gzdoom/src/g_hexen/a_magestaff.cpp

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/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
#include "a_weaponpiece.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
*/
static FRandom pr_mstafftrack ("MStaffTrack");
static FRandom pr_bloodscourgedrop ("BloodScourgeDrop");
void A_MStaffTrack (AActor *);
void A_DropBloodscourgePieces (AActor *);
void A_MStaffAttack (AActor *actor);
void A_MStaffPalette (AActor *actor);
static AActor *FrontBlockCheck (AActor *mo, int index, void *);
static divline_t BlockCheckLine;
//==========================================================================
// The Mages's Staff (Bloodscourge) -----------------------------------------
class AMWeapBloodscourge : public AMageWeapon
{
DECLARE_CLASS (AMWeapBloodscourge, AMageWeapon)
public:
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << MStaffCount;
}
PalEntry GetBlend ()
{
return PalEntry (MStaffCount * 128 / 3, 151, 110, 0);
}
BYTE MStaffCount;
};
IMPLEMENT_CLASS (AMWeapBloodscourge)
// Mage Staff FX2 (Bloodscourge) --------------------------------------------
class AMageStaffFX2 : public AActor
{
DECLARE_CLASS(AMageStaffFX2, AActor)
public:
int SpecialMissileHit (AActor *victim);
bool SpecialBlastHandling (AActor *source, fixed_t strength);
};
IMPLEMENT_CLASS (AMageStaffFX2)
int AMageStaffFX2::SpecialMissileHit (AActor *victim)
{
if (victim != target &&
!victim->player &&
!(victim->flags2 & MF2_BOSS))
{
P_DamageMobj (victim, this, target, 10, NAME_Fire);
return 1; // Keep going
}
return -1;
}
bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength)
{
// Reflect to originator
tracer = target;
target = source;
return true;
}
//============================================================================
//============================================================================
//
// MStaffSpawn
//
//============================================================================
void MStaffSpawn (AActor *pmo, angle_t angle)
{
AActor *mo;
AActor *linetarget;
mo = P_SpawnPlayerMissile (pmo, 0, 0, 8*FRACUNIT,
RUNTIME_CLASS(AMageStaffFX2), angle, &linetarget);
if (mo)
{
mo->target = pmo;
mo->tracer = linetarget;
}
}
//============================================================================
//
// A_MStaffAttack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack)
{
angle_t angle;
player_t *player;
AActor *linetarget;
if (NULL == (player = self->player))
{
return;
}
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (self->player->ReadyWeapon);
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
angle = self->angle;
// [RH] Let's try and actually track what the player aimed at
P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &linetarget, ANGLE_1*32);
if (linetarget == NULL)
{
BlockCheckLine.x = self->x;
BlockCheckLine.y = self->y;
BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT];
BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT];
linetarget = P_BlockmapSearch (self, 10, FrontBlockCheck);
}
MStaffSpawn (self, angle);
MStaffSpawn (self, angle-ANGLE_1*5);
MStaffSpawn (self, angle+ANGLE_1*5);
S_Sound (self, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
weapon->MStaffCount = 3;
}
//============================================================================
//
// A_MStaffPalette
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MStaffPalette)
{
if (self->player != NULL)
{
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (self->player->ReadyWeapon);
if (weapon != NULL && weapon->MStaffCount != 0)
{
weapon->MStaffCount--;
}
}
}
//============================================================================
//
// A_MStaffTrack
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack)
{
if ((self->tracer == 0) && (pr_mstafftrack()<50))
{
self->tracer = P_RoughMonsterSearch (self, 10, true);
}
P_SeekerMissile (self, ANGLE_1*2, ANGLE_1*10);
}
//============================================================================
//
// FrontBlockCheck
//
// [RH] Like RoughBlockCheck, but it won't return anything behind a line.
//
//============================================================================
static AActor *FrontBlockCheck (AActor *mo, int index, void *)
{
FBlockNode *link;
for (link = blocklinks[index]; link != NULL; link = link->NextActor)
{
if (link->Me != mo)
{
if (P_PointOnDivlineSide (link->Me->x, link->Me->y, &BlockCheckLine) == 0 &&
mo->IsOkayToAttack (link->Me))
{
return link->Me;
}
}
}
return NULL;
}
//============================================================================
//
// MStaffSpawn2 - for use by mage class boss
//
//============================================================================
void MStaffSpawn2 (AActor *actor, angle_t angle)
{
AActor *mo;
mo = P_SpawnMissileAngleZ (actor, actor->z+40*FRACUNIT,
RUNTIME_CLASS(AMageStaffFX2), angle, 0);
if (mo)
{
mo->target = actor;
mo->tracer = P_BlockmapSearch (mo, 10, FrontBlockCheck);
}
}
//============================================================================
//
// A_MStaffAttack2 - for use by mage class boss
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MageAttack)
{
if (!self->target) return;
angle_t angle;
angle = self->angle;
MStaffSpawn2 (self, angle);
MStaffSpawn2 (self, angle-ANGLE_1*5);
MStaffSpawn2 (self, angle+ANGLE_1*5);
S_Sound (self, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM);
}