qzdoom-gpl/src/g_hexen/a_heresiarch.cpp

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/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "i_system.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
//============================================================================
//
// Sorcerer stuff
//
// Sorcerer Variables
// special1 Angle of ball 1 (all others relative to that)
// StopBall which ball to stop at in stop mode (MT_???)
// args[0] Defense time
// args[1] Number of full rotations since stopping mode
// args[2] Target orbit speed for acceleration/deceleration
// args[3] Movement mode (see SORC_ macros)
// args[4] Current ball orbit speed
// Sorcerer Ball Variables
// special1 Previous angle of ball (for woosh)
// special2 Countdown of rapid fire (FX4)
//============================================================================
#define SORCBALL_INITIAL_SPEED 7
#define SORCBALL_TERMINAL_SPEED 25
#define SORCBALL_SPEED_ROTATIONS 5
#define SORC_DEFENSE_TIME 255
#define SORC_DEFENSE_HEIGHT 45
#define BOUNCE_TIME_UNIT (35/2)
#define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds
#define SORCFX4_SPREAD_ANGLE 20
#define SORC_DECELERATE 0
#define SORC_ACCELERATE 1
#define SORC_STOPPING 2
#define SORC_FIRESPELL 3
#define SORC_STOPPED 4
#define SORC_NORMAL 5
#define SORC_FIRING_SPELL 6
#define BALL1_ANGLEOFFSET 0
#define BALL2_ANGLEOFFSET (ANGLE_MAX/3)
#define BALL3_ANGLEOFFSET ((ANGLE_MAX/3)*2)
void A_SlowBalls (AActor *actor);
void A_StopBalls (AActor *actor);
void A_AccelBalls (AActor *actor);
void A_DecelBalls (AActor *actor);
void A_SorcOffense2 (AActor *actor);
void A_DoBounceCheck (AActor *actor, const char *sound);
static FRandom pr_heresiarch ("Heresiarch");
// The Heresiarch him/itself ------------------------------------------------
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class AHeresiarch : public AActor
{
DECLARE_CLASS (AHeresiarch, AActor)
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public:
const PClass *StopBall;
void Serialize (FArchive &arc);
void Die (AActor *source, AActor *inflictor, int dmgflags);
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};
IMPLEMENT_CLASS (AHeresiarch)
void AHeresiarch::Serialize (FArchive &arc)
{
Super::Serialize (arc);
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
arc << StopBall;
}
void AHeresiarch::Die (AActor *source, AActor *inflictor, int dmgflags)
{
// The heresiarch just executes a script instead of a special upon death
int script = special;
special = 0;
Super::Die (source, inflictor, dmgflags);
if (script != 0)
{
P_StartScript (this, NULL, script, level.MapName, NULL, 0, 0);
}
}
// Base class for the balls flying around the Heresiarch's head -------------
class ASorcBall : public AActor
{
DECLARE_CLASS (ASorcBall, AActor)
public:
virtual void DoFireSpell ();
virtual void SorcUpdateBallAngle ();
virtual void CastSorcererSpell ();
angle_t AngleOffset;
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << AngleOffset;
}
bool SpecialBlastHandling (AActor *source, fixed_t strength)
{ // don't blast sorcerer balls
return false;
}
};
IMPLEMENT_CLASS (ASorcBall)
// First ball (purple) - fires projectiles ----------------------------------
class ASorcBall1 : public ASorcBall
{
DECLARE_CLASS (ASorcBall1, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL1_ANGLEOFFSET;
}
virtual void DoFireSpell ();
virtual void SorcUpdateBallAngle ();
virtual void CastSorcererSpell ();
};
IMPLEMENT_CLASS (ASorcBall1)
// Second ball (blue) - generates the shield --------------------------------
class ASorcBall2 : public ASorcBall
{
DECLARE_CLASS (ASorcBall2, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL2_ANGLEOFFSET;
}
virtual void CastSorcererSpell ();
};
IMPLEMENT_CLASS (ASorcBall2)
