gzdoom/src/g_heretic/a_dsparil.cpp
Christoph Oelckers 1bd6ac028b - Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced
  most of the virtual PickupMessages with it and placed the code that
  reads the metadata into AInventory::PickupMessage. Now the
  PickupMessage method is truly virtual and I can do:
   Added a Health.LowMessage property to define double message items like
   Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
  method means that this item defeats all ammo checks in the game it might
  as well be defined as a CustomInventory item. At least this fixes the
  amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
  to use fuglyname as for DECORATE definitions. This allows to export
  the ammo definitions into DECORATE definitions without doing it for
  the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.



SVN r196 (trunk)
2006-06-17 20:29:41 +00:00

727 lines
22 KiB
C++

#include "actor.h"
#include "info.h"
#include "a_hereticglobal.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
static FRandom pr_s2fx1 ("S2FX1");
static FRandom pr_scrc1atk ("Srcr1Attack");
static FRandom pr_dst ("D'SparilTele");
static FRandom pr_s2d ("Srcr2Decide");
static FRandom pr_s2a ("Srcr2Attack");
static FRandom pr_bluespark ("BlueSpark");
void A_Sor1Chase (AActor *);
void A_Sor1Pain (AActor *);
void A_Srcr1Attack (AActor *);
void A_SorZap (AActor *);
void A_SorcererRise (AActor *);
void A_SorRise (AActor *);
void A_SorSightSnd (AActor *);
void A_Srcr2Decide (AActor *);
void A_Srcr2Attack (AActor *);
void A_Sor2DthInit (AActor *);
void A_SorDSph (AActor *);
void A_Sor2DthLoop (AActor *);
void A_SorDExp (AActor *);
void A_SorDBon (AActor *);
void A_BlueSpark (AActor *);
void A_GenWizard (AActor *);
// Boss spot ----------------------------------------------------------------
class ABossSpot : public AActor
{
DECLARE_STATELESS_ACTOR (ABossSpot, AActor)
public:
ABossSpot *NextSpot;
void Serialize (FArchive &arc);
void BeginPlay ();
};
void ABossSpot::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NextSpot;
}
IMPLEMENT_STATELESS_ACTOR (ABossSpot, Heretic, 56, 141)
PROP_RenderFlags (RF_INVISIBLE)
END_DEFAULTS
void ABossSpot::BeginPlay ()
{
Super::BeginPlay ();
NextSpot = NULL;
}
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
class ASorcerer1 : public AActor
{
DECLARE_ACTOR (ASorcerer1, AActor)
};
FState ASorcerer1::States[] =
{
#define S_SRCR1_LOOK 0
S_NORMAL (SRCR, 'A', 10, A_Look , &States[S_SRCR1_LOOK+1]),
S_NORMAL (SRCR, 'B', 10, A_Look , &States[S_SRCR1_LOOK+0]),
#define S_SRCR1_WALK (S_SRCR1_LOOK+2)
S_NORMAL (SRCR, 'A', 5, A_Sor1Chase , &States[S_SRCR1_WALK+1]),
S_NORMAL (SRCR, 'B', 5, A_Sor1Chase , &States[S_SRCR1_WALK+2]),
S_NORMAL (SRCR, 'C', 5, A_Sor1Chase , &States[S_SRCR1_WALK+3]),
S_NORMAL (SRCR, 'D', 5, A_Sor1Chase , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_PAIN (S_SRCR1_WALK+4)
S_NORMAL (SRCR, 'Q', 6, A_Sor1Pain , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_ATK (S_SRCR1_PAIN+1)
S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+1]),
S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+2]),
S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
S_NORMAL (SRCR, 'S', 10, A_FaceTarget , &States[S_SRCR1_ATK+4]),
S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+5]),
S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+6]),
