#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" #include "c_console.h" #include "gstrings.h" static FRandom pr_spectrespawn ("AlienSpectreSpawn"); static FRandom pr_212e4 ("212e4"); void A_SentinelBob (AActor *); void A_20538 (AActor *); void A_SpotLightning (AActor *); void A_212e4 (AActor *); void A_2134c (AActor *); void A_204d0 (AActor *); void A_204a4 (AActor *); void A_20314 (AActor *); void A_20334 (AActor *); void A_AlienSpectreDeath (AActor *); void A_AlertMonsters (AActor *); void A_Tracer2 (AActor *); AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target); // Alien Spectre 1 ----------------------------------------------------------- FState AAlienSpectre1::States[] = { #define S_ALIEN_STND 0 // 796 S_NORMAL (ALN1, 'A', 10, A_Look, &States[S_ALIEN_STND+1]), S_NORMAL (ALN1, 'B', 10, A_SentinelBob, &States[S_ALIEN_STND]), #define S_ALIEN_CHASE (S_ALIEN_STND+2) // 798 S_BRIGHT (ALN1, 'A', 4, A_Chase, &States[S_ALIEN_CHASE+1]), S_BRIGHT (ALN1, 'B', 4, A_Chase, &States[S_ALIEN_CHASE+2]), S_BRIGHT (ALN1, 'C', 4, A_SentinelBob, &States[S_ALIEN_CHASE+3]), S_BRIGHT (ALN1, 'D', 4, A_Chase, &States[S_ALIEN_CHASE+4]), S_BRIGHT (ALN1, 'E', 4, A_Chase, &States[S_ALIEN_CHASE+5]), S_BRIGHT (ALN1, 'F', 4, A_Chase, &States[S_ALIEN_CHASE+6]), S_BRIGHT (ALN1, 'G', 4, A_SentinelBob, &States[S_ALIEN_CHASE+7]), S_BRIGHT (ALN1, 'H', 4, A_Chase, &States[S_ALIEN_CHASE+8]), S_BRIGHT (ALN1, 'I', 4, A_Chase, &States[S_ALIEN_CHASE+9]), S_BRIGHT (ALN1, 'J', 4, A_Chase, &States[S_ALIEN_CHASE+10]), S_BRIGHT (ALN1, 'K', 4, A_SentinelBob, &States[S_ALIEN_CHASE]), #define S_ALIEN_MELEE (S_ALIEN_CHASE+11) // 809 S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MELEE+1]), S_BRIGHT (ALN1, 'I', 4, A_20538, &States[S_ALIEN_MELEE+2]), S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+2]), #define S_ALIEN_MISSILE (S_ALIEN_MELEE+3) // 812 S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MISSILE+1]), S_BRIGHT (ALN1, 'I', 4, A_SpotLightning, &States[S_ALIEN_MISSILE+2]), S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+10]), #define S_ALIEN_PAIN (S_ALIEN_MISSILE+3) // 815 S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN_CHASE+6]), #define S_ALIEN_DIE (S_ALIEN_PAIN+1) // 816 S_BRIGHT (AL1P, 'A', 6, A_212e4, &States[S_ALIEN_DIE+1]), S_BRIGHT (AL1P, 'B', 6, A_Scream, &States[S_ALIEN_DIE+2]), S_BRIGHT (AL1P, 'C', 6, A_212e4, &States[S_ALIEN_DIE+3]), S_BRIGHT (AL1P, 'D', 6, NULL, &States[S_ALIEN_DIE+4]), S_BRIGHT (AL1P, 'E', 6, NULL, &States[S_ALIEN_DIE+5]), S_BRIGHT (AL1P, 'F', 6, A_212e4, &States[S_ALIEN_DIE+6]), S_BRIGHT (AL1P, 'G', 6, NULL, &States[S_ALIEN_DIE+7]), S_BRIGHT (AL1P, 'H', 6, A_212e4, &States[S_ALIEN_DIE+8]), S_BRIGHT (AL1P, 'I', 6, NULL, &States[S_ALIEN_DIE+9]), S_BRIGHT (AL1P, 'J', 6, NULL, &States[S_ALIEN_DIE+10]), S_BRIGHT (AL1P, 'K', 6, NULL, &States[S_ALIEN_DIE+11]), S_BRIGHT (AL1P, 'L', 5, NULL, &States[S_ALIEN_DIE+12]), S_BRIGHT (AL1P, 'M', 5, NULL, &States[S_ALIEN_DIE+13]), S_BRIGHT (AL1P, 'N', 5, A_2134c, &States[S_ALIEN_DIE+14]), S_BRIGHT (AL1P, 'O', 5, NULL, &States[S_ALIEN_DIE+15]), S_BRIGHT (AL1P, 'P', 5, NULL, &States[S_ALIEN_DIE+16]), S_BRIGHT (AL1P, 'Q', 5, NULL, &States[S_ALIEN_DIE+17]), S_BRIGHT (AL1P, 'R', 5, A_AlienSpectreDeath, NULL), #define S_ALIEN2_MISSILE (S_ALIEN_DIE+18) // 852 S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN2_MISSILE+1]), S_NORMAL (ALN1, 'I', 4, A_204d0, &States[S_ALIEN2_MISSILE+2]), S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]), #define S_ALIEN4_MISSILE (S_ALIEN2_MISSILE+3) // 884 S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN4_MISSILE+1]), S_NORMAL (ALN1, 'I', 4, A_204a4, &States[S_ALIEN4_MISSILE+2]), S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]), #define S_ALIEN5_MISSILE (S_ALIEN4_MISSILE+3) // 887 S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN5_MISSILE+1]), S_NORMAL (ALN1, 'I', 4, A_20314, &States[S_ALIEN5_MISSILE+2]), S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE]) }; IMPLEMENT_ACTOR (AAlienSpectre1, Strife, 129, 0) PROP_StrifeType (67) PROP_SpawnState (S_ALIEN_STND) PROP_SpawnHealth (1000) PROP_SeeState (S_ALIEN_CHASE) PROP_PainState (S_ALIEN_PAIN) PROP_PainChance (250) PROP_MeleeState (S_ALIEN_MELEE) PROP_MissileState (S_ALIEN_MISSILE) PROP_DeathState (S_ALIEN_DIE) PROP_SpeedFixed (12) PROP_RadiusFixed (64) PROP_HeightFixed (64) PROP_FloatSpeed (5) PROP_Mass (1000) PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY| MF_FLOAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH|MF_STRIFEx8000000) PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS) PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST) PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_SPECTRAL|MF4_NOICEDEATH) PROP_MinMissileChance (150) PROP_RenderStyle (STYLE_Translucent) PROP_Alpha (TRANSLUC66) PROP_SeeSound ("alienspectre/sight") PROP_AttackSound ("alienspectre/blade") PROP_PainSound ("alienspectre/pain") PROP_DeathSound ("alienspectre/death") PROP_ActiveSound ("alienspectre/active") END_DEFAULTS void AAlienSpectre1::Touch (AActor *toucher) { P_DamageMobj (toucher, this, this, 5, MOD_HIT); } // Alien Spectre 2 ----------------------------------------------------------- class AAlienSpectre2 : public AAlienSpectre1 { DECLARE_STATELESS_ACTOR (AAlienSpectre2, AAlienSpectre1) public: void NoBlockingSet (); }; IMPLEMENT_STATELESS_ACTOR (AAlienSpectre2, Strife, 75, 0) PROP_StrifeType (70) PROP_SpawnHealth (1200) PROP_PainChance (50) PROP_MissileState (S_ALIEN2_MISSILE) PROP_RadiusFixed (24) END_DEFAULTS //============================================================================ // // AAlienSpectre2 :: NoBlockingSet // //============================================================================ void AAlienSpectre2::NoBlockingSet () { P_DropItem (this, "Sigil2", -1, 256); } // Alien Spectre 3 ---------------------------------------------------------- // This is the Oracle's personal spectre, so it's a little different. FState AAlienSpectre3::States[] = { #define S_ALIEN3_STND 0 // 855 S_NORMAL (ALN1, 'A', 5, NULL, &States[S_ALIEN3_STND+1]), S_NORMAL (ALN1, 'B', 5, NULL, &States[S_ALIEN3_STND+2]), S_NORMAL (ALN1, 'C', 5, NULL, &States[S_ALIEN3_STND+3]), S_NORMAL (ALN1, 'D', 5, NULL, &States[S_ALIEN3_STND+4]), S_NORMAL (ALN1, 'E', 5, NULL, &States[S_ALIEN3_STND+5]), S_NORMAL (ALN1, 'F', 5, NULL, &States[S_ALIEN3_STND+6]), S_NORMAL (ALN1, 'G', 5, NULL, &States[S_ALIEN3_STND+7]), S_NORMAL (ALN1, 'H', 5, NULL, &States[S_ALIEN3_STND+8]), S_NORMAL (ALN1, 'I', 5, NULL, &States[S_ALIEN3_STND+9]), S_NORMAL (ALN1, 'J', 5, NULL, &States[S_ALIEN3_STND+10]), S_NORMAL (ALN1, 'K', 5, NULL, &States[S_ALIEN3_STND]), #define S_ALIEN3_CHASE (S_ALIEN3_STND+11) // 866 S_NORMAL (ALN1, 'A', 