#include "actor.h" #include "info.h" #include "p_local.h" #include "m_random.h" #include "s_sound.h" #include "p_enemy.h" #include "a_hexenglobal.h" #include "gstrings.h" #include "a_weaponpiece.h" #include "thingdef/thingdef.h" #define BLAST_FULLSTRENGTH 255 static FRandom pr_holyatk2 ("CHolyAtk2"); static FRandom pr_holyseeker ("CHolySeeker"); static FRandom pr_holyweave ("CHolyWeave"); static FRandom pr_holyseek ("CHolySeek"); static FRandom pr_checkscream ("CCheckScream"); static FRandom pr_spiritslam ("CHolySlam"); static FRandom pr_wraithvergedrop ("WraithvergeDrop"); void SpawnSpiritTail (AActor *spirit); //========================================================================== class AClericWeaponPiece : public AWeaponPiece { DECLARE_CLASS (AClericWeaponPiece, AWeaponPiece) protected: bool TryPickup (AActor *toucher); }; IMPLEMENT_CLASS (AClericWeaponPiece) bool AClericWeaponPiece::TryPickup (AActor *toucher) { if (!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)) && !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer))) { return Super::TryPickup(toucher); } else { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass); bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) + toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } } // Cleric's Wraithverge (Holy Symbol?) -------------------------------------- class ACWeapWraithverge : public AClericWeapon { DECLARE_CLASS (ACWeapWraithverge, AClericWeapon) public: void Serialize (FArchive &arc) { Super::Serialize (arc); arc << CHolyCount; } PalEntry GetBlend () { return PalEntry (CHolyCount * 128 / 3, 131, 131, 131); } BYTE CHolyCount; }; IMPLEMENT_CLASS (ACWeapWraithverge) // Holy Spirit -------------------------------------------------------------- IMPLEMENT_CLASS (AHolySpirit) bool AHolySpirit::Slam (AActor *thing) { if (thing->flags&MF_SHOOTABLE && thing != target) { if (multiplayer && !deathmatch && thing->player && target->player) { // don't attack other co-op players return true; } if (thing->flags2&MF2_REFLECTIVE && (thing->player || thing->flags2&MF2_BOSS)) { tracer = target; target = thing; return true; } if (thing->flags3&MF3_ISMONSTER || thing->player) { tracer = thing; } if (pr_spiritslam() < 96) { int dam = 12; if (thing->player || thing->flags2&MF2_BOSS) { dam = 3; // ghost burns out faster when attacking players/bosses health -= 6; } P_DamageMobj (thing, this, target, dam, NAME_Melee); if (pr_spiritslam() < 128) { Spawn ("HolyPuff", x, y, z, ALLOW_REPLACE); S_Sound (this, CHAN_WEAPON, "SpiritAttack", 1, ATTN_NORM); if (thing->flags3&MF3_ISMONSTER && pr_spiritslam() < 128) { thing->Howl (); } } } if (thing->health <= 0) { tracer = NULL; } } return true; } bool AHolySpirit::SpecialBlastHandling (AActor *source, fixed_t strength) { if (strength == BLAST_FULLSTRENGTH && tracer == source) { tracer = target; target = source; GC::WriteBarrier(this, source); } return true; } bool AHolySpirit::IsOkayToAttack (AActor *link) { if ((link->flags3&MF3_ISMONSTER || (link->player && link != target)) && !(link->flags2&MF2_DORMANT)) { if (target != NULL && link->IsFriend(target)) { return false; } if (!(link->flags&MF_SHOOTABLE)) { return false; } if (multiplayer && !deathmatch && link->player && target != NULL && target->player) { return false; } if (link == target) { return false; } else if (P_CheckSight (this, link)) { return true; } } return false; } //============================================================================ // // A_CHolyAttack2 // // Spawns the spirits //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2) { int j; int i; AActor *mo; for (j = 0; j < 4; j++) { mo = Spawn (self->x, self->y, self->z, ALLOW_REPLACE); if (!mo) { continue; } switch (j) { // float bob index case 0: mo->special2 = pr_holyatk2()&7; // upper-left break; case 1: mo->special2 = 32+(pr_holyatk2()&7); // upper-right break; case 2: mo->special2 = (32+(pr_holyatk2()&7))<<16; // lower-left break; case 3: i = pr_holyatk2(); mo->special2 = ((32+(i&7))<<16)+32+(pr_holyatk2()&7); break; } mo->z = self->z; mo->angle = self->angle+(ANGLE_45+ANGLE_45/2)-ANGLE_45*j; P_ThrustMobj(mo, mo->angle, mo->Speed); mo->target = self->target; mo->args[0] = 10; // initial turn value mo->args[1] = 0; // initial look angle if (deathmatch) { // Ghosts last slightly less longer in DeathMatch mo->health = 85; } if (self->tracer) { mo->tracer = self->tracer; mo->flags |= MF_NOCLIP|MF_SKULLFLY; mo->flags &= ~MF_MISSILE; } SpawnSpiritTail (mo); } } //============================================================================ // // SpawnSpiritTail // //============================================================================ void SpawnSpiritTail (AActor *spirit) { AActor *tail, *next; int i; tail = Spawn ("HolyTail", spirit->x, spirit->y, spirit->z, ALLOW_REPLACE); tail->target = spirit; // parent for (i = 1; i < 3; i++) { next = Spawn ("HolyTailTrail", spirit->x, spirit->y, spirit->z, ALLOW_REPLACE); tail->tracer = next; tail = next; } tail->tracer = NULL; // last tail bit } //============================================================================ // // A_CHolyAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack) { player_t *player; AActor *linetarget; if (NULL == (player = self->player)) { return; } ACWeapWraithverge *weapon = static_cast (self->player->ReadyWeapon); if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } AActor * missile = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass ("HolyMissile"), self->angle, &linetarget); if (missile != NULL) missile->tracer = linetarget; weapon->CHolyCount = 3; S_Sound (self, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM); } //============================================================================ // // A_CHolyPalette // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolyPalette) { if (self->player != NULL) { ACWeapWraithverge *weapon = static_cast (self->player->ReadyWeapon); if (weapon != NULL && weapon->CHolyCount != 