// Third ball (green) - summons Bishops -------------------------------------
class ASorcBall3 : public ASorcBall
{
DECLARE_CLASS (ASorcBall3, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL3_ANGLEOFFSET;
}
virtual void CastSorcererSpell ();
};
IMPLEMENT_CLASS (ASorcBall3)
// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
/*
class ASorcFX1 : public AActor
{
DECLARE_CLASS (ASorcFX1, AActor)
public:
bool FloorBounceMissile (secplane_t &plane)
{
fixed_t orgvelz = velz;
if (!Super::FloorBounceMissile (plane))
{
velz = -orgvelz; // no energy absorbed
return false;
}
return true;
}
};
IMPLEMENT_CLASS (ASorcFX1)
*/
//============================================================================
//
// SorcBall::DoFireSpell
//
//============================================================================
void ASorcBall::DoFireSpell ()
{
CastSorcererSpell ();
target->args[3] = SORC_STOPPED;
}
//============================================================================
//
// SorcBall1::DoFireSpell
//
//============================================================================
void ASorcBall1::DoFireSpell ()
{
if (pr_heresiarch() < 200)
{
S_Sound (target, CHAN_VOICE, "SorcererSpellCast", 1, ATTN_NONE);
special2 = SORCFX4_RAPIDFIRE_TIME;
args[4] = 128;
target->args[3] = SORC_FIRING_SPELL;
}
else
{
Super::DoFireSpell ();
}
}
//============================================================================
//
// A_SorcSpinBalls
//
// Spawn spinning balls above head - actor is sorcerer
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
fixed_t z;
self->SpawnState += 2; // [RH] Don't spawn balls again
A_SlowBalls(self);
self->args[0] = 0; // Currently no defense
self->args[3] = SORC_NORMAL;
self->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
self->special1 = ANGLE_1;
z = self->z - self->floorclip + self->height;
mo = Spawn("SorcBall1", self->x, self->y, z, NO_REPLACE);
if (mo)
{
mo->target = self;
mo->special2 = SORCFX4_RAPIDFIRE_TIME;
}
mo = Spawn("SorcBall2", self->x, self->y, z, NO_REPLACE);
if (mo) mo->target = self;
mo = Spawn("SorcBall3", self->x, self->y, z, NO_REPLACE);
if (mo) mo->target = self;
return 0;
}
//============================================================================
//
// A_SorcBallOrbit
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
{
PARAM_ACTION_PROLOGUE;
// [RH] If no parent, then die instead of crashing
if (self->target == NULL)
{
self->SetState (self->FindState(NAME_Pain));
return 0;
}
ASorcBall *actor;
int x,y;
angle_t angle, baseangle;
int mode = self->target->args[3];
AHeresiarch *parent = barrier_cast<AHeresiarch *>(self->target);
int dist = parent->radius - (self->radius<<1);
angle_t prevangle = self->special1;
if (!self->IsKindOf (RUNTIME_CLASS(ASorcBall)))
{
I_Error ("Corrupted sorcerer:\nTried to use a %s", self->GetClass()->TypeName.GetChars());
}
actor = static_cast<ASorcBall *> (self);
if (actor->target->health <= 0)
{
actor->SetState (actor->FindState(NAME_Pain));
return 0;
}
baseangle = (angle_t)parent->special1;
angle = baseangle + actor->AngleOffset;
actor->angle = angle;
angle >>= ANGLETOFINESHIFT;
switch (mode)
{
case SORC_NORMAL: // Balls rotating normally
actor->SorcUpdateBallAngle ();
break;
case SORC_DECELERATE: // Balls decelerating
A_DecelBalls(actor);
actor->SorcUpdateBallAngle ();
break;
case SORC_ACCELERATE: // Balls accelerating
A_AccelBalls(actor);
actor->SorcUpdateBallAngle ();
break;
case SORC_STOPPING: // Balls stopping
if ((parent->StopBall == actor->GetClass()) &&
(parent->args[1] > SORCBALL_SPEED_ROTATIONS) &&
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(absangle(angle - (parent->angle>>ANGLETOFINESHIFT)) < (30<<5)))
{
// Can stop now
actor->target->args[3] = SORC_FIRESPELL;
actor->target->args[4] = 0;