S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_DIE (S_SRCR1_ATK+7)
S_NORMAL (SRCR, 'E', 7, NULL , &States[S_SRCR1_DIE+1]),
S_NORMAL (SRCR, 'F', 7, A_Scream , &States[S_SRCR1_DIE+2]),
S_NORMAL (SRCR, 'G', 7, NULL , &States[S_SRCR1_DIE+3]),
S_NORMAL (SRCR, 'H', 6, NULL , &States[S_SRCR1_DIE+4]),
S_NORMAL (SRCR, 'I', 6, NULL , &States[S_SRCR1_DIE+5]),
S_NORMAL (SRCR, 'J', 6, NULL , &States[S_SRCR1_DIE+6]),
S_NORMAL (SRCR, 'K', 6, NULL , &States[S_SRCR1_DIE+7]),
S_NORMAL (SRCR, 'L', 25, A_SorZap , &States[S_SRCR1_DIE+8]),
S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+9]),
S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+10]),
S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+11]),
S_NORMAL (SRCR, 'L', 20, A_SorZap , &States[S_SRCR1_DIE+12]),
S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+13]),
S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+14]),
S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+15]),
S_NORMAL (SRCR, 'L', 12, NULL , &States[S_SRCR1_DIE+16]),
S_NORMAL (SRCR, 'P', -1, A_SorcererRise , NULL)
};
IMPLEMENT_ACTOR (ASorcerer1, Heretic, 7, 142)
PROP_SpawnHealth (2000)
PROP_RadiusFixed (28)
PROP_HeightFixed (100)
PROP_Mass (800)
PROP_SpeedFixed (16)
PROP_PainChance (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG|MF3_NOTARGET)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_SRCR1_LOOK)
PROP_SeeState (S_SRCR1_WALK)
PROP_PainState (S_SRCR1_PAIN)
PROP_MissileState (S_SRCR1_ATK)
PROP_DeathState (S_SRCR1_DIE)
PROP_SeeSound ("dsparilserpent/sight")
PROP_AttackSound ("dsparilserpent/attack")
PROP_PainSound ("dsparilserpent/pain")
PROP_DeathSound ("dsparilserpent/death")
PROP_ActiveSound ("dsparilserpent/active")
PROP_Obituary("$OB_DSPARIL1")
PROP_HitObituary("$OB_DSPARIL1HIT")
END_DEFAULTS
// Sorcerer FX 1 ------------------------------------------------------------
class ASorcererFX1 : public AActor
{
DECLARE_ACTOR (ASorcererFX1, AActor)
};
FState ASorcererFX1::States[] =
{
#define S_SRCRFX1 0
S_BRIGHT (FX14, 'A', 6, NULL , &States[S_SRCRFX1+1]),
S_BRIGHT (FX14, 'B', 6, NULL , &States[S_SRCRFX1+2]),
S_BRIGHT (FX14, 'C', 6, NULL , &States[S_SRCRFX1+0]),
#define S_SRCRFXI1 (S_SRCRFX1+3)
S_BRIGHT (FX14, 'D', 5, NULL , &States[S_SRCRFXI1+1]),
S_BRIGHT (FX14, 'E', 5, NULL , &States[S_SRCRFXI1+2]),
S_BRIGHT (FX14, 'F', 5, NULL , &States[S_SRCRFXI1+3]),
S_BRIGHT (FX14, 'G', 5, NULL , &States[S_SRCRFXI1+4]),
S_BRIGHT (FX14, 'H', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcererFX1, Heretic, -1, 144)
PROP_RadiusFixed (10)
PROP_HeightFixed (10)
PROP_SpeedFixed (20)
PROP_Damage (10)
PROP_DamageType (MOD_FIRE)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SRCRFX1)
PROP_DeathState (S_SRCRFXI1)
END_DEFAULTS
AT_SPEED_SET (SorcererFX1, speed)
{
SimpleSpeedSetter (ASorcererFX1, 20*FRACUNIT, 28*FRACUNIT, speed);
}
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
FState ASorcerer2::States[] =
{
#define S_SOR2_LOOK 0
S_NORMAL (SOR2, 'M', 10, A_Look , &States[S_SOR2_LOOK+1]),
S_NORMAL (SOR2, 'N', 10, A_Look , &States[S_SOR2_LOOK+0]),
#define S_SOR2_WALK (S_SOR2_LOOK+2)
S_NORMAL (SOR2, 'M', 4, A_Chase , &States[S_SOR2_WALK+1]),
S_NORMAL (SOR2, 'N', 4, A_Chase , &States[S_SOR2_WALK+2]),
S_NORMAL (SOR2, 'O', 4, A_Chase , &States[S_SOR2_WALK+3]),
S_NORMAL (SOR2, 'P', 4, A_Chase , &States[S_SOR2_WALK+0]),
#define S_SOR2_RISE (S_SOR2_WALK+4)
S_NORMAL (SOR2, 'A', 4, NULL , &States[S_SOR2_RISE+1]),