0) { weapon->CHolyCount--; } } } //============================================================================ // // CHolyTailFollow // //============================================================================ static void CHolyTailFollow (AActor *actor, fixed_t dist) { AActor *child; int an; fixed_t oldDistance, newDistance; while (actor) { child = actor->tracer; if (child) { an = R_PointToAngle2(actor->x, actor->y, child->x, child->y)>>ANGLETOFINESHIFT; oldDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y); if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]), actor->y+FixedMul(dist, finesine[an]), true)) { newDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y)-FRACUNIT; if (oldDistance < FRACUNIT) { if (child->z < actor->z) { child->z = actor->z-dist; } else { child->z = actor->z+dist; } } else { child->z = actor->z + Scale (newDistance, child->z-actor->z, oldDistance); } } } actor = child; dist -= FRACUNIT; } } //============================================================================ // // CHolyTailRemove // //============================================================================ static void CHolyTailRemove (AActor *actor) { AActor *next; while (actor) { next = actor->tracer; actor->Destroy (); actor = next; } } //============================================================================ // // A_CHolyTail // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolyTail) { AActor *parent; parent = self->target; if (parent == NULL || parent->health <= 0) // better check for health than current state - it's safer! { // Ghost removed, so remove all tail parts CHolyTailRemove (self); return; } else { if (P_TryMove (self, parent->x - 14*finecosine[parent->angle>>ANGLETOFINESHIFT], parent->y - 14*finesine[parent->angle>>ANGLETOFINESHIFT], true)) { self->z = parent->z-5*FRACUNIT; } CHolyTailFollow (self, 10*FRACUNIT); } } //============================================================================ // // CHolyFindTarget // //============================================================================ static void CHolyFindTarget (AActor *actor) { AActor *target; if ( (target = P_RoughMonsterSearch (actor, 6)) ) { actor->tracer = target; actor->flags |= MF_NOCLIP|MF_SKULLFLY; actor->flags &= ~MF_MISSILE; } } //============================================================================ // // CHolySeekerMissile // // Similar to P_SeekerMissile, but seeks to a random Z on the target //============================================================================ static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; AActor *target; fixed_t newZ; fixed_t deltaZ; target = actor->tracer; if (target == NULL) { return; } if(!(target->flags&MF_SHOOTABLE) || (!(target->flags3&MF3_ISMONSTER) && !target->player)) { // Target died/target isn't a player or creature actor->tracer = NULL; actor->flags &= ~(MF_NOCLIP|MF_SKULLFLY); actor->flags |= MF_MISSILE; CHolyFindTarget (actor); return; } dir = P_FaceMobj (actor, target, &delta); if (delta > thresh) { delta >>= 1; if (delta > turnMax) { delta = turnMax; } } if (dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->momx = FixedMul (actor->Speed, finecosine[angle]); actor->momy = FixedMul (actor->Speed, finesine[angle]); if (!(level.time&15) || actor->z > target->z+(target->height) || actor->z+actor->height < target->z) { newZ = target->z+((pr_holyseeker()*target->height)>>8); deltaZ = newZ-actor->z; if (abs(deltaZ) > 15*FRACUNIT) { if (deltaZ > 0) { deltaZ = 15*FRACUNIT; } else { deltaZ = -15*FRACUNIT; } } dist = P_AproxDistance (target->x-actor->x, target->y-actor->y); dist = dist / actor->Speed; if (dist < 1) { dist = 1; } actor->momz = deltaZ/dist; } return; } //============================================================================ // // A_CHolyWeave // //============================================================================ static void CHolyWeave (AActor *actor) { fixed_t newX, newY; int weaveXY, weaveZ; int angle; weaveXY = actor->special2>>16; weaveZ = actor->special2&0xFFFF; angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT; newX = actor->x-FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<2); newY = actor->y-FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<2); weaveXY = (weaveXY+(pr_holyweave()%5))&63; newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]<<2); newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]<<2); P_TryMove(actor, newX, newY, true); actor->z -= FloatBobOffsets[weaveZ]<<1; weaveZ = (weaveZ+(pr_holyweave()%5))&63; actor->z += FloatBobOffsets[weaveZ]<<1; actor->special2 = weaveZ+(weaveXY<<16); } //============================================================================ // // A_CHolySeek // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek) { self->health--; if (self->health <= 0) { self->momx >>= 2; self->momy >>= 2; self->momz = 0; self->SetState (self->FindState(NAME_Death)); self->tics -= pr_holyseek()&3; return; } if (self->tracer) { CHolySeekerMissile (self, self->args[0]*ANGLE_1, self->args[0]*ANGLE_1*2); if (!((level.time+7)&15)) { self->args[0] = 5+(pr_holyseek()/20); } } CHolyWeave (self); } //============================================================================ // // A_CHolyCheckScream // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_CHolyCheckScream) { CALL_ACTION(A_CHolySeek, self); if (pr_checkscream() < 20) { S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NORM); } if (!self->tracer) { CHolyFindTarget(self); } } //============================================================================ // // A_ClericAttack // (for the ClericBoss) // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_ClericAttack) { if (!self->target) return; AActor * missile = P_SpawnMissileZ (self, self->z + 40*FRACUNIT, self->target, PClass::FindClass ("HolyMissile")); if (missile != NULL) missile->tracer = NULL; // No initial target S_Sound (self, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM); }