// Set angle so self angle == sorcerer angle
parent->special1 = (int)(parent->angle - actor->AngleOffset);
}
else
{
actor->SorcUpdateBallAngle ();
}
break;
case SORC_FIRESPELL: // Casting spell
if (parent->StopBall == actor->GetClass())
{
// Put sorcerer into special throw spell anim
if (parent->health > 0)
parent->SetState (parent->FindState("Attack1"));
actor->DoFireSpell ();
}
break;
case SORC_FIRING_SPELL:
if (parent->StopBall == actor->GetClass())
{
if (actor->special2-- <= 0)
{
// Done rapid firing
parent->args[3] = SORC_STOPPED;
// Back to orbit balls
if (parent->health > 0)
parent->SetState (parent->FindState("Attack2"));
}
else
{
// Do rapid fire spell
A_SorcOffense2(actor);
}
}
break;
case SORC_STOPPED: // Balls stopped
default:
break;
}
if ((angle < prevangle) && (parent->args[4]==SORCBALL_TERMINAL_SPEED))
{
parent->args[1]++; // Bump rotation counter
// Completed full rotation - make woosh sound
S_Sound (actor, CHAN_BODY, "SorcererBallWoosh", 1, ATTN_NORM);
}
actor->special1 = angle; // Set previous angle
x = parent->x + FixedMul(dist, finecosine[angle]);
y = parent->y + FixedMul(dist, finesine[angle]);
actor->SetOrigin (x, y, parent->z - parent->floorclip + parent->height);
actor->floorz = parent->floorz;
actor->ceilingz = parent->ceilingz;
return 0;
}
//============================================================================
//
// A_SpeedBalls
//
// Set balls to speed mode - self is sorcerer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpeedBalls)
{
PARAM_ACTION_PROLOGUE;
self->args[3] = SORC_ACCELERATE; // speed mode
self->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
return 0;
}
//============================================================================
//
// A_SlowBalls
//
// Set balls to slow mode - actor is sorcerer
//
//============================================================================
void A_SlowBalls(AActor *actor)
{
actor->args[3] = SORC_DECELERATE; // slow mode
actor->args[2] = SORCBALL_INITIAL_SPEED; // target speed
}
//============================================================================
//
// A_StopBalls
//
// Instant stop when rotation gets to ball in special2
// self is sorcerer
//
//============================================================================
void A_StopBalls(AActor *scary)
{
AHeresiarch *actor = static_cast<AHeresiarch *> (scary);
int chance = pr_heresiarch();
actor->args[3] = SORC_STOPPING; // stopping mode
actor->args[1] = 0; // Reset rotation counter
if ((actor->args[0] <= 0) && (chance < 200))
{
actor->StopBall = RUNTIME_CLASS(ASorcBall2); // Blue
}
else if((actor->health < (actor->SpawnHealth() >> 1)) &&
(chance < 200))
{
actor->StopBall = RUNTIME_CLASS(ASorcBall3); // Green
}
else
{
actor->StopBall = RUNTIME_CLASS(ASorcBall1); // Yellow
}
}
//============================================================================
//
// A_AccelBalls
//
// Increase ball orbit speed - actor is ball
//
//============================================================================
void A_AccelBalls(AActor *actor)
{
AActor *sorc = actor->target;
if (sorc->args[4] < sorc->args[2])
{
sorc->args[4]++;
}
else
{
sorc->args[3] = SORC_NORMAL;
if (sorc->args[4] >= SORCBALL_TERMINAL_SPEED)
{
// Reached terminal velocity - stop balls
A_StopBalls(sorc);
}
}
}
//============================================================================
//
// A_DecelBalls
//
// Decrease ball orbit speed - actor is ball
//
//============================================================================
void A_DecelBalls(AActor *actor)
{
AActor *sorc = actor->target;
if (sorc->args[4] > sorc->args[2])
{
sorc->args[4]--;
}
else
{
sorc->args[3] = SORC_NORMAL;
}
}
//============================================================================
//
