#include "actor.h" #include "info.h" #include "p_local.h" #include "m_random.h" #include "s_sound.h" #include "p_enemy.h" #include "a_hexenglobal.h" #include "gstrings.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); static divline_t BlockCheckLine; //========================================================================== class AMageWeaponPiece : public AFourthWeaponPiece { DECLARE_STATELESS_ACTOR (AMageWeaponPiece, AFourthWeaponPiece) public: void BeginPlay (); protected: bool MatchPlayerClass (AActor *toucher); }; IMPLEMENT_STATELESS_ACTOR (AMageWeaponPiece, Hexen, -1, 0) PROP_Inventory_PickupMessage("$TXT_BLOODSCOURGE_PIECE") END_DEFAULTS bool AMageWeaponPiece::MatchPlayerClass (AActor *toucher) { return !toucher->IsKindOf (PClass::FindClass(NAME_FighterPlayer)) && !toucher->IsKindOf (PClass::FindClass(NAME_ClericPlayer)); } //========================================================================== class AMWeaponPiece1 : public AMageWeaponPiece { DECLARE_ACTOR (AMWeaponPiece1, AMageWeaponPiece) public: void BeginPlay (); }; FState AMWeaponPiece1::States[] = { S_BRIGHT (WMS1, 'A', -1, NULL , NULL), }; IMPLEMENT_ACTOR (AMWeaponPiece1, Hexen, 21, 37) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AMWeaponPiece1::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE1<<6; } //========================================================================== class AMWeaponPiece2 : public AMageWeaponPiece { DECLARE_ACTOR (AMWeaponPiece2, AMageWeaponPiece) public: void BeginPlay (); }; FState AMWeaponPiece2::States[] = { S_BRIGHT (WMS2, 'A', -1, NULL , NULL), }; IMPLEMENT_ACTOR (AMWeaponPiece2, Hexen, 22, 38) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AMWeaponPiece2::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE2<<6; } //========================================================================== class AMWeaponPiece3 : public AMageWeaponPiece { DECLARE_ACTOR (AMWeaponPiece3, AMageWeaponPiece) public: void BeginPlay (); }; FState AMWeaponPiece3::States[] = { S_BRIGHT (WMS3, 'A', -1, NULL , NULL), }; IMPLEMENT_ACTOR (AMWeaponPiece3, Hexen, 23, 39) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOATBOB) PROP_SpawnState (0) END_DEFAULTS void AMWeaponPiece3::BeginPlay () { Super::BeginPlay (); PieceValue = WPIECE3<<6; } // An actor that spawns the three pieces of the mage's fourth weapon -------- // This gets spawned if weapon drop is on so that other players can pick up // this player's weapon. class ABloodscourgeDrop : public AActor { DECLARE_ACTOR (ABloodscourgeDrop, AActor) }; FState ABloodscourgeDrop::States[] = { S_NORMAL (TNT1, 'A', 1, NULL, &States[1]), S_NORMAL (TNT1, 'A', 1, A_DropBloodscourgePieces, NULL) }; IMPLEMENT_ACTOR (ABloodscourgeDrop, Hexen, -1, 0) PROP_SpawnState (0) END_DEFAULTS // The Mages's Staff (Bloodscourge) ----------------------------------------- class AMWeapBloodscourge : public AMageWeapon { DECLARE_ACTOR (AMWeapBloodscourge, AMageWeapon) public: void Serialize (FArchive &arc) { Super::Serialize (arc); arc << MStaffCount; } PalEntry GetBlend () { return PalEntry (MStaffCount * 128 / 3, 151, 110, 0); } BYTE MStaffCount; }; FState AMWeapBloodscourge::States[] = { // Dummy state, because the fourth weapon does not appear in a level directly. S_NORMAL (TNT1, 'A', -1, NULL , NULL), #define S_MSTAFFREADY 1 S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+1]), S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+2]), S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+3]), S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+4]), S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+5]), S_NORMAL (MSTF, 'A', 1, A_WeaponReady , &States[S_MSTAFFREADY+6]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+7]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+8]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+9]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+10]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+11]), S_NORMAL (MSTF, 'B', 1, A_WeaponReady , &States[S_MSTAFFREADY+12]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+13]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+14]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+15]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+16]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+17]), S_NORMAL (MSTF, 'C', 1, A_WeaponReady , &States[S_MSTAFFREADY+18]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+19]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+20]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+21]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+22]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+23]), S_NORMAL (MSTF, 'D', 1, A_WeaponReady , &States[S_MSTAFFREADY+24]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+25]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+26]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+27]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+28]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+29]), S_NORMAL (MSTF, 'E', 1, A_WeaponReady , &States[S_MSTAFFREADY+30]), S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+31]), S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+32]), S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+33]), S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY+34]), S_NORMAL (MSTF, 'F', 1, A_WeaponReady , &States[S_MSTAFFREADY]), #define S_MSTAFFDOWN (S_MSTAFFREADY+35) S_NORMAL (MSTF, 'A', 1, A_Lower , &States[S_MSTAFFDOWN]), #define S_MSTAFFUP (S_MSTAFFDOWN+1) S_NORMAL (MSTF, 'A', 1, A_Raise , &States[S_MSTAFFUP]), #define S_MSTAFFATK (S_MSTAFFUP+1) S_NORMAL2 (MSTF, 'G', 4, NULL , &States[S_MSTAFFATK+1], 0, 40), S_BRIGHT2 (MSTF, 'H', 4, A_MStaffAttack , &States[S_MSTAFFATK+2], 0, 48), S_BRIGHT2 (MSTF, 'H', 2, A_MStaffPalette , &States[S_MSTAFFATK+3], 0, 48), S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+4], 0, 48), S_NORMAL2 (MSTF, 'I', 2, A_MStaffPalette , &States[S_MSTAFFATK+5], 0, 48), S_NORMAL2 (MSTF, 'I', 1, NULL , &States[S_MSTAFFATK+6], 0, 40), S_NORMAL2 (MSTF, 'J', 5, NULL , &States[S_MSTAFFREADY], 0, 36) }; IMPLEMENT_ACTOR (AMWeapBloodscourge, Hexen, -1, 0) PROP_Flags (MF_SPECIAL) PROP_SpawnState (0) PROP_Weapon_SelectionOrder (3100) PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH) PROP_Weapon_AmmoUse1 (15) PROP_Weapon_AmmoUse2 (15) PROP_Weapon_UpState (S_MSTAFFUP) PROP_Weapon_DownState (S_MSTAFFDOWN) PROP_Weapon_ReadyState (S_MSTAFFREADY) PROP_Weapon_AtkState (S_MSTAFFATK) PROP_Weapon_HoldAtkState (S_MSTAFFATK) PROP_Weapon_Kickback (150) PROP_Weapon_YAdjust (20) PROP_Weapon_MoveCombatDist (20000000) PROP_Weapon_AmmoType1 ("Mana1") PROP_Weapon_AmmoType2 ("Mana2") PROP_Weapon_ProjectileType ("MageStaffFX2") PROP_Inventory_PickupMessage("$TXT_WEAPON_M4") END_DEFAULTS // Mage Staff FX2 (Bloodscourge) -------------------------------------------- void A_BeAdditive (AActor *self) { self->RenderStyle = STYLE_Add; } class AMageStaffFX2 : public AActor { DECLARE_ACTOR (AMageStaffFX2, AActor) public: void GetExplodeParms (int &damage, int &dist, bool &hurtSource); int SpecialMissileHit (AActor *victim); bool IsOkayToAttack (AActor *link); bool SpecialBlastHandling (AActor *source, fixed_t strength); }; FState AMageStaffFX2::States[] = { #define S_MSTAFF_FX2_1 0 S_BRIGHT (MSP2, 'A', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+1]), S_BRIGHT (MSP2, 'B', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+2]), S_BRIGHT (MSP2, 'C', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1+3]), S_BRIGHT (MSP2, 'D', 2, A_MStaffTrack , &States[S_MSTAFF_FX2_1]), #define S_MSTAFF_FX2_X1 (S_MSTAFF_FX2_1+4) S_BRIGHT (MSP2, 'E', 4, A_BeAdditive , &States[S_MSTAFF_FX2_X1+1]), S_BRIGHT (MSP2, 'F', 5, A_Explode , &States[S_MSTAFF_FX2_X1+2]), S_BRIGHT (MSP2, 'G', 5, NULL , &States[S_MSTAFF_FX2_X1+3]), S_BRIGHT (MSP2, 'H', 5, NULL , &States[S_MSTAFF_FX2_X1+4]), S_BRIGHT (MSP2, 'I', 4, NULL , NULL), }; IMPLEMENT_ACTOR (AMageStaffFX2, Hexen, -1, 0) PROP_SpeedFixed (17) PROP_HeightFixed (8) PROP_Damage (4) PROP_DamageType (NAME_Fire) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE) PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE) PROP_SpawnState (S_MSTAFF_FX2_1) PROP_DeathState (S_MSTAFF_FX2_X1) PROP_DeathSound ("MageStaffExplode") END_DEFAULTS void AMageStaffFX2::GetExplodeParms (int &damage, int &dist, bool &hurtSource) { damage = 80; dist = 192; hurtSource = false; } 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::IsOkayToAttack (AActor *link) { if (((link->flags3&MF3_ISMONSTER) || link->player) && !(link->flags2&MF2_DORMANT)) { if (!