SOR2FXI2+3]), S_BRIGHT (FX11, 'F', 5, NULL , &States[S_SOR2FXI2+4]), S_BRIGHT (FX11, 'G', 5, NULL , NULL) }; IMPLEMENT_ACTOR (ASorcerer2FX2, Heretic, -1, 146) PROP_RadiusFixed (10) PROP_HeightFixed (6) PROP_SpeedFixed (6) PROP_Damage (10) PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) PROP_SpawnState (S_SOR2FX2) PROP_DeathState (S_SOR2FXI2) END_DEFAULTS // Sorcerer 2 Telefade ------------------------------------------------------ class ASorcerer2Telefade : public AActor { DECLARE_ACTOR (ASorcerer2Telefade, AActor) }; FState ASorcerer2Telefade::States[] = { #define S_SOR2TELEFADE 0 S_NORMAL (SOR2, 'G', 8, NULL , &States[S_SOR2TELEFADE+1]), S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2TELEFADE+2]), S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2TELEFADE+3]), S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2TELEFADE+4]), S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2TELEFADE+5]), S_NORMAL (SOR2, 'L', 6, NULL , NULL) }; IMPLEMENT_ACTOR (ASorcerer2Telefade, Heretic, -1, 0) PROP_Flags (MF_NOBLOCKMAP) PROP_SpawnState (S_SOR2TELEFADE) END_DEFAULTS //---------------------------------------------------------------------------- // // PROC A_Sor1Pain // //---------------------------------------------------------------------------- void A_Sor1Pain (AActor *actor) { actor->special1 = 20; // Number of steps to walk fast A_Pain (actor); } //---------------------------------------------------------------------------- // // PROC A_Sor1Chase // //---------------------------------------------------------------------------- void A_Sor1Chase (AActor *actor) { if (actor->special1) { actor->special1--; actor->tics -= 3; } A_Chase(actor); } //---------------------------------------------------------------------------- // // PROC A_Srcr1Attack // // Sorcerer demon attack. // //---------------------------------------------------------------------------- void A_Srcr1Attack (AActor *actor) { AActor *mo; fixed_t momz; angle_t angle; if (!actor->target) { return; } S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM); if (actor->CheckMeleeRange ()) { int damage = pr_scrc1atk.HitDice (8); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); return; } if (actor->health > (actor->GetDefault()->health/3)*2) { // Spit one fireball P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1)); } else { // Spit three fireballs mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1)); if (mo != NULL) { momz = mo->momz; angle = mo->angle; P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz); P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz); } if (actor->health < actor->GetDefault()->health/3) { // Maybe attack again if (actor->special1) { // Just attacked, so don't attack again actor->special1 = 0; } else { // Set state to attack again actor->special1 = 1; actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]); } } } } //---------------------------------------------------------------------------- // // PROC A_SorcererRise // //---------------------------------------------------------------------------- void A_SorcererRise (AActor *actor) { AActor *mo; actor->flags &= ~MF_SOLID; mo = Spawn (actor->x, actor->y, actor->z, ALLOW_REPLACE); mo->SetState (&ASorcerer2::States[S_SOR2_RISE]); mo->angle = actor->angle; mo->CopyFriendliness (actor, true); } //---------------------------------------------------------------------------- // // PROC P_DSparilTeleport // //---------------------------------------------------------------------------- void P_DSparilTeleport (AActor *actor) { int i; fixed_t prevX; fixed_t prevY; fixed_t prevZ; AActor *mo; ASorcerer2 *self = static_cast (actor); ABossSpot *spot; ABossSpot *initial; if (!self->NumBossSpots) { // No spots return; } i = pr_dst () % self->NumBossSpots; spot = static_cast (self->FirstBossSpot); while (i-- > 0) { spot = spot->NextSpot; } initial = spot; while (P_AproxDistance (actor->x - spot->x, actor->y - spot->y) < 128*FRACUNIT) { spot = spot->NextSpot; if (spot == NULL) { spot = static_cast (self->FirstBossSpot); } if (spot == initial) { // [RH] Don't inifinite loop if no spots further than 128*FRACUNIT return; } } prevX = actor->x; prevY = actor->y; prevZ = actor->z; if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false)) { mo = Spawn (prevX, prevY, prevZ, ALLOW_REPLACE); S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); actor->SetState (&ASorcerer2::States[S_SOR2_TELE]); S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); actor->z = actor->floorz; actor->angle = spot->angle; actor->momx = actor->momy = actor->momz = 0; } } //---------------------------------------------------------------------------- // // PROC A_Srcr2Decide // //---------------------------------------------------------------------------- void A_Srcr2Decide (AActor *actor) { static const int chance[] = { 192, 120, 120, 120, 64, 64, 32, 16, 0 }; unsigned int chanceindex = actor->health / (actor->GetDefault()->health/8); if (chanceindex >= countof(chance)) { chanceindex = countof(chance) - 1; } if (pr_s2d() < chance[chanceindex]) { P_DSparilTeleport (actor); } } //---------------------------------------------------------------------------- // // PROC A_Srcr2Attack // //---------------------------------------------------------------------------- void A_Srcr2Attack (AActor *actor) { int chance; if (!actor->target) { return; } S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NONE); if (actor->CheckMeleeRange()) { int damage = pr_s2a.HitDice (20); P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT); P_TraceBleed (damage, actor->target, actor); return; } chance = actor->health < actor->GetDefault()->health/2 ? 96 : 48; if (pr_s2a() < chance) { // Wizard spawners P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2), actor->angle-ANG45, FRACUNIT/2); P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2), actor->angle+ANG45, FRACUNIT/2); } else { // Blue bolt P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASorcerer2FX1)); } } //---------------------------------------------------------------------------- // // PROC A_BlueSpark // //---------------------------------------------------------------------------- void A_BlueSpark (AActor *actor) { int i; AActor *mo; for (i = 0; i < 2; i++) { mo = Spawn (actor->x, actor->y, actor->z, ALLOW_REPLACE); mo->momx = pr_bluespark.Random2() << 9; mo->momy = pr_bluespark.Random2() << 9; mo->momz = FRACUNIT + (pr_bluespark()<<8); } } //---------------------------------------------------------------------------- // // PROC A_GenWizard // //---------------------------------------------------------------------------- void A_GenWizard (AActor *actor) { AActor *mo; mo = Spawn (actor->x, actor->y, actor->z - GetDefault()->height/2, ALLOW_REPLACE); if (mo != NULL) { if (!P_TestMobjLocation (mo)) { // Didn't fit mo->Destroy (); level.total_monsters--; } else { // [RH] Make the new wizards inherit D'Sparil's target mo->CopyFriendliness (actor->target, true); actor->momx = actor->momy = actor->momz = 0; actor->SetState (actor->DeathState); actor->flags &= ~MF_MISSILE; mo->master = actor->target; // Heretic did not offset it by TELEFOGHEIGHT, so I won't either. Spawn (actor->x, actor->y, actor->z, ALLOW_REPLACE); } } } //---------------------------------------------------------------------------- // // PROC A_Sor2DthInit // //---------------------------------------------------------------------------- void A_Sor2DthInit (AActor *actor) { actor->special1 = 7; // Animation loop counter P_Massacre (); // Kill monsters early } //---------------------------------------------------------------------------- // // PROC A_Sor2DthLoop // //---------------------------------------------------------------------------- void A_Sor2DthLoop (AActor *actor) { if (--actor->special1) { // Need to loop actor->SetState (&ASorcerer2::States[S_SOR2_DIE+3]); } } //---------------------------------------------------------------------------- // // D'Sparil Sound Routines // //---------------------------------------------------------------------------- void A_SorZap (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/zap", 1, ATTN_NONE);} void A_SorRise (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/rise", 1, ATTN_NONE);} void A_SorDSph (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/scream", 1, ATTN_NONE);} void A_SorDExp (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/explode", 1, ATTN_NONE);} void A_SorDBon (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/bones", 1, ATTN_NONE);} void A_SorSightSnd (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/sight", 1, ATTN_NONE);}