mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-20 03:11:43 +00:00
183b765cf2
- Added kill count awareness to A_ChangeFlag. - P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters aren't dormant (since there would be no way to activate them, and they were certainly not dormant when they died). SVN r1287 (trunk)
588 lines
14 KiB
C++
588 lines
14 KiB
C++
/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "a_hexenglobal.h"
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#include "gstrings.h"
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#include "a_weaponpiece.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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#define BLAST_FULLSTRENGTH 255
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static FRandom pr_holyatk2 ("CHolyAtk2");
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static FRandom pr_holyseeker ("CHolySeeker");
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static FRandom pr_holyweave ("CHolyWeave");
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static FRandom pr_holyseek ("CHolySeek");
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static FRandom pr_checkscream ("CCheckScream");
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static FRandom pr_spiritslam ("CHolySlam");
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static FRandom pr_wraithvergedrop ("WraithvergeDrop");
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void SpawnSpiritTail (AActor *spirit);
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//==========================================================================
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class AClericWeaponPiece : public AWeaponPiece
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{
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DECLARE_CLASS (AClericWeaponPiece, AWeaponPiece)
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protected:
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bool TryPickup (AActor *&toucher);
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};
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IMPLEMENT_CLASS (AClericWeaponPiece)
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bool AClericWeaponPiece::TryPickup (AActor *&toucher)
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{
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if (!toucher->IsKindOf (PClass::FindClass(NAME_MagePlayer)) &&
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!toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)))
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{
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return Super::TryPickup(toucher);
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}
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else
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{ // Wrong class, but try to pick up for ammo
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if (ShouldStay())
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{
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// Can't pick up weapons for other classes in coop netplay
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return false;
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}
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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}
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// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
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class ACWeapWraithverge : public AClericWeapon
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{
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DECLARE_CLASS (ACWeapWraithverge, AClericWeapon)
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public:
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void Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << CHolyCount;
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}
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PalEntry GetBlend ()
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{
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return PalEntry (CHolyCount * 128 / 3, 131, 131, 131);
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}
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BYTE CHolyCount;
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};
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IMPLEMENT_CLASS (ACWeapWraithverge)
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// Holy Spirit --------------------------------------------------------------
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IMPLEMENT_CLASS (AHolySpirit)
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bool AHolySpirit::Slam (AActor *thing)
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{
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if (thing->flags&MF_SHOOTABLE && thing != target)
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{
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if (multiplayer && !deathmatch && thing->player && target->player)
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{ // don't attack other co-op players
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return true;
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}
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if (thing->flags2&MF2_REFLECTIVE
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&& (thing->player || thing->flags2&MF2_BOSS))
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{
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tracer = target;
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target = thing;
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return true;
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}
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if (thing->flags3&MF3_ISMONSTER || thing->player)
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{
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tracer = thing;
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}
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if (pr_spiritslam() < 96)
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{
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int dam = 12;
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if (thing->player || thing->flags2&MF2_BOSS)
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{
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dam = 3;
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// ghost burns out faster when attacking players/bosses
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health -= 6;
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}
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P_DamageMobj (thing, this, target, dam, NAME_Melee);
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if (pr_spiritslam() < 128)
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{
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Spawn ("HolyPuff", x, y, z, ALLOW_REPLACE);
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S_Sound (this, CHAN_WEAPON, "SpiritAttack", 1, ATTN_NORM);
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if (thing->flags3&MF3_ISMONSTER && pr_spiritslam() < 128)
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{
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thing->Howl ();
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}
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}
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}
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if (thing->health <= 0)
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{
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tracer = NULL;
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}
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}
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return true;
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}
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bool AHolySpirit::SpecialBlastHandling (AActor *source, fixed_t strength)
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{
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if (strength == BLAST_FULLSTRENGTH && tracer == source)
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{
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tracer = target;
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target = source;
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GC::WriteBarrier(this, source);
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}
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return true;
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}
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bool AHolySpirit::IsOkayToAttack (AActor *link)
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{
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if ((link->flags3&MF3_ISMONSTER ||
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(link->player && link != target))
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&& !(link->flags2&MF2_DORMANT))
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{
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if (target != NULL && link->IsFriend(target))
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{
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return false;
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}
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if (!(link->flags & MF_SHOOTABLE))
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{
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return false;
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}
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if (multiplayer && !deathmatch && link->player && target != NULL && target->player)
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{
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return false;
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}
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if (link == target)
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{
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return false;
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}
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else if (P_CheckSight (this, link))
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{
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return true;
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}
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}
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return false;
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}
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//============================================================================
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//
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// A_CHolyAttack2
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//
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// Spawns the spirits
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2)
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{
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int j;
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int i;
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AActor *mo;
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for (j = 0; j < 4; j++)
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{
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mo = Spawn<AHolySpirit> (self->x, self->y, self->z, ALLOW_REPLACE);
