//=========================================================================== // Korax Variables // tracer last teleport destination // special2 set if "below half" script not yet run // // Korax Scripts (reserved) // 249 Tell scripts that we are below half health // 250-254 Control scripts (254 is only used when less than half health) // 255 Death script // // Korax TIDs (reserved) // 245 Reserved for Korax himself // 248 Initial teleport destination // 249 Teleport destination // 250-254 For use in respective control scripts // 255 For use in death script (spawn spots) //=========================================================================== /* #include "actor.h" #include "info.h" #include "p_local.h" #include "p_spec.h" #include "s_sound.h" #include "a_action.h" #include "m_random.h" #include "i_system.h" #include "thingdef/thingdef.h" #include "g_level.h" */ const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds const int KORAX_COMMAND_HEIGHT = 120; const int KORAX_COMMAND_OFFSET = 27; const int KORAX_TID = 245; const int KORAX_FIRST_TELEPORT_TID = 248; const int KORAX_TELEPORT_TID = 249; const int KORAX_DELTAANGLE = 85*ANGLE_1; const int KORAX_ARM_EXTENSION_SHORT = 40; const int KORAX_ARM_EXTENSION_LONG = 55; const int KORAX_ARM1_HEIGHT = 108*FRACUNIT; const int KORAX_ARM2_HEIGHT = 82*FRACUNIT; const int KORAX_ARM3_HEIGHT = 54*FRACUNIT; const int KORAX_ARM4_HEIGHT = 104*FRACUNIT; const int KORAX_ARM5_HEIGHT = 86*FRACUNIT; const int KORAX_ARM6_HEIGHT = 53*FRACUNIT; const int KORAX_BOLT_HEIGHT = 48*FRACUNIT; const int KORAX_BOLT_LIFETIME = 3; static FRandom pr_koraxchase ("KoraxChase"); static FRandom pr_kspiritinit ("KSpiritInit"); static FRandom pr_koraxdecide ("KoraxDecide"); static FRandom pr_koraxmissile ("KoraxMissile"); static FRandom pr_koraxcommand ("KoraxCommand"); static FRandom pr_kspiritweave ("KSpiritWeave"); static FRandom pr_kspiritseek ("KSpiritSeek"); static FRandom pr_kspiritroam ("KSpiritRoam"); static FRandom pr_kmissile ("SKoraxMissile"); void A_KoraxChase (AActor *); void A_KoraxStep (AActor *); void A_KoraxStep2 (AActor *); void A_KoraxDecide (AActor *); void A_KoraxBonePop (AActor *); void A_KoraxMissile (AActor *); void A_KoraxCommand (AActor *); void A_KSpiritRoam (AActor *); void A_KBolt (AActor *); void A_KBoltRaise (AActor *); void KoraxFire (AActor *actor, const PClass *type, int arm); void KSpiritInit (AActor *spirit, AActor *korax); AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PClass *type); extern void SpawnSpiritTail (AActor *spirit); //============================================================================ // // A_KoraxChase // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase) { AActor *spot; if ((!self->special2) && (self->health <= (self->SpawnHealth()/2))) { FActorIterator iterator (KORAX_FIRST_TELEPORT_TID); spot = iterator.Next (); if (spot != NULL) { P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false); } P_StartScript (self, NULL, 249, NULL, NULL, 0, 0); self->special2 = 1; // Don't run again return; } if (!self->target) return; if (pr_koraxchase()<30) { self->SetState (self->MissileState); } else if (pr_koraxchase()<30) { S_Sound (self, CHAN_VOICE, "KoraxActive", 1, ATTN_NONE); } // Teleport away if (self->health < (self->SpawnHealth()>>1)) { if (pr_koraxchase()<10) { FActorIterator iterator (KORAX_TELEPORT_TID); if (self->tracer != NULL) { // Find the previous teleport destination do { spot = iterator.Next (); } while (spot != NULL && spot != self->tracer); } // Go to the next teleport destination spot = iterator.Next (); self->tracer = spot; if (spot) { P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false); } } } } //============================================================================ // // A_KoraxBonePop // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KoraxBonePop) { AActor *mo; int i; // Spawn 6 spirits equalangularly for (i = 0; i < 6; ++i) { mo = P_SpawnMissileAngle (self, PClass::FindClass("KoraxSpirit"), ANGLE_60*i, 5*FRACUNIT); if (mo) KSpiritInit (mo, self); } P_StartScript (self, NULL, 255, NULL, NULL, 0, 0); // Death script } //============================================================================ // // KSpiritInit // //============================================================================ void KSpiritInit (AActor *spirit, AActor *korax) { spirit->health = KORAX_SPIRIT_LIFETIME; spirit->tracer = korax; // Swarm around korax spirit->special2 = FINEANGLES/2 + pr_kspiritinit(8 << BOBTOFINESHIFT); // Float bob index spirit->args[0] = 10; // initial turn value spirit->args[1] = 0; // initial look angle // Spawn a tail for spirit SpawnSpiritTail (spirit); } //============================================================================ // // A_KoraxDecide // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KoraxDecide) { if (pr_koraxdecide()<220) { self->SetState (self->FindState("Attack")); } else { self->SetState (self->FindState("Command")); } } //============================================================================ // // A_KoraxMissile // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile) { static const struct { const char *type, *sound; } choices[6] = { { "WraithFX1", "WraithMissileFire" }, { "Demon1FX1", "DemonMissileFire" }, { "Demon2FX1", "DemonMissileFire" }, { "FireDemonMissile", "FireDemonAttack" }, { "CentaurFX", "CentaurLeaderAttack" }, { "SerpentFX", "CentaurLeaderAttack" } }; int type = pr_koraxmissile()%6; int i; const PClass *info; S_Sound (self, CHAN_VOICE, "KoraxAttack", 1, ATTN_NORM); info = PClass::FindClass (choices[type].type); if (info == NULL) { I_Error ("Unknown Korax missile: %s\n", choices[type].type); } // Fire all 6 missiles at once S_Sound (self, CHAN_WEAPON, choices[type].sound, 1, ATTN_NONE); for (i = 0; i < 6; ++i) { KoraxFire (self, info, i); } } //============================================================================ // // A_KoraxCommand // // Call action code scripts (250-254) // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand) { fixed_t x,y,z; angle_t ang; int numcommands; S_Sound (self, CHAN_VOICE, "KoraxCommand", 1, ATTN_NORM); // Shoot stream of lightning to ceiling ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT; x = self->x + KORAX_COMMAND_OFFSET * finecosine[ang]; y = self->y + KORAX_COMMAND_OFFSET * finesine[ang]; z = self->z + KORAX_COMMAND_HEIGHT*FRACUNIT; Spawn("KoraxBolt", x, y, z, ALLOW_REPLACE); if (self->health <= (self->SpawnHealth() >> 1)) { numcommands = 5; } else { numcommands = 4; } P_StartScript (self, NULL, 250+(pr_koraxcommand()%numcommands), NULL, NULL, 0, 0); } //============================================================================ // // KoraxFire // // Arm projectiles // arm positions numbered: // 1 top left // 2 middle left // 3 lower left // 4 top right // 5 middle right // 6 lower right // //============================================================================ void KoraxFire (AActor *actor, const PClass *type, int arm) { static const int extension[6] = { KORAX_ARM_EXTENSION_SHORT, KORAX_ARM_EXTENSION_LONG, KORAX_ARM_EXTENSION_LONG, KORAX_ARM_EXTENSION_SHORT, KORAX_ARM_EXTENSION_LONG, KORAX_ARM_EXTENSION_LONG }; static const fixed_t armheight[6] = { KORAX_ARM1_HEIGHT, KORAX_ARM2_HEIGHT, KORAX_ARM3_HEIGHT, KORAX_ARM4_HEIGHT, KORAX_ARM5_HEIGHT, KORAX_ARM6_HEIGHT }; angle_t ang; fixed_t x,y,z; ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE)) >> ANGLETOFINESHIFT; x = actor->x + extension[arm] * finecosine[ang]; y = actor->y + extension[arm] * finesine[ang]; z = actor->z - actor->floorclip + armheight[arm]; P_SpawnKoraxMissile (x, y, z, actor, actor->target, type); } //============================================================================ // // A_KSpiritWeave // [BL] Was identical to CHolyWeave so lets just use that // //============================================================================ void CHolyWeave (AActor *actor, FRandom &pr_random); //============================================================================ // // A_KSpiritSeeker // //============================================================================ void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax) { int dir; int dist; angle_t delta; angle_t angle; AActor *target; fixed_t newZ; fixed_t deltaZ; target = actor->tracer; if (target == NULL) { return; } dir = P_FaceMobj (actor, target, &delta); if (delta > thresh) { delta >>= 1; if(delta > turnMax) { delta = turnMax; } } if(dir) { // Turn clockwise actor->angle += delta; } else { // Turn counter clockwise actor->angle -= delta; } angle = actor->angle>>ANGLETOFINESHIFT; actor->velx = FixedMul (actor->Speed, finecosine[angle]); actor->vely = FixedMul (actor->Speed, finesine[angle]); if (!(level.time&15) || actor->z > target->z+(target->GetDefault()->height) || actor->z+actor->height < target->z) { newZ = target->z+((pr_kspiritseek()*target->GetDefault()->height)>>8); deltaZ = newZ-actor->z; if (abs(deltaZ) > 15*FRACUNIT) { if(deltaZ > 0) { deltaZ = 15*FRACUNIT; } else { deltaZ = -15*FRACUNIT; } } dist = P_AproxDistance (target->x-actor->x, target->y-actor->y); dist = dist/actor->Speed; if (dist < 1) { dist = 1; } actor->velz = deltaZ/dist; } return; } //============================================================================ // // A_KSpiritRoam // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam) { if (self->health-- <= 0) { S_Sound (self, CHAN_VOICE, "SpiritDie", 1, ATTN_NORM); self->SetState (self->FindState("Death")); } else { if (self->tracer) { A_KSpiritSeeker (self, self->args[0]*ANGLE_1, self->args[0]*ANGLE_1*2); } CHolyWeave(self, pr_kspiritweave); if (pr_kspiritroam()<50) { S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE); } } } //============================================================================ // // A_KBolt // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KBolt) { // Countdown lifetime if (self->special1-- <= 0) { self->Destroy (); } } //============================================================================ // // A_KBoltRaise // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_KBoltRaise) { AActor *mo; fixed_t z; // Spawn a child upward z = self->z + KORAX_BOLT_HEIGHT; if ((z + KORAX_BOLT_HEIGHT) < self->ceilingz) { mo = Spawn("KoraxBolt", self->x, self->y, z, ALLOW_REPLACE); if (mo) { mo->special1 = KORAX_BOLT_LIFETIME; } } else { // Maybe cap it off here } } //============================================================================ // // P_SpawnKoraxMissile // //============================================================================ AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z, AActor *source, AActor *dest, const PClass *type) { AActor *th; angle_t an; int dist; z -= source->floorclip; th = Spawn (type, x, y, z, ALLOW_REPLACE); th->target = source; // Originator an = R_PointToAngle2(x, y, dest->x, dest->y); if (dest->flags & MF_SHADOW) { // Invisible target an += pr_kmissile.Random2()<<21; } th->angle = an; an >>= ANGLETOFINESHIFT; th->velx = FixedMul (th->Speed, finecosine[an]); th->vely = FixedMul (th->Speed, finesine[an]); dist = P_AproxDistance (dest->x - x, dest->y - y); dist = dist/th->Speed; if (dist < 1) { dist = 1; } th->velz = (dest->z-z+(30*FRACUNIT))/dist; return (P_CheckMissileSpawn(th, source->radius) ? th : NULL); }