#include "actor.h" #include "a_action.h" #include "a_strifeglobal.h" #include "m_random.h" #include "p_enemy.h" #include "p_local.h" #include "s_sound.h" #include "vectors.h" static FRandom pr_atk1 ("FooMelee"); void A_SentinelBob (AActor *); void A_SpawnSpectre5 (AActor *); void A_20538 (AActor *); void A_20598 (AActor *); void A_205b0 (AActor *); // Loremaster (aka Priest) -------------------------------------------------- class ALoremaster : public AActor { DECLARE_ACTOR (ALoremaster, AActor) public: void NoBlockingSet (); }; FState ALoremaster::States[] = { #define S_PRIEST_STND 0 S_NORMAL (PRST, 'A', 10, A_Look, &States[S_PRIEST_STND+1]), S_NORMAL (PRST, 'B', 10, A_SentinelBob, &States[S_PRIEST_STND]), #define S_PRIEST_RUN (S_PRIEST_STND+2) S_NORMAL (PRST, 'A', 4, A_Chase, &States[S_PRIEST_RUN+1]), S_NORMAL (PRST, 'A', 4, A_SentinelBob, &States[S_PRIEST_RUN+2]), S_NORMAL (PRST, 'B', 4, A_Chase, &States[S_PRIEST_RUN+3]), S_NORMAL (PRST, 'B', 4, A_SentinelBob, &States[S_PRIEST_RUN+4]), S_NORMAL (PRST, 'C', 4, A_Chase, &States[S_PRIEST_RUN+5]), S_NORMAL (PRST, 'C', 4, A_SentinelBob, &States[S_PRIEST_RUN+6]), S_NORMAL (PRST, 'D', 4, A_Chase, &States[S_PRIEST_RUN+7]), S_NORMAL (PRST, 'D', 4, A_SentinelBob, &States[S_PRIEST_RUN]), #define S_PRIEST_MELEE (S_PRIEST_RUN+8) S_NORMAL (PRST, 'E', 4, A_FaceTarget, &States[S_PRIEST_MELEE+1]), S_NORMAL (PRST, 'F', 4, A_20538, &States[S_PRIEST_MELEE+2]), S_NORMAL (PRST, 'E', 4, A_SentinelBob, &States[S_PRIEST_RUN]), #define S_PRIEST_MISSILE (S_PRIEST_MELEE+3) S_NORMAL (PRST, 'E', 4, A_FaceTarget, &States[S_PRIEST_MISSILE+1]), S_NORMAL (PRST, 'F', 4, A_20598, &States[S_PRIEST_MISSILE+2]), S_NORMAL (PRST, 'E', 4, A_SentinelBob, &States[S_PRIEST_RUN]), #define S_PRIEST_DIE (S_PRIEST_MISSILE+3) S_NORMAL (PDED, 'A', 6, NULL, &States[S_PRIEST_DIE+1]), S_NORMAL (PDED, 'B', 6, A_Scream, &States[S_PRIEST_DIE+2]), S_NORMAL (PDED, 'C', 6, NULL, &States[S_PRIEST_DIE+3]), S_NORMAL (PDED, 'D', 6, A_NoBlocking, &States[S_PRIEST_DIE+4]), S_NORMAL (PDED, 'E', 6, NULL, &States[S_PRIEST_DIE+5]), S_NORMAL (PDED, 'F', 5, NULL, &States[S_PRIEST_DIE+6]), S_NORMAL (PDED, 'G', 5, NULL, &States[S_PRIEST_DIE+7]), S_NORMAL (PDED, 'H', 5, NULL, &States[S_PRIEST_DIE+8]), S_NORMAL (PDED, 'I', 5, NULL, &States[S_PRIEST_DIE+9]), S_NORMAL (PDED, 'J', 5, NULL, &States[S_PRIEST_DIE+10]), S_NORMAL (PDED, 'K', 5, NULL, &States[S_PRIEST_DIE+11]), S_NORMAL (PDED, 'L', 5, NULL, &States[S_PRIEST_DIE+12]), S_NORMAL (PDED, 'M', 4, NULL, &States[S_PRIEST_DIE+13]), S_NORMAL (PDED, 'N', 4, NULL, &States[S_PRIEST_DIE+14]), S_NORMAL (PDED, 'O', 4, NULL, &States[S_PRIEST_DIE+15]), S_NORMAL (PDED, 'P', 4, NULL, &States[S_PRIEST_DIE+16]), S_NORMAL (PDED, 'Q', 4, A_SpawnSpectre5, &States[S_PRIEST_DIE+17]), S_NORMAL (PDED, 'R', 4, NULL, &States[S_PRIEST_DIE+18]), S_NORMAL (PDED, 'S', 4, NULL, &States[S_PRIEST_DIE+19]), S_NORMAL (PDED, 'T', -1, NULL, NULL), }; IMPLEMENT_ACTOR (ALoremaster, Strife, 12, 0) PROP_StrifeType (66) PROP_StrifeTeaserType (63) PROP_StrifeTeaserType2 (64) PROP_SpawnHealth (800) PROP_SpawnState (S_PRIEST_STND) PROP_SeeState (S_PRIEST_RUN) PROP_MeleeState (S_PRIEST_MELEE) PROP_MissileState (S_PRIEST_MISSILE) PROP_DeathState (S_PRIEST_DIE) PROP_SpeedFixed (10) PROP_RadiusFixed (15) PROP_HeightFixed (56) PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT| MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH) PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_NOBLOCKMONST) PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_FIRERESIST|MF4_NOICEDEATH) PROP_MinMissileChance (150) PROP_Tag ("PRIEST") PROP_SeeSound ("loremaster/sight") PROP_AttackSound ("loremaster/attack") PROP_PainSound ("loremaster/pain") PROP_DeathSound ("loremaster/death") PROP_ActiveSound ("loremaster/active") END_DEFAULTS //============================================================================ // // ALoremaster :: NoBlockingSet // //============================================================================ void ALoremaster::NoBlockingSet () { P_DropItem (this, "Junk", -1, 256); } // Loremaster Projectile ---------------------------------------------------- class ALoreShot : public AActor { DECLARE_ACTOR (ALoreShot, AActor) public: int DoSpecialDamage (AActor *target, int damage); }; FState ALoreShot::States[] = { S_NORMAL (OCLW, 'A', 2, A_205b0, &States[0]), S_NORMAL (CCLW, 'A', 6, NULL, NULL) }; IMPLEMENT_ACTOR (ALoreShot, Strife, -1, 0) PROP_StrifeType (97) PROP_SpawnState (0) PROP_DeathState (1) PROP_SpeedFixed (20) PROP_RadiusFixed (10) PROP_HeightFixed (14) PROP_Damage (2) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_SeeSound ("loremaster/chain") PROP_ActiveSound ("loremaster/swish") END_DEFAULTS int ALoreShot::DoSpecialDamage (AActor *target, int damage) { vec3_t thrust; thrust[0] = float(this->target->x - target->x); thrust[1] = float(this->target->y - target->y); thrust[2] = float(this->target->z - target->z); VectorNormalize (thrust); VectorScale (thrust, float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1)), thrust); target->momx += fixed_t(thrust[0]); target->momy += fixed_t(thrust[1]); target->momz += fixed_t(thrust[2]); return damage; } // Loremaster Subprojectile ------------------------------------------------- class ALoreShot2 : public AActor { DECLARE_ACTOR (ALoreShot2, AActor) }; FState ALoreShot2::States[] = { S_NORMAL (TEND, 'A', 20, NULL, NULL) }; IMPLEMENT_ACTOR (ALoreShot2, Strife, -1, 0) PROP_StrifeType (98) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_SeeSound ("loremaster/active") END_DEFAULTS void A_20538 (AActor *self) { int damage; if (self->target == NULL) return; damage = (pr_atk1() & 9) * 5; P_DamageMobj (self->target, self, self, damage, MOD_UNKNOWN); P_TraceBleed (damage, self->target, self); } void A_20598 (AActor *self) { if (self->target != NULL) { P_SpawnMissile (self, self->target, RUNTIME_CLASS(ALoreShot)); } } void A_205b0 (AActor *self) { S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM); Spawn (self->x, self->y, self->z); Spawn (self->x - (self->momx >> 1), self->y - (self->momy >> 1), self->z - (self->momz >> 1)); Spawn (self->x - self->momx, self->y - self->momy, self->z - self->momz); }