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if (!mo)
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{
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continue;
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}
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switch (j)
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{ // float bob index
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case 0:
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mo->special2 = pr_holyatk2()&7; // upper-left
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break;
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case 1:
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mo->special2 = 32+(pr_holyatk2()&7); // upper-right
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break;
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case 2:
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mo->special2 = (32+(pr_holyatk2()&7))<<16; // lower-left
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break;
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case 3:
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i = pr_holyatk2();
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mo->special2 = ((32+(i&7))<<16)+32+(pr_holyatk2()&7);
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break;
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}
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mo->z = self->z;
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mo->angle = self->angle+(ANGLE_45+ANGLE_45/2)-ANGLE_45*j;
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P_ThrustMobj(mo, mo->angle, mo->Speed);
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mo->target = self->target;
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mo->args[0] = 10; // initial turn value
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mo->args[1] = 0; // initial look angle
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if (deathmatch)
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{ // Ghosts last slightly less longer in DeathMatch
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mo->health = 85;
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}
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if (self->tracer)
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{
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mo->tracer = self->tracer;
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mo->flags |= MF_NOCLIP|MF_SKULLFLY;
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mo->flags &= ~MF_MISSILE;
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}
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SpawnSpiritTail (mo);
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}
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}
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//============================================================================
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//
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// SpawnSpiritTail
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//
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//============================================================================
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void SpawnSpiritTail (AActor *spirit)
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{
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AActor *tail, *next;
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int i;
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tail = Spawn ("HolyTail", spirit->x, spirit->y, spirit->z, ALLOW_REPLACE);
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tail->target = spirit; // parent
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for (i = 1; i < 3; i++)
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{
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next = Spawn ("HolyTailTrail", spirit->x, spirit->y, spirit->z, ALLOW_REPLACE);
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tail->tracer = next;
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tail = next;
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}
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tail->tracer = NULL; // last tail bit
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}
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//============================================================================
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//
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// A_CHolyAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack)
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{
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player_t *player;
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AActor *linetarget;
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if (NULL == (player = self->player))
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{
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return;
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}
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ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (self->player->ReadyWeapon);
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if (weapon != NULL)
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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}
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AActor * missile = P_SpawnPlayerMissile (self, 0,0,0, PClass::FindClass ("HolyMissile"), self->angle, &linetarget);
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if (missile != NULL) missile->tracer = linetarget;
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weapon->CHolyCount = 3;
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S_Sound (self, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_CHolyPalette
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolyPalette)
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{
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if (self->player != NULL)
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{
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ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (self->player->ReadyWeapon);
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if (weapon != NULL && weapon->CHolyCount != 0)
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{
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weapon->CHolyCount--;
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}
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}
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}
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//============================================================================
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//
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// CHolyTailFollow
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//
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//============================================================================
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static void CHolyTailFollow (AActor *actor, fixed_t dist)
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{
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AActor *child;
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int an;
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fixed_t oldDistance, newDistance;
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while (actor)
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{
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child = actor->tracer;
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if (child)
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{
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an = R_PointToAngle2(actor->x, actor->y, child->x,
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child->y)>>ANGLETOFINESHIFT;
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oldDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y);
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if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]),
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actor->y+FixedMul(dist, finesine[an]), true))
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{
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newDistance = P_AproxDistance (child->x-actor->x,
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child->y-actor->y)-FRACUNIT;
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if (oldDistance < FRACUNIT)
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{
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if (child->z < actor->z)
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{
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child->z = actor->z-dist;
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}
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else
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{
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child->z = actor->z+dist;
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}
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}
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else
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{
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child->z = actor->z + Scale (newDistance, child->z-actor->z, oldDistance);
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}
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}
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}
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actor = child;
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dist -= FRACUNIT;
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}
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}
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//============================================================================
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//
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// CHolyTailRemove
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//
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//============================================================================
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static void CHolyTailRemove (AActor *actor)
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{
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AActor *next;
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while (actor)
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{
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next = actor->tracer;
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actor->Destroy ();
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actor = next;
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}
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}
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//============================================================================
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//
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// A_CHolyTail
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolyTail)
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{
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AActor *parent;
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parent = self->target;
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if (parent == NULL || parent->health <= 0) // better check for health than current state - it's safer!