// ASorcBall1::SorcUpdateBallAngle
//
// Update angle if first ball
//============================================================================
void ASorcBall1::SorcUpdateBallAngle ()
{
target->special1 += ANGLE_1*target->args[4];
}
//============================================================================
//
// ASorcBall::SorcUpdateBallAngle
//
//============================================================================
void ASorcBall::SorcUpdateBallAngle ()
{
}
//============================================================================
//
// ASorcBall::CastSorcererSpell
//
// Make noise and change the parent sorcerer's animation
//
//============================================================================
void ASorcBall::CastSorcererSpell ()
{
S_Sound (target, CHAN_VOICE, "SorcererSpellCast", 1, ATTN_NONE);
// Put sorcerer into throw spell animation
if (target->health > 0)
target->SetState (target->FindState("Attack2"));
}
//============================================================================
//
// ASorcBall2::CastSorcererSpell
//
// Defensive
//
//============================================================================
void ASorcBall2::CastSorcererSpell ()
{
Super::CastSorcererSpell ();
AActor *parent = target;
AActor *mo;
fixed_t z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
mo = Spawn("SorcFX2", x, y, z, ALLOW_REPLACE);
parent->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
parent->args[0] = SORC_DEFENSE_TIME;
if (mo) mo->target = parent;
}
//============================================================================
//
// ASorcBall3::CastSorcererSpell
//
// Reinforcements
//
//============================================================================
void ASorcBall3::CastSorcererSpell ()
{
Super::CastSorcererSpell ();
AActor *mo;
angle_t ang1, ang2;
AActor *parent = target;
ang1 = angle - ANGLE_45;
ang2 = angle + ANGLE_45;
PClassActor *cls = PClass::FindActor("SorcFX3");
if (health < (SpawnHealth()/3))
{ // Spawn 2 at a time
mo = P_SpawnMissileAngle(parent, cls, ang1, 4*FRACUNIT);
if (mo) mo->target = parent;
mo = P_SpawnMissileAngle(parent, cls, ang2, 4*FRACUNIT);
if (mo) mo->target = parent;
}
else
{
if (pr_heresiarch() < 128)
ang1 = ang2;
mo = P_SpawnMissileAngle(parent, cls, ang1, 4*FRACUNIT);
if (mo) mo->target = parent;
}
}
/*
void A_SpawnReinforcements(AActor *actor)
{
AActor *parent = actor->target;
AActor *mo;
angle_t ang;
ang = ANGLE_1 * P_Random();
mo = P_SpawnMissileAngle(actor, MT_SORCFX3, ang, 5*FRACUNIT);
if (mo) mo->target = parent;
}
*/
//============================================================================
//
// SorcBall1::CastSorcererSpell
//
// Offensive
//
//============================================================================
void ASorcBall1::CastSorcererSpell ()
{
Super::CastSorcererSpell ();
AActor *mo;
angle_t ang1, ang2;
AActor *parent = target;
ang1 = angle + ANGLE_1*70;
ang2 = angle - ANGLE_1*70;
PClassActor *cls = PClass::FindActor("SorcFX1");
mo = P_SpawnMissileAngle (parent, cls, ang1, 0);
if (mo)
{
mo->target = parent;
mo->tracer = parent->target;
mo->args[4] = BOUNCE_TIME_UNIT;
mo->args[3] = 15; // Bounce time in seconds
}
mo = P_SpawnMissileAngle (parent, cls, ang2, 0);
if (mo)
{
mo->target = parent;
mo->tracer = parent->target;
mo->args[4] = BOUNCE_TIME_UNIT;
mo->args[3] = 15; // Bounce time in seconds
}
}
//============================================================================
//
// A_SorcOffense2
//
// Actor is ball
//
//============================================================================
void A_SorcOffense2(AActor *actor)
{
angle_t ang1;
AActor *mo;
int delta, index;
AActor *parent = actor->target;
AActor *dest = parent->target;
int dist;
// [RH] If no enemy, then don't try to shoot.