(link->flags&MF_SHOOTABLE)) { return false; } if (multiplayer && !deathmatch && link->player && target->player) { return false; } if (link == target) { return false; } else if (P_CheckSight (this, link)) { AActor *master = target; angle = R_PointToAngle2 (master->x, master->y, link->x, link->y) - master->angle; angle >>= 24; if (angle>226 || angle<30) { return true; } } } return false; } bool AMageStaffFX2::SpecialBlastHandling (AActor *source, fixed_t strength) { // Reflect to originator tracer = target; target = source; return true; } //============================================================================ //============================================================================ // // 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 // //============================================================================ void A_MStaffAttack2 (AActor *actor) { angle_t angle; angle = actor->angle; MStaffSpawn2 (actor, angle); MStaffSpawn2 (actor, angle-ANGLE_1*5); MStaffSpawn2 (actor, angle+ANGLE_1*5); S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM); } //============================================================================ // // MStaffSpawn // //============================================================================ void MStaffSpawn (AActor *pmo, angle_t angle) { AActor *mo; mo = P_SpawnPlayerMissile (pmo, pmo->x, pmo->y, pmo->z+8*FRACUNIT, RUNTIME_CLASS(AMageStaffFX2), angle); if (mo) { mo->target = pmo; mo->tracer = linetarget; } } //============================================================================ // // A_MStaffAttack // //============================================================================ void A_MStaffAttack (AActor *actor) { angle_t angle; player_t *player; if (NULL == (player = actor->player)) { return; } AMWeapBloodscourge *weapon = static_cast (actor->player->ReadyWeapon); if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return; } angle = actor->angle; // [RH] Let's try and actually track what the player aimed at P_AimLineAttack (actor, angle, PLAYERMISSILERANGE, ANGLE_1*32); if (linetarget == NULL) { BlockCheckLine.x = actor->x; BlockCheckLine.y = actor->y; BlockCheckLine.dx = -finesine[angle >> ANGLETOFINESHIFT]; BlockCheckLine.dy = -finecosine[angle >> ANGLETOFINESHIFT]; linetarget = P_BlockmapSearch (actor, 10, FrontBlockCheck); } MStaffSpawn (actor, angle); MStaffSpawn (actor, angle-ANGLE_1*5); MStaffSpawn (actor, angle+ANGLE_1*5); S_Sound (actor, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM); weapon->MStaffCount = 3; } //============================================================================ // // A_MStaffPalette // //============================================================================ void A_MStaffPalette (AActor *actor) { if (actor->player != NULL) { AMWeapBloodscourge *weapon = static_cast (actor->player->ReadyWeapon); if (weapon != NULL && weapon->MStaffCount != 0) { weapon->MStaffCount--; } } } //============================================================================ // // A_MStaffTrack // //============================================================================ void A_MStaffTrack (AActor *actor) { if ((actor->tracer == 0) && (pr_mstafftrack()<50)) { actor->tracer = P_RoughMonsterSearch (actor, 10); } P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*10); } //============================================================================ // // A_DropBloodscourgePieces // //============================================================================ void A_DropBloodscourgePieces (AActor *actor) { static const PClass *pieces[3] = { RUNTIME_CLASS(AMWeaponPiece1), RUNTIME_CLASS(AMWeaponPiece2), RUNTIME_CLASS(AMWeaponPiece3) }; for (int i = 0, j = 0, fineang = 0; i < 3; ++i) { AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE); if (piece != NULL) { piece->momx = actor->momx + finecosine[fineang]; piece->momy = actor->momy + finesine[fineang]; piece->momz = actor->momz; piece->flags |= MF_DROPPED; fineang += FINEANGLES/3; j = (j == 0) ? (pr_bloodscourgedrop() & 1) + 1 : 3-j; } } } void AMageWeaponPiece::BeginPlay () { Super::BeginPlay (); FourthWeaponClass = RUNTIME_CLASS(AMWeapBloodscourge); } //============================================================================ // // FrontBlockCheck // // [RH] Like RoughBlockCheck, but it won't return anything behind a line. // //============================================================================ static AActor *FrontBlockCheck (AActor *mo, int index) { 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; }