#include "actor.h" #include "m_random.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "m_random.h" #include "a_strifeglobal.h" void A_201fc (AActor *); void A_AlertMonsters (AActor *); void A_Countdown (AActor *); void A_Tracer2 (AActor *); // Container for all spectral lightning deaths ------------------------------ FState ASpectralLightningBase::States[] = { S_NORMAL (ZAP1, 'B', 3, A_Explode, &States[1]), S_NORMAL (ZAP1, 'A', 3, A_AlertMonsters, &States[2]), S_NORMAL (ZAP1, 'B', 3, NULL, &States[3]), S_NORMAL (ZAP1, 'C', 3, NULL, &States[4]), S_NORMAL (ZAP1, 'D', 3, NULL, &States[5]), S_NORMAL (ZAP1, 'E', 3, NULL, &States[6]), S_NORMAL (ZAP1, 'F', 3, NULL, &States[7]), S_NORMAL (ZAP1, 'E', 3, NULL, &States[8]), S_NORMAL (ZAP1, 'D', 2, NULL, &States[9]), S_NORMAL (ZAP1, 'C', 2, NULL, &States[10]), S_NORMAL (ZAP1, 'B', 2, NULL, &States[11]), S_NORMAL (ZAP1, 'A', 1, NULL, NULL), }; IMPLEMENT_ACTOR (ASpectralLightningBase, Strife, -1, 0) PROP_DeathState (0) PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS) PROP_Flags4 (MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) PROP_RenderStyle (STYLE_Add) PROP_SeeSound ("weapons/sigil") PROP_DeathSound ("weapons/sigilhit") END_DEFAULTS void ASpectralLightningBase::GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = dist = 32; } // Spectral Lightning death that does not explode --------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeath1, Strife, -1, 0) PROP_DeathState (1) END_DEFAULTS // Spectral Lightning death that does not alert monsters -------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeath2, Strife, -1, 0) PROP_DeathState (2) END_DEFAULTS // Spectral Lightning death that is shorter than the rest ------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeathShort, Strife, -1, 0) PROP_DeathState (6) END_DEFAULTS // Spectral Lightning (Ball Shaped #1) -------------------------------------- FState ASpectralLightningBall1::States[] = { S_BRIGHT (ZOT3, 'A', 4, NULL, &States[1]), S_BRIGHT (ZOT3, 'B', 4, NULL, &States[2]), S_BRIGHT (ZOT3, 'C', 4, NULL, &States[3]), S_BRIGHT (ZOT3, 'D', 4, NULL, &States[4]), S_BRIGHT (ZOT3, 'E', 4, NULL, &States[0]), }; IMPLEMENT_ACTOR (ASpectralLightningBall1, Strife, -1, 0) PROP_StrifeType (80) PROP_SpawnState (0) PROP_SpeedFixed (30) PROP_RadiusFixed (8) PROP_HeightFixed (16) PROP_Damage (70) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) END_DEFAULTS // Spectral Lightning (Ball Shaped #2) -------------------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBall2, Strife, -1, 0) PROP_StrifeType (81) PROP_Damage (20) END_DEFAULTS // Spectral Lightning (Horizontal #1) --------------------------------------- void A_2046c (AActor *); FState ASpectralLightningH1::States[] = { S_BRIGHT (ZAP6, 'A', 4, NULL, &States[1]), S_BRIGHT (ZAP6, 'B', 4, A_2046c, &States[2]), S_BRIGHT (ZAP6, 'C', 4, A_2046c, &States[0]) }; IMPLEMENT_ACTOR (ASpectralLightningH1, Strife, -1, 0) PROP_StrifeType (78) PROP_SpawnState (0) PROP_SpeedFixed (30) PROP_RadiusFixed (8) PROP_HeightFixed (16) PROP_Damage (70) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) END_DEFAULTS // Spectral Lightning (Horizontal #2) ------------------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningH2, Strife, -1, 0) PROP_StrifeType (79) PROP_Damage (20) END_DEFAULTS // Spectral Lightning (Horizontal #3) ------------------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningH3, Strife, -1, 0) PROP_StrifeType (82) PROP_Damage (10) END_DEFAULTS // ASpectralLightningHTail -------------------------------------------------- FState ASpectralLightningHTail::States[] = { S_BRIGHT (ZAP6, 'A', 5, NULL, &States[1]), S_BRIGHT (ZAP6, 'B', 5, NULL, &States[2]), S_BRIGHT (ZAP6, 'C', 5, NULL, NULL) }; IMPLEMENT_ACTOR (ASpectralLightningHTail, Strife, -1, 0) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF) PROP_Flags4Clear (MF4_SPECTRAL) PROP_RenderStyle (STYLE_Add) END_DEFAULTS void A_2046c (AActor *self) { AActor *foo = Spawn (self->x - self->momx, self->y - self->momy, self->z); foo->angle = self->angle; foo->health = self->health; } // Spectral Lightning (Big Ball #1) ----------------------------------------- void A_20424 (AActor *); FState ASpectralLightningBigBall1::States[] = { S_BRIGHT (ZAP7, 'A', 4, A_20424, &States[1]), S_BRIGHT (ZAP7, 'B', 4, A_20424, &States[2]), S_BRIGHT (ZAP7, 'C', 6, A_20424, &States[3]), S_BRIGHT (ZAP7, 'D', 6, A_20424, &States[4]), S_BRIGHT (ZAP7, 'E', 6, A_20424, &States[0]), }; IMPLEMENT_ACTOR (ASpectralLightningBigBall1, Strife, -1, 0) PROP_StrifeType (84) PROP_SpawnState (0) PROP_SpeedFixed (18) PROP_RadiusFixed (20) PROP_HeightFixed (40) PROP_Damage (130) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) END_DEFAULTS // Spectral Lightning (Big Ball #2 - less damaging) ------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBigBall2, Strife, -1, 0) PROP_StrifeType (85) PROP_Damage (30) END_DEFAULTS // Sigil Lightning (Vertical #1) -------------------------------------------- FState ASpectralLightningV1::States[] = { S_BRIGHT (ZOT1, 'A', 4, NULL, &States[1]), S_BRIGHT (ZOT1, 'B', 4, NULL, &States[2]), S_BRIGHT (ZOT1, 'C', 6, NULL, &States[3]), S_BRIGHT (ZOT1, 'D', 6, NULL, &States[4]), S_BRIGHT (ZOT1, 'E', 6, NULL, &States[0]), // Apparent Strife bug: The last state for this sprite used frame D // instead of E, even though E is in the wad. }; IMPLEMENT_ACTOR (ASpectralLightningV1, Strife, -1, 0) PROP_StrifeType (86) PROP_SpawnState (0) PROP_SpeedFixed (22) PROP_RadiusFixed (8) PROP_HeightFixed (24) PROP_Damage (100) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) END_DEFAULTS // Sigil Lightning (Vertical #2 - less damaging) ---------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningV2, Strife, -1, 0) PROP_StrifeType (87) PROP_Damage (50) END_DEFAULTS // Sigil Lightning Spot (roams around dropping lightning from above) -------- FState ASpectralLightningSpot::States[] = { S_BRIGHT (ZAP5, 'A', 4, A_Countdown, &States[1]), S_BRIGHT (ZAP5, 'B', 4, A_201fc, &States[2]), S_BRIGHT (ZAP5, 'C', 4, A_Countdown, &States[3]), S_BRIGHT (ZAP5, 'D', 4, A_Countdown, &States[0]), }; IMPLEMENT_ACTOR (ASpectralLightningSpot, Strife, -1, 0) PROP_StrifeType (88) PROP_SpawnState (0) PROP_SpeedFixed (18) PROP_ReactionTime (70) PROP_Flags (MF_NOBLOCKMAP) PROP_Flags3 (MF3_NOBLOCKMONST) PROP_Flags5 (MF5_NODROPOFF) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (HR_SHADOW) END_DEFAULTS // Sigil Lightning (Big Vertical #1) ---------------------------------------- FState ASpectralLightningBigV1::States[] = { S_BRIGHT (ZOT2, 'A', 4, A_Tracer2, &States[1]), S_BRIGHT (ZOT2, 'B', 4, A_Tracer2, &States[2]), S_BRIGHT (ZOT2, 'C', 4, A_Tracer2, &States[3]), S_BRIGHT (ZOT2, 'D', 4, A_Tracer2, &States[4]), S_BRIGHT (ZOT2, 'E', 4, A_Tracer2, &States[0]), }; IMPLEMENT_ACTOR (ASpectralLightningBigV1, Strife, -1, 0) PROP_StrifeType (89) PROP_SpawnState (0) PROP_SpeedFixed (28) PROP_RadiusFixed (8) PROP_HeightFixed (16) PROP_Damage (120) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE) PROP_MaxStepHeight (4) END_DEFAULTS // Actor 90 ----------------------------------------------------------------- IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBigV2, Strife, -1, 0) PROP_StrifeType (90) PROP_Damage (60) END_DEFAULTS // "Zap 5" ------------------------------------------------------------------ static FRandom pr_zap5 ("Zap5"); void A_201fc (AActor *self) { AActor *flash; fixed_t x, y; if (self->threshold != 0) --self->threshold; self->momx += pr_zap5.Random2(3) << FRACBITS; self->momy += pr_zap5.Random2(3) << FRACBITS; x = self->x + pr_zap5.Random2(3) * FRACUNIT * 50; y = self->y + pr_zap5.Random2(3) * FRACUNIT * 50; flash = Spawn (self->threshold > 25 ? RUNTIME_CLASS(ASpectralLightningV2) : RUNTIME_CLASS(ASpectralLightningV1), x, y, ONCEILINGZ); flash->target = self->target; flash->momz = -18*FRACUNIT; flash->health = self->health; flash = Spawn (self->x, self->y, ONCEILINGZ); flash->target = self->target; flash->momz = -18*FRACUNIT; flash->health = self->health; }