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{ // Ghost removed, so remove all tail parts
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CHolyTailRemove (self);
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return;
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}
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else
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{
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if (P_TryMove (self,
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parent->x - 14*finecosine[parent->angle>>ANGLETOFINESHIFT],
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parent->y - 14*finesine[parent->angle>>ANGLETOFINESHIFT], true))
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{
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self->z = parent->z-5*FRACUNIT;
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}
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CHolyTailFollow (self, 10*FRACUNIT);
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}
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}
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//============================================================================
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//
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// CHolyFindTarget
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//
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//============================================================================
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static void CHolyFindTarget (AActor *actor)
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{
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AActor *target;
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if ( (target = P_RoughMonsterSearch (actor, 6)) )
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{
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actor->tracer = target;
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actor->flags |= MF_NOCLIP|MF_SKULLFLY;
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actor->flags &= ~MF_MISSILE;
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}
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}
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//============================================================================
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//
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// CHolySeekerMissile
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//
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// Similar to P_SeekerMissile, but seeks to a random Z on the target
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//============================================================================
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static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
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{
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int dir;
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int dist;
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angle_t delta;
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angle_t angle;
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AActor *target;
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fixed_t newZ;
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fixed_t deltaZ;
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target = actor->tracer;
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if (target == NULL)
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{
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return;
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}
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if(!(target->flags&MF_SHOOTABLE)
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|| (!(target->flags3&MF3_ISMONSTER) && !target->player))
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{ // Target died/target isn't a player or creature
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actor->tracer = NULL;
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actor->flags &= ~(MF_NOCLIP|MF_SKULLFLY);
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actor->flags |= MF_MISSILE;
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CHolyFindTarget (actor);
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return;
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}
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dir = P_FaceMobj (actor, target, &delta);
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if (delta > thresh)
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{
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delta >>= 1;
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if (delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if (dir)
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{ // Turn clockwise
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actor->angle += delta;
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}
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else
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{ // Turn counter clockwise
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actor->angle -= delta;
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}
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->momx = FixedMul (actor->Speed, finecosine[angle]);
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actor->momy = FixedMul (actor->Speed, finesine[angle]);
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if (!(level.time&15)
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|| actor->z > target->z+(target->height)
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|| actor->z+actor->height < target->z)
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{
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newZ = target->z+((pr_holyseeker()*target->height)>>8);
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deltaZ = newZ-actor->z;
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if (abs(deltaZ) > 15*FRACUNIT)
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{
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if (deltaZ > 0)
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{
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deltaZ = 15*FRACUNIT;
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}
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else
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{
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deltaZ = -15*FRACUNIT;
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}
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}
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = dist / actor->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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actor->momz = deltaZ/dist;
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}
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return;
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}
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//============================================================================
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//
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// A_CHolyWeave
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//
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//============================================================================
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static void CHolyWeave (AActor *actor)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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weaveXY = actor->special2>>16;
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weaveZ = actor->special2&0xFFFF;
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angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = actor->x-FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY = actor->y-FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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weaveXY = (weaveXY+(pr_holyweave()%5))&63;
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newX += FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY += FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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P_TryMove(actor, newX, newY, true);
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actor->z -= FloatBobOffsets[weaveZ]<<1;
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weaveZ = (weaveZ+(pr_holyweave()%5))&63;
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actor->z += FloatBobOffsets[weaveZ]<<1;
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actor->special2 = weaveZ+(weaveXY<<16);
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}
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//============================================================================
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//
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// A_CHolySeek
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek)
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{
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self->health--;
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if (self->health <= 0)
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{
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self->momx >>= 2;
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self->momy >>= 2;
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self->momz = 0;
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self->SetState (self->FindState(NAME_Death));
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self->tics -= pr_holyseek()&3;
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return;
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}
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if (self->tracer)
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{
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CHolySeekerMissile (self, self->args[0]*ANGLE_1,
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self->args[0]*ANGLE_1*2);
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if (!((level.time+7)&15))
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{
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self->args[0] = 5+(pr_holyseek()/20);
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}
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}
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CHolyWeave (self);
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}
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//============================================================================
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//
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// A_CHolyCheckScream
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CHolyCheckScream)
|
|
{
|
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CALL_ACTION(A_CHolySeek, self);
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if (pr_checkscream() < 20)
|
|
{
|
|
S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NORM);
|
|
}
|
|
if (!self->tracer)
|
|
{
|
|
CHolyFindTarget(self);
|
|
}
|
|
}
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|
|
|
//============================================================================
|
|
//
|
|
// 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);
|
|
}
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|
|