S_NORMAL (SOR2, 'B', 4, NULL , &States[S_SOR2_RISE+2]),
S_NORMAL (SOR2, 'C', 4, A_SorRise , &States[S_SOR2_RISE+3]),
S_NORMAL (SOR2, 'D', 4, NULL , &States[S_SOR2_RISE+4]),
S_NORMAL (SOR2, 'E', 4, NULL , &States[S_SOR2_RISE+5]),
S_NORMAL (SOR2, 'F', 4, NULL , &States[S_SOR2_RISE+6]),
S_NORMAL (SOR2, 'G', 12, A_SorSightSnd , &States[S_SOR2_WALK+0]),
#define S_SOR2_PAIN (S_SOR2_RISE+7)
S_NORMAL (SOR2, 'Q', 3, NULL , &States[S_SOR2_PAIN+1]),
S_NORMAL (SOR2, 'Q', 6, A_Pain , &States[S_SOR2_WALK+0]),
#define S_SOR2_ATK (S_SOR2_PAIN+2)
S_NORMAL (SOR2, 'R', 9, A_Srcr2Decide , &States[S_SOR2_ATK+1]),
S_NORMAL (SOR2, 'S', 9, A_FaceTarget , &States[S_SOR2_ATK+2]),
S_NORMAL (SOR2, 'T', 20, A_Srcr2Attack , &States[S_SOR2_WALK+0]),
#define S_SOR2_TELE (S_SOR2_ATK+3)
S_NORMAL (SOR2, 'L', 6, NULL , &States[S_SOR2_TELE+1]),
S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2_TELE+2]),
S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2_TELE+3]),
S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2_TELE+4]),
S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2_TELE+5]),
S_NORMAL (SOR2, 'G', 6, NULL , &States[S_SOR2_WALK+0]),
#define S_SOR2_DIE (S_SOR2_TELE+6)
S_NORMAL (SDTH, 'A', 8, A_Sor2DthInit , &States[S_SOR2_DIE+1]),
S_NORMAL (SDTH, 'B', 8, NULL , &States[S_SOR2_DIE+2]),
S_NORMAL (SDTH, 'C', 8, A_SorDSph , &States[S_SOR2_DIE+3]),
S_NORMAL (SDTH, 'D', 7, NULL , &States[S_SOR2_DIE+4]),
S_NORMAL (SDTH, 'E', 7, NULL , &States[S_SOR2_DIE+5]),
S_NORMAL (SDTH, 'F', 7, A_Sor2DthLoop , &States[S_SOR2_DIE+6]),
S_NORMAL (SDTH, 'G', 6, A_SorDExp , &States[S_SOR2_DIE+7]),
S_NORMAL (SDTH, 'H', 6, NULL , &States[S_SOR2_DIE+8]),
S_NORMAL (SDTH, 'I', 18, NULL , &States[S_SOR2_DIE+9]),
S_NORMAL (SDTH, 'J', 6, A_NoBlocking , &States[S_SOR2_DIE+10]),
S_NORMAL (SDTH, 'K', 6, A_SorDBon , &States[S_SOR2_DIE+11]),
S_NORMAL (SDTH, 'L', 6, NULL , &States[S_SOR2_DIE+12]),
S_NORMAL (SDTH, 'M', 6, NULL , &States[S_SOR2_DIE+13]),
S_NORMAL (SDTH, 'N', 6, NULL , &States[S_SOR2_DIE+14]),
S_NORMAL (SDTH, 'O', -1, A_BossDeath , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2, Heretic, -1, 143)
PROP_SpawnHealth (3500)
PROP_RadiusFixed (16)
PROP_HeightFixed (70)
PROP_Mass (300)
PROP_SpeedFixed (14)
PROP_PainChance (32)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_FULLVOLACTIVE|MF3_NORADIUSDMG|MF3_NOTARGET)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_SOR2_LOOK)
PROP_SeeState (S_SOR2_WALK)
PROP_PainState (S_SOR2_PAIN)
PROP_MissileState (S_SOR2_ATK)
PROP_DeathState (S_SOR2_DIE)
PROP_SeeSound ("dsparil/sight")
PROP_AttackSound ("dsparil/attack")
PROP_PainSound ("dsparil/pain")
PROP_ActiveSound ("dsparil/active")
PROP_Obituary("$OB_DSPARIL2")
PROP_HitObituary("$OB_DSPARIL2HIT")
END_DEFAULTS
void ASorcerer2::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NumBossSpots << FirstBossSpot;
}
void ASorcerer2::BeginPlay ()
{
TThinkerIterator<ABossSpot> iterator;
ABossSpot *spot;
Super::BeginPlay ();
NumBossSpots = 0;
spot = iterator.Next ();
FirstBossSpot = static_cast<ABossSpot *> (spot);
while (spot)
{
NumBossSpots++;
spot->NextSpot = iterator.Next ();
spot = spot->NextSpot;
}
}
// Sorcerer 2 FX 1 ----------------------------------------------------------
class ASorcerer2FX1 : public AActor
{
DECLARE_ACTOR (ASorcerer2FX1, AActor)
public:
void GetExplodeParms (int &damage, int &distance, bool &hurtSource);
};
