gzdoom/src/g_doom/a_bossbrain.cpp

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/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "statnums.h"
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
#include "doomstat.h"
#include "g_level.h"
*/
static FRandom pr_brainscream ("BrainScream");
static FRandom pr_brainexplode ("BrainExplode");
static FRandom pr_spawnfly ("SpawnFly");
DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake)
{
PARAM_ACTION_PROLOGUE;
// killough 3/26/98: only generates sound now
S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BrainPain)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
return 0;
}
static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z)
{
AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE);
if (boom != NULL)
{
boom->DeathSound = "misc/brainexplode";
boom->Vel.Z = pr_brainscream() /128.;
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PClassActor *cls = PClass::FindActor("BossBrain");
if (cls != NULL)
{
FState *state = cls->FindState(NAME_Brainexplode);
if (state != NULL)
boom->SetState (state);
}
boom->effects = 0;
boom->Damage = NULL; // disables collision detection which is not wanted here
boom->tics -= pr_brainscream() & 7;
if (boom->tics < 1)
boom->tics = 1;
}
}
DEFINE_ACTION_FUNCTION(AActor, A_BrainScream)
{
PARAM_ACTION_PROLOGUE;
fixed_t x;
for (x = self->_f_X() - 196*FRACUNIT; x < self->_f_X() + 320*FRACUNIT; x += 8*FRACUNIT)
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{
BrainishExplosion (x, self->_f_Y() - 320*FRACUNIT,
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128 + (pr_brainscream() << (FRACBITS + 1)));
}
S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode)
{
PARAM_ACTION_PROLOGUE;
fixed_t x = self->_f_X() + pr_brainexplode.Random2()*2048;
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fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT;
BrainishExplosion (x, self->_f_Y(), z);
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return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
{
PARAM_ACTION_PROLOGUE;
// [RH] If noexit, then don't end the level.
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
return 0;
// New dmflag: Kill all boss spawned monsters before ending the level.
if (dmflags2 & DF2_KILLBOSSMONST)
{
int count; // Repeat until we have no more boss-spawned monsters.
do // (e.g. Pain Elementals can spawn more to kill upon death.)
{
TThinkerIterator<AActor> it;
AActor *mo;
count = 0;
while ((mo = it.Next()))
{
if (mo->health > 0 && mo->flags4 & MF4_BOSSSPAWNED)
{
P_DamageMobj(mo, self, self, mo->health, NAME_None,
DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR);
count++;
}
}
} while (count != 0);
}
G_ExitLevel (0, false);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
DSpotState *state = DSpotState::GetSpotState();
AActor *targ;
AActor *spit;
bool isdefault = false;
// shoot a cube at current target
targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain));
if (targ != NULL)
{
if (spawntype == NULL)
{
spawntype = PClass::FindActor("SpawnShot");
isdefault = true;
}
// spawn brain missile
spit = P_SpawnMissile (self, targ, spawntype);
if (spit != NULL)
{
// Boss cubes should move freely to their destination so it's
// probably best to disable all collision detection for them.
if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION;
spit->target = targ;
spit->master = self;
// [RH] Do this correctly for any trajectory. Doom would divide by 0
// if the target had the same y coordinate as the spitter.
if (spit->Vel.X == 0 && spit->Vel.Y == 0)
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{
spit->special2 = 0;
}
else if (fabs(spit->Vel.X) > fabs(spit->Vel.Y))
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{
spit->special2 = int((targ->Y() - self->Y()) / spit->Vel.Y);
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}
else
{
spit->special2 = int((targ->X() - self->X()) / spit->Vel.X);
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}
// [GZ] Calculates when the projectile will have reached destination
spit->special2 += level.maptime;
spit->flags6 |= MF6_BOSSCUBE;
}
if (!isdefault)
{
S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE);
}
else
{
// compatibility fallback
S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE);
}
}
return 0;
}
static void SpawnFly(AActor *self, PClassActor *spawntype, FSoundID sound)
{
AActor *newmobj;
AActor *fog;
AActor *eye = self->master; // The eye is the spawnshot's master, not the target!
AActor *targ = self->target; // Unlike other projectiles, the target is the intended destination.
int r;
// [GZ] Should be more viable than a countdown...
if (self->special2 != 0)
{
if (self->special2 > level.maptime)
return; // still flying
}
else
{
if (self->reactiontime == 0 || --self->reactiontime != 0)
return; // still flying
}
if (spawntype != NULL)
{
fog = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE);
if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM);
}
FName SpawnName;
DDropItem *di; // di will be our drop item list iterator
DDropItem *drop; // while drop stays as the reference point.
int n = 0;
// First see if this cube has its own actor list
drop = self->GetDropItems();
// If not, then default back to its master's list
if (drop == NULL && eye != NULL)
drop = eye->GetDropItems();
if (drop != NULL)
{
for (di = drop; di != NULL; di = di->Next)
{
if (di->Name != NAME_None)
{
if (di->Amount < 0)
{
di->Amount = 1; // default value is -1, we need a positive value.
}
n += di->Amount; // this is how we can weight the list.
}
}
di = drop;
n = pr_spawnfly(n);
while (n >= 0)
{
if (di->Name != NAME_None)
{
n -= di->Amount; // logically, none of the -1 values have survived by now.
}
if ((di->Next != NULL) && (n >= 0))
{
di = di->Next;
}
else
{
n = -1;
}
}
SpawnName = di->Name;
}
if (SpawnName == NAME_None)
{
// Randomly select monster to spawn.
r = pr_spawnfly ();
// Probability distribution (kind of :),
// decreasing likelihood.
if (r < 50) SpawnName = "DoomImp";
else if (r < 90) SpawnName = "Demon";
else if (r < 120) SpawnName = "Spectre";
else if (r < 130) SpawnName = "PainElemental";
else if (r < 160) SpawnName = "Cacodemon";
else if (r < 162) SpawnName = "Archvile";
else if (r < 172) SpawnName = "Revenant";
else if (r < 192) SpawnName = "Arachnotron";
else if (r < 222) SpawnName = "Fatso";
else if (r < 246) SpawnName = "HellKnight";
else SpawnName = "BaronOfHell";
}
spawntype = PClass::FindActor(SpawnName);
if (spawntype != NULL)
{
newmobj = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE);
if (newmobj != NULL)
{
// Make the new monster hate what the boss eye hates
if (eye != NULL)
{
newmobj->CopyFriendliness (eye, false);
}
// Make it act as if it was around when the player first made noise
// (if the player has made noise).
newmobj->LastHeard = newmobj->Sector->SoundTarget;
if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true, NULL))
{
newmobj->SetState (newmobj->SeeState);
}
if (!(newmobj->ObjectFlags & OF_EuthanizeMe))
{
// telefrag anything in this spot
P_TeleportMove (newmobj, newmobj->_f_Pos(), true);
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}
newmobj->flags4 |= MF4_BOSSSPAWNED;
}
}
// remove self (i.e., cube).
self->Destroy ();
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
{
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
FSoundID sound;
if (spawntype != NULL)
{
sound = GetDefaultByType(spawntype)->SeeSound;
}
else
{
spawntype = PClass::FindActor("SpawnFire");
sound = "brain/spawn";
}
SpawnFly(self, spawntype, sound);
return 0;
}
// travelling cube sound
DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
SpawnFly(self, PClass::FindActor("SpawnFire"), "brain/spawn");
return 0;
}