if (dest == NULL)
{
return;
}
index = actor->args[4] << 5;
actor->args[4] = (actor->args[4] + 15) & 255;
delta = (finesine[index])*SORCFX4_SPREAD_ANGLE;
delta = (delta>>FRACBITS)*ANGLE_1;
ang1 = actor->angle + delta;
mo = P_SpawnMissileAngle(parent, PClass::FindActor("SorcFX4"), ang1, 0);
if (mo)
{
mo->special2 = 35*5/2; // 5 seconds
dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y);
dist = dist/mo->Speed;
if(dist < 1) dist = 1;
mo->velz = (dest->z - mo->z) / dist;
}
}
//============================================================================
//
// A_SorcBossAttack
//
// Resume ball spinning
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
{
PARAM_ACTION_PROLOGUE;
self->args[3] = SORC_ACCELERATE;
self->args[2] = SORCBALL_INITIAL_SPEED;
return 0;
}
//============================================================================
//
// A_SpawnFizzle
//
// spell cast magic fizzle
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
{
PARAM_ACTION_PROLOGUE;
fixed_t x,y,z;
fixed_t dist = 5*FRACUNIT;
angle_t angle = self->angle >> ANGLETOFINESHIFT;
fixed_t speed = self->Speed;
angle_t rangle;
AActor *mo;
int ix;
x = self->x + FixedMul(dist,finecosine[angle]);
y = self->y + FixedMul(dist,finesine[angle]);
z = self->z - self->floorclip + (self->height>>1);
for (ix=0; ix<5; ix++)
{
mo = Spawn("SorcSpark1", x, y, z, ALLOW_REPLACE);
if (mo)
{
rangle = angle + ((pr_heresiarch()%5) << 1);
mo->velx = FixedMul(pr_heresiarch()%speed, finecosine[rangle]);
mo->vely = FixedMul(pr_heresiarch()%speed, finesine[rangle]);
mo->velz = FRACUNIT*2;
}
}
return 0;
}
//============================================================================
//
// A_SorcFX1Seek
//
// Yellow spell - offense
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek)
{
PARAM_ACTION_PROLOGUE;
A_DoBounceCheck (self, "SorcererHeadScream");
P_SeekerMissile (self,ANGLE_1*2,ANGLE_1*6);
return 0;
}
//============================================================================
//
// A_SorcFX2Split
//
// Blue spell - defense
//
//============================================================================
//
// FX2 Variables
// special1 current angle
// special2
// args[0] 0 = CW, 1 = CCW
// args[1]
//============================================================================
// Split ball in two
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
mo = Spawn(self->GetClass(), self->x, self->y, self->z, NO_REPLACE);
if (mo)
{
mo->target = self->target;
mo->args[0] = 0; // CW
mo->special1 = self->angle; // Set angle
mo->SetState (mo->FindState("Orbit"));
}
mo = Spawn(self->GetClass(), self->x, self->y, self->z, NO_REPLACE);
if (mo)
{
mo->target = self->target;
mo->args[0] = 1; // CCW
mo->special1 = self->angle; // Set angle
mo->SetState (mo->FindState("Orbit"));
}
self->Destroy ();
return 0;
}
//============================================================================
//
// A_SorcFX2Orbit
//
// Orbit FX2 about sorcerer
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
{
PARAM_ACTION_PROLOGUE;
angle_t angle;
fixed_t x,y,z;
AActor *parent = self->target;
// [RH] If no parent, then disappear
if (parent == NULL)
{
self->Destroy();
return 0;
}
fixed_t dist = parent->radius;
if ((parent->health <= 0) || // Sorcerer is dead
(!parent->args[0])) // Time expired
{
self->SetState (self->FindState(NAME_Death));
parent->args[0] = 0;
parent->flags2 &= ~MF2_REFLECTIVE;
parent->flags2 &= ~MF2_INVULNERABLE;
}
if (self->args[0] && (parent->args[0]-- <= 0)) // Time expired
{
self->SetState (self->FindState(NAME_Death));
