mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-07 21:41:07 +00:00
bc63b70d88
Conflicts: src/actor.h src/fragglescript/t_func.cpp src/g_doom/a_bossbrain.cpp src/g_doom/a_revenant.cpp src/g_heretic/a_hereticartifacts.cpp src/g_heretic/a_hereticweaps.cpp src/g_heretic/a_knight.cpp src/g_hexen/a_bishop.cpp src/g_hexen/a_clericholy.cpp src/g_hexen/a_dragon.cpp src/g_hexen/a_firedemon.cpp src/g_hexen/a_flechette.cpp src/g_hexen/a_heresiarch.cpp src/g_hexen/a_hexenspecialdecs.cpp src/g_hexen/a_iceguy.cpp src/g_hexen/a_korax.cpp src/g_hexen/a_magelightning.cpp src/g_hexen/a_serpent.cpp src/g_hexen/a_spike.cpp src/g_hexen/a_wraith.cpp src/g_raven/a_minotaur.cpp src/g_shared/a_bridge.cpp src/g_shared/a_pickups.cpp src/g_shared/a_randomspawner.cpp src/g_strife/a_alienspectres.cpp src/g_strife/a_crusader.cpp src/g_strife/a_entityboss.cpp src/g_strife/a_inquisitor.cpp src/g_strife/a_loremaster.cpp src/g_strife/a_programmer.cpp src/g_strife/a_sentinel.cpp src/g_strife/a_spectral.cpp src/g_strife/a_strifestuff.cpp src/g_strife/a_strifeweapons.cpp src/g_strife/a_thingstoblowup.cpp src/p_local.h src/r_utility.cpp
264 lines
6.5 KiB
C++
264 lines
6.5 KiB
C++
/*
|
|
#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 ()
|
|
{
|
|
if (paletteflash & PF_HEXENWEAPONS)
|
|
{
|
|
if (MStaffCount == 3)
|
|
return PalEntry(128, 100, 73, 0);
|
|
else if (MStaffCount == 2)
|
|
return PalEntry(128, 125, 92, 0);
|
|
else if (MStaffCount == 1)
|
|
return PalEntry(128, 150, 110, 0);
|
|
else
|
|
return PalEntry(0, 0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
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)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
angle_t angle;
|
|
player_t *player;
|
|
AActor *linetarget;
|
|
|
|
if (NULL == (player = self->player))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (self->player->ReadyWeapon);
|
|
if (weapon != NULL)
|
|
{
|
|
if (!weapon->DepleteAmmo (weapon->bAltFire))
|
|
return 0;
|
|
}
|
|
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;
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffPalette
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_MStaffPalette)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->player != NULL)
|
|
{
|
|
AMWeapBloodscourge *weapon = static_cast<AMWeapBloodscourge *> (self->player->ReadyWeapon);
|
|
if (weapon != NULL && weapon->MStaffCount != 0)
|
|
{
|
|
weapon->MStaffCount--;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_MStaffTrack
|
|
//
|
|
//============================================================================
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if ((self->tracer == 0) && (pr_mstafftrack()<50))
|
|
{
|
|
self->tracer = P_RoughMonsterSearch (self, 10, true);
|
|
}
|
|
P_SeekerMissile (self, ANGLE_1*2, ANGLE_1*10);
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->target == NULL)
|
|
{
|
|
return 0;
|
|
}
|
|
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);
|
|
return 0;
|
|
}
|