5, A_Chase, &States[S_ALIEN3_CHASE+1]), S_NORMAL (ALN1, 'B', 5, A_Chase, &States[S_ALIEN3_CHASE+2]), S_NORMAL (ALN1, 'C', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+3]), S_NORMAL (ALN1, 'D', 5, A_Chase, &States[S_ALIEN3_CHASE+4]), S_NORMAL (ALN1, 'E', 5, A_Chase, &States[S_ALIEN3_CHASE+5]), S_NORMAL (ALN1, 'F', 5, A_Chase, &States[S_ALIEN3_CHASE+6]), S_NORMAL (ALN1, 'G', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+7]), S_NORMAL (ALN1, 'H', 5, A_Chase, &States[S_ALIEN3_CHASE+8]), S_NORMAL (ALN1, 'I', 5, A_Chase, &States[S_ALIEN3_CHASE+9]), S_NORMAL (ALN1, 'J', 5, A_Chase, &States[S_ALIEN3_CHASE+10]), S_NORMAL (ALN1, 'K', 5, A_SentinelBob, &States[S_ALIEN3_CHASE]), #define S_ALIEN3_MELEE (S_ALIEN3_CHASE+11) // 877 S_NORMAL (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN3_MELEE+1]), S_NORMAL (ALN1, 'I', 4, A_20538, &States[S_ALIEN3_MELEE+2]), S_NORMAL (ALN1, 'C', 4, NULL, &States[S_ALIEN3_CHASE+2]), #define S_ALIEN3_MISSILE (S_ALIEN3_MELEE+3) // 880 S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN3_MISSILE+1]), S_NORMAL (ALN1, 'I', 4, A_20334, &States[S_ALIEN3_MISSILE+2]), S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN3_CHASE+10]), #define S_ALIEN3_PAIN (S_ALIEN3_MISSILE+3) // 883 S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN3_CHASE+6]) }; IMPLEMENT_ACTOR (AAlienSpectre3, Strife, 76, 0) PROP_StrifeType (71) PROP_SpawnState (S_ALIEN3_STND) PROP_SpawnHealth (1500) PROP_SeeState (S_ALIEN3_CHASE) PROP_PainState (S_ALIEN3_PAIN) PROP_PainChance (50) PROP_MeleeState (S_ALIEN3_MELEE) PROP_MissileState (S_ALIEN3_MISSILE) PROP_RadiusFixed (24) PROP_FlagsSet (MF_SPAWNCEILING) PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST) END_DEFAULTS //============================================================================ // // AAlienSpectre3 :: NoBlockingSet // //============================================================================ void AAlienSpectre3::NoBlockingSet () { P_DropItem (this, "Sigil3", -1, 256); } // Alien Spectre 4 ----------------------------------------------------------- class AAlienSpectre4 : public AAlienSpectre1 { DECLARE_STATELESS_ACTOR (AAlienSpectre4, AAlienSpectre1) public: void NoBlockingSet (); }; IMPLEMENT_STATELESS_ACTOR (AAlienSpectre4, Strife, 167, 0) PROP_StrifeType (72) PROP_SpawnHealth (1700) PROP_PainChance (50) PROP_MissileState (S_ALIEN4_MISSILE) PROP_RadiusFixed (24) END_DEFAULTS //============================================================================ // // AAlienSpectre4 :: NoBlockingSet // //============================================================================ void AAlienSpectre4::NoBlockingSet () { P_DropItem (this, "Sigil4", -1, 256); } // Alien Spectre 5 ----------------------------------------------------------- class AAlienSpectre5 : public AAlienSpectre1 { DECLARE_STATELESS_ACTOR (AAlienSpectre5, AAlienSpectre1) public: void NoBlockingSet (); }; IMPLEMENT_STATELESS_ACTOR (AAlienSpectre5, Strife, 168, 0) PROP_StrifeType (73) PROP_SpawnHealth (2000) PROP_PainChance (50) PROP_MissileState (S_ALIEN5_MISSILE) PROP_RadiusFixed (24) END_DEFAULTS //============================================================================ // // AAlienSpectre5 :: NoBlockingSet // //============================================================================ void AAlienSpectre5::NoBlockingSet () { P_DropItem (this, "Sigil5", -1, 256); } // Small Alien Chunk -------------------------------------------------------- class AAlienChunkSmall : public AActor { DECLARE_ACTOR (AAlienChunkSmall, AActor) }; FState AAlienChunkSmall::States[] = { S_BRIGHT (NODE, 'A', 6, NULL, &States[1]), S_BRIGHT (NODE, 'B', 6, NULL, &States[2]), S_BRIGHT (NODE, 'C', 6, NULL, &States[3]), S_BRIGHT (NODE, 'D', 6, NULL, &States[4]), S_BRIGHT (NODE, 'E', 6, NULL, &States[5]), S_BRIGHT (NODE, 'F', 6, NULL, &States[6]), S_BRIGHT (NODE, 'G', 6, NULL, NULL), }; IMPLEMENT_ACTOR (AAlienChunkSmall, Strife, -1, 0) PROP_StrifeType (68) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH) END_DEFAULTS // Large Alien Chunk -------------------------------------------------------- class AAlienChunkLarge : public AActor { DECLARE_ACTOR (AAlienChunkLarge, AActor) }; FState AAlienChunkLarge::States[] = { S_BRIGHT (MTHD, 'A', 5, NULL, &States[1]), S_BRIGHT (MTHD, 'B', 5, NULL, &States[2]), S_BRIGHT (MTHD, 'C', 5, NULL, &States[3]), S_BRIGHT (MTHD, 'D', 5, NULL, &States[4]), S_BRIGHT (MTHD, 'E', 5, NULL, &States[5]), S_BRIGHT (MTHD, 'F', 5, NULL, &States[6]), S_BRIGHT (MTHD, 'G', 5, NULL, &States[7]), S_BRIGHT (MTHD, 'H', 5, NULL, &States[8]), S_BRIGHT (MTHD, 'I', 5, NULL, &States[9]), S_BRIGHT (MTHD, 'J', 5, NULL, &States[10]), S_BRIGHT (MTHD, 'K', 5, NULL, NULL), }; IMPLEMENT_ACTOR (AAlienChunkLarge, Strife, -1, 0) PROP_StrifeType (69) PROP_SpawnState (0) PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH) END_DEFAULTS //============================================================================ static void GenericSpectreSpawn (AActor *actor, const PClass *type) { AActor *spectre = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE); if (spectre != NULL) { spectre->momz = pr_spectrespawn() << 9; } } void A_SpawnSpectre1 (AActor *actor) { GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1)); } void A_SpawnSpectre2 (AActor *actor) { GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre2)); } void A_SpawnSpectre3 (AActor *actor) { GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3)); } void A_SpawnSpectre4 (AActor *actor) { GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre4)); } void A_SpawnSpectre5 (AActor *actor) { GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre5)); } void A_212e4 (AActor *self) { AActor *foo = Spawn (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE); if (foo != NULL) { int t; t = pr_212e4() & 15; foo->momx = (t - (pr_212e4() & 7)) << FRACBITS; t = pr_212e4() & 15; foo->momy = (t - (pr_212e4() & 7)) << FRACBITS; foo->momz = (pr_212e4() & 15) << FRACBITS; } } void A_2134c (AActor *self) { AActor *foo = Spawn (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE); if (foo != NULL) { int t; t = pr_212e4() & 7; foo->momx = (t - (pr_212e4() & 15)) << FRACBITS; t = pr_212e4() & 7; foo->momy = (t - (pr_212e4() & 15)) << FRACBITS; foo->momz = (pr_212e4() & 7) << FRACBITS; } } void A_204a4 (AActor *self) { if (self->target != NULL) { AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigV2)); if (missile != NULL) { missile->tracer = self->target; missile->health = -2; } } } void A_204d0 (AActor *self) { if (self->target != NULL) { AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningH3)); if (missile != NULL) { missile->health = -2; } } } void A_20314 (AActor *self) { if (self->target != NULL) { AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigBall2)); if (missile != NULL) { missile->health = -2; } } } void A_20424 (AActor *self) { self->angle += ANGLE_90; P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self); self->angle += ANGLE_180; P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self); self->angle += ANGLE_90; P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self); } void A_20334 (AActor *self) { if (self->target == NULL) return; AActor *foo = Spawn (self->x, self->y, self->z + 32*FRACUNIT, ALLOW_REPLACE); foo->momz = -12*FRACUNIT; foo->target = self; foo->health = -2; foo->tracer = self->target; self->angle -= ANGLE_180 / 20 * 10; for (int i = 0; i < 20; ++i) { self->angle += ANGLE_180 / 20; P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningBall2), self); } self->angle -= ANGLE_180 / 20 * 10; } void A_AlienSpectreDeath (AActor *self) { AActor *player; char voc[32]; int log; int i; A_NoBlocking (self); // [RH] Need this for Sigil rewarding if (!CheckBossDeath (self)) { return; } for (i = 0, player = NULL; i < MAXPLAYERS; ++i) { if (playeringame[i] && players[i].health > 0) { player = players[i].mo; break; } } if (player == NULL) { return; } if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre1)) { EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, 0, 0); log = 95; } else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre2)) { C_MidPrint(GStrings("TXT_KILLED_BISHOP")); log = 74; player->GiveInventoryType (QuestItemClasses[20]); } else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre3)) { C_MidPrint(GStrings("TXT_KILLED_ORACLE")); // If there are any Oracles still alive, kill them. TThinkerIterator it; AOracle *oracle; while ( (oracle = it.Next()) != NULL) { if (oracle->health > 0) { oracle->health = 0; oracle->Die (self, self); } } player->GiveInventoryType (QuestItemClasses[22]); if (player->FindInventory (QuestItemClasses[20])) { // If the Bishop is dead, set quest item 22 player->GiveInventoryType (QuestItemClasses[21]); } if (player->FindInventory (QuestItemClasses[23]) == NULL) { // Macil is calling us back... log = 87; } else { // You weild the power of the complete Sigil. log = 85; } EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8*FRACUNIT, 0, 0, 0); } else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre4)) { C_MidPrint(GStrings("TXT_KILLED_MACIL")); player->GiveInventoryType (QuestItemClasses[23]); if (player->FindInventory (QuestItemClasses[24]) == NULL) { // Richter has taken over. Macil is a snake. log = 79; } else { // Back to the factory for another Sigil! log = 106; } } else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre5)) { C_MidPrint(GStrings("TXT_KILLED_LOREMASTER")); ASigil *sigil; player->GiveInventoryType (QuestItemClasses[25]); if (!multiplayer) { player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina)); player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy)); } sigil = player->FindInventory(); if (sigil != NULL && sigil->NumPieces == 5) { // You weild the power of the complete Sigil. log = 85; } else { // Another Sigil piece. Woohoo! log = 83; } EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0); } else { return; } sprintf (voc, "svox/voc%d", log); S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM); player->player->SetLogNumber (log); }