FState ASorcerer2FX1::States[] =
{
#define S_SOR2FX1 0
S_BRIGHT (FX16, 'A', 3, A_BlueSpark , &States[S_SOR2FX1+1]),
S_BRIGHT (FX16, 'B', 3, A_BlueSpark , &States[S_SOR2FX1+2]),
S_BRIGHT (FX16, 'C', 3, A_BlueSpark , &States[S_SOR2FX1+0]),
#define S_SOR2FXI1 (S_SOR2FX1+3)
S_BRIGHT (FX16, 'G', 5, A_Explode , &States[S_SOR2FXI1+1]),
S_BRIGHT (FX16, 'H', 5, NULL , &States[S_SOR2FXI1+2]),
S_BRIGHT (FX16, 'I', 5, NULL , &States[S_SOR2FXI1+3]),
S_BRIGHT (FX16, 'J', 5, NULL , &States[S_SOR2FXI1+4]),
S_BRIGHT (FX16, 'K', 5, NULL , &States[S_SOR2FXI1+5]),
S_BRIGHT (FX16, 'L', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FX1, Heretic, -1, 145)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (20)
PROP_Damage (1)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FX1)
PROP_DeathState (S_SOR2FXI1)
END_DEFAULTS
AT_SPEED_SET (Sorcerer2FX1, speed)
{
SimpleSpeedSetter (ASorcerer2FX1, 20*FRACUNIT, 28*FRACUNIT, speed);
}
void ASorcerer2FX1::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
{
damage = 80 + (pr_s2fx1() & 31);
}
// Sorcerer 2 FX Spark ------------------------------------------------------
class ASorcerer2FXSpark : public AActor
{
DECLARE_ACTOR (ASorcerer2FXSpark, AActor)
};
FState ASorcerer2FXSpark::States[] =
{
#define S_SOR2FXSPARK 0
S_BRIGHT (FX16, 'D', 12, NULL , &States[S_SOR2FXSPARK+1]),
S_BRIGHT (FX16, 'E', 12, NULL , &States[S_SOR2FXSPARK+2]),
S_BRIGHT (FX16, 'F', 12, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FXSpark, Heretic, -1, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FXSPARK)
END_DEFAULTS
// Sorcerer 2 FX 2 ----------------------------------------------------------
class ASorcerer2FX2 : public AActor
{
DECLARE_ACTOR (ASorcerer2FX2, AActor)
};
FState ASorcerer2FX2::States[] =
{
#define S_SOR2FX2 0
S_BRIGHT (FX11, 'A', 35, NULL , &States[S_SOR2FX2+1]),
S_BRIGHT (FX11, 'A', 5, A_GenWizard , &States[S_SOR2FX2+2]),
S_BRIGHT (FX11, 'B', 5, NULL , &States[S_SOR2FX2+1]),
#define S_SOR2FXI2 (S_SOR2FX2+3)
S_BRIGHT (FX11, 'C', 5, NULL , &States[S_SOR2FXI2+1]),
S_BRIGHT (FX11, 'D', 5, NULL , &States[S_SOR2FXI2+2]),
S_BRIGHT (FX11, 'E', 5, NULL , &States[S_SOR2FXI2+3]),
S_BRIGHT (FX11, 'F', 5, NULL , &States[S_SOR2FXI2+4]),
S_BRIGHT (FX11, 'G', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FX2, Heretic, -1, 146)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (6)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FX2)
PROP_DeathState (S_SOR2FXI2)
END_DEFAULTS
// Sorcerer 2 Telefade ------------------------------------------------------
class ASorcerer2Telefade : public AActor
{
DECLARE_ACTOR (ASorcerer2Telefade, AActor)
};
FState ASorcerer2Telefade::States[] =
{
#define S_SOR2TELEFADE 0
S_NORMAL (SOR2, 'G', 8, NULL , &States[S_SOR2TELEFADE+1]),
S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2TELEFADE+2]),
S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2TELEFADE+3]),
S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2TELEFADE+4]),
S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2TELEFADE+5]),
S_NORMAL (SOR2, 'L', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2Telefade, Heretic, -1, 0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_SpawnState (S_SOR2TELEFADE)
END_DEFAULTS
//----------------------------------------------------------------------------
//
// PROC A_Sor1Pain
//
//----------------------------------------------------------------------------
