gzdoom/src/g_strife/a_alienspectres.cpp
Christoph Oelckers 371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00

201 lines
4.3 KiB
C++

/*
#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"
#include "vm.h"
#include "doomstat.h"
*/
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
static FRandom pr_spectrechunk ("212e4");
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10.), ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 15;
foo->Vel.X = (t - (pr_spectrechunk() & 7));
t = pr_spectrechunk() & 15;
foo->Vel.Y = (t - (pr_spectrechunk() & 7));
foo->Vel.Z = (pr_spectrechunk() & 15);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10.), ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 7;
foo->Vel.X = (t - (pr_spectrechunk() & 15));
t = pr_spectrechunk() & 7;
foo->Vel.Y = (t - (pr_spectrechunk() & 15));
foo->Vel.Z = (pr_spectrechunk() & 7);
}
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
{
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
AActor *foo = Spawn("SpectralLightningV2", self->PosPlusZ(32.), ALLOW_REPLACE);
foo->Vel.Z = -12;
foo->target = self;
foo->FriendPlayer = 0;
foo->tracer = self->target;
self->Angles.Yaw -= 90.;
for (int i = 0; i < 20; ++i)
{
self->Angles.Yaw += 9.;
P_SpawnSubMissile (self, PClass::FindActor("SpectralLightningBall2"), self);
}
self->Angles.Yaw -= 90.;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
{
PARAM_SELF_PROLOGUE(AActor);
AActor *player;
char voc[32];
int log;
int i;
A_Unblock(self, true); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath (self))
{
return 0;
}
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == NULL)
{
return 0;
}
switch (self->GetClass()->TypeName)
{
case NAME_AlienSpectre1:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, 1., 0., -1, 0, false);
log = 95;
break;
case NAME_AlienSpectre2:
C_MidPrint(SmallFont, GStrings("TXT_KILLED_BISHOP"));
log = 74;
player->GiveInventoryType (QuestItemClasses[20]);
break;
case NAME_AlienSpectre3:
{
C_MidPrint(SmallFont, GStrings("TXT_KILLED_ORACLE"));
// If there are any Oracles still alive, kill them.
TThinkerIterator<AActor> it(NAME_Oracle);
AActor *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 wield the power of the complete Sigil.
log = 85;
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8., 0, 0, 0);
break;
}
case NAME_AlienSpectre4:
C_MidPrint(SmallFont, 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;
}
break;
case NAME_AlienSpectre5:
C_MidPrint(SmallFont, 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<ASigil>();
if (sigil != NULL && sigil->NumPieces == 5)
{ // You wield the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, 1., 0., -1, 0, false);
break;
default:
return 0;
}
mysnprintf (voc, countof(voc), "svox/voc%d", log);
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
player->player->SetLogNumber (log);
return 0;
}