parent->args[0] = 0;
parent->flags2 &= ~MF2_REFLECTIVE;
}
// Move to new position based on angle
if (self->args[0]) // Counter clock-wise
{
self->special1 += ANGLE_1*10;
angle = ((angle_t)self->special1) >> ANGLETOFINESHIFT;
x = parent->x + FixedMul(dist, finecosine[angle]);
y = parent->y + FixedMul(dist, finesine[angle]);
z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
z += FixedMul(15*FRACUNIT,finecosine[angle]);
// Spawn trailer
Spawn("SorcFX2T1", x, y, z, ALLOW_REPLACE);
}
else // Clock wise
{
self->special1 -= ANGLE_1*10;
angle = ((angle_t)self->special1) >> ANGLETOFINESHIFT;
x = parent->x + FixedMul(dist, finecosine[angle]);
y = parent->y + FixedMul(dist, finesine[angle]);
z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
z += FixedMul(20*FRACUNIT,finesine[angle]);
// Spawn trailer
Spawn("SorcFX2T1", x, y, z, ALLOW_REPLACE);
}
self->SetOrigin (x, y, z);
self->floorz = parent->floorz;
self->ceilingz = parent->ceilingz;
return 0;
}
//============================================================================
//
// A_SpawnBishop
//
// Green spell - spawn bishops
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
{
PARAM_ACTION_PROLOGUE;
AActor *mo;
mo = Spawn("Bishop", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo)
{
if (!P_TestMobjLocation(mo))
{
mo->ClearCounters();
mo->Destroy ();
}
else if (self->target != NULL)
{ // [RH] Make the new bishops inherit the Heriarch's target
mo->CopyFriendliness (self->target, true);
mo->master = self->target;
}
}
self->Destroy ();
return 0;
}
//============================================================================
//
// A_SorcererBishopEntry
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
{
PARAM_ACTION_PROLOGUE;
Spawn("SorcFX3Explosion", self->x, self->y, self->z, ALLOW_REPLACE);
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
return 0;
}
//============================================================================
//
// A_SorcFX4Check
//
// FX4 - rapid fire balls
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check)
{
PARAM_ACTION_PROLOGUE;
if (self->special2-- <= 0)
{
self->SetState (self->FindState(NAME_Death));
}
return 0;
}
//============================================================================
//
// A_SorcBallPop
//
// Ball death - bounce away in a random direction
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop)
{
PARAM_ACTION_PROLOGUE;
S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
self->flags &= ~MF_NOGRAVITY;
self->gravity = FRACUNIT/8;
self->velx = ((pr_heresiarch()%10)-5) << FRACBITS;
self->vely = ((pr_heresiarch()%10)-5) << FRACBITS;
self->velz = (2+(pr_heresiarch()%3)) << FRACBITS;
self->special2 = 4*FRACUNIT; // Initial bounce factor
self->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit
self->args[3] = 5; // Bounce time in seconds
return 0;
}
//============================================================================
//
// A_DoBounceCheck
//
//============================================================================
void A_DoBounceCheck (AActor *self, const char *sound)
{
if (self->args[4]-- <= 0)
{
if (self->args[3]-- <= 0)
{
self->SetState (self->FindState(NAME_Death));
S_Sound (self, CHAN_BODY, sound, 1, ATTN_NONE);
}
else
{
self->args[4] = BOUNCE_TIME_UNIT;
}
}
}
//============================================================================
//
// A_BounceCheck
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BounceCheck)
{
PARAM_ACTION_PROLOGUE;
A_DoBounceCheck (self, "SorcererBigBallExplode");
return 0;
}