void A_Sor1Pain (AActor *actor)
{
actor->special1 = 20; // Number of steps to walk fast
A_Pain (actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Sor1Chase
//
//----------------------------------------------------------------------------
void A_Sor1Chase (AActor *actor)
{
if (actor->special1)
{
actor->special1--;
actor->tics -= 3;
}
A_Chase(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr1Attack
//
// Sorcerer demon attack.
//
//----------------------------------------------------------------------------
void A_Srcr1Attack (AActor *actor)
{
AActor *mo;
fixed_t momz;
angle_t angle;
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange ())
{
int damage = pr_scrc1atk.HitDice (8);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
if (actor->health > (actor->GetDefault()->health/3)*2)
{ // Spit one fireball
P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
}
else
{ // Spit three fireballs
mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
if (mo != NULL)
{
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz);
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz);
}
if (actor->health < actor->GetDefault()->health/3)
{ // Maybe attack again
if (actor->special1)
{ // Just attacked, so don't attack again
actor->special1 = 0;
}
else
{ // Set state to attack again
actor->special1 = 1;
actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]);
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_SorcererRise
//
//----------------------------------------------------------------------------
void A_SorcererRise (AActor *actor)
{
AActor *mo;
actor->flags &= ~MF_SOLID;
mo = Spawn<ASorcerer2> (actor->x, actor->y, actor->z);
mo->SetState (&ASorcerer2::States[S_SOR2_RISE]);
mo->angle = actor->angle;
mo->CopyFriendliness (actor, true);
}
//----------------------------------------------------------------------------
//
// PROC P_DSparilTeleport
//
//----------------------------------------------------------------------------
void P_DSparilTeleport (AActor *actor)
{
int i;
fixed_t prevX;
fixed_t prevY;
fixed_t prevZ;
AActor *mo;
ASorcerer2 *self = static_cast<ASorcerer2 *> (actor);
ABossSpot *spot;
ABossSpot *initial;
if (!self->NumBossSpots)
{ // No spots
return;
}
i = pr_dst () % self->NumBossSpots;
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
while (i-- > 0)
{
spot = spot->NextSpot;
}
initial = spot;
while (P_AproxDistance (actor->x - spot->x, actor->y - spot->y) < 128*FRACUNIT)
{
spot = spot->NextSpot;
if (spot == NULL)
{
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
}
if (spot == initial)
{
// [RH] Don't inifinite loop if no spots further than 128*FRACUNIT
return;
}
}
prevX = actor->x;
prevY = actor->y;
prevZ = actor->z;
if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
{
mo = Spawn<ASorcerer2Telefade> (prevX, prevY, prevZ);
S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->SetState (&ASorcerer2::States[S_SOR2_TELE]);
S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->z = actor->floorz;
actor->angle = spot->angle;
actor->momx = actor->momy = actor->momz = 0;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Decide
//
//----------------------------------------------------------------------------
void A_Srcr2Decide (AActor *actor)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = actor->health / (actor->GetDefault()->health/8);
if (chanceindex >= countof(chance))
{
chanceindex = countof(chance) - 1;
}
if (pr_s2d() < chance[chanceindex])
{
P_DSparilTeleport (actor);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Attack
//
//----------------------------------------------------------------------------
void A_Srcr2Attack (AActor *actor)
{
int chance;
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NONE);
if (actor->CheckMeleeRange())
{
int damage = pr_s2a.HitDice (20);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
chance = actor->health < actor->GetDefault()->health/2 ? 96 : 48;
if (pr_s2a() < chance)
{ // Wizard spawners
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
actor->angle-ANG45, FRACUNIT/2);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
actor->angle+ANG45, FRACUNIT/2);
}
else
{ // Blue bolt
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASorcerer2FX1));
}
}
//----------------------------------------------------------------------------
//
// PROC A_BlueSpark
//
//----------------------------------------------------------------------------
void A_BlueSpark (AActor *actor)
{
int i;
AActor *mo;
for (i = 0; i < 2; i++)
{
mo = Spawn<ASorcerer2FXSpark> (actor->x, actor->y, actor->z);
mo->momx = pr_bluespark.Random2() << 9;
mo->momy = pr_bluespark.Random2() << 9;
mo->momz = FRACUNIT + (pr_bluespark()<<8);
}
}
//----------------------------------------------------------------------------
//
// PROC A_GenWizard
//
//----------------------------------------------------------------------------
void A_GenWizard (AActor *actor)
{
AActor *mo;
mo = Spawn<AWizard> (actor->x, actor->y, actor->z - GetDefault<AWizard>()->height/2);
if (mo != NULL)
{
if (!P_TestMobjLocation (mo))
{ // Didn't fit
mo->Destroy ();
level.total_monsters--;
}
else
{ // [RH] Make the new wizards inherit D'Sparil's target
mo->CopyFriendliness (actor->target, true);
actor->momx = actor->momy = actor->momz = 0;
actor->SetState (actor->DeathState);
actor->flags &= ~MF_MISSILE;
mo->master = actor->target;
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
Spawn<ATeleportFog> (actor->x, actor->y, actor->z);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthInit
//
//----------------------------------------------------------------------------
void A_Sor2DthInit (AActor *actor)
{
actor->special1 = 7; // Animation loop counter
P_Massacre (); // Kill monsters early
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthLoop
//
//----------------------------------------------------------------------------
void A_Sor2DthLoop (AActor *actor)
{
if (--actor->special1)
{ // Need to loop
actor->SetState (&ASorcerer2::States[S_SOR2_DIE+3]);
}
}
//----------------------------------------------------------------------------
//
// D'Sparil Sound Routines
//
//----------------------------------------------------------------------------
void A_SorZap (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/zap", 1, ATTN_NONE);}
void A_SorRise (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/rise", 1, ATTN_NONE);}
void A_SorDSph (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/scream", 1, ATTN_NONE);}
void A_SorDExp (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/explode", 1, ATTN_NONE);}
void A_SorDBon (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/bones", 1, ATTN_NONE);}
void A_SorSightSnd (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/sight", 1, ATTN_NONE);}