/* #include "actor.h" #include "info.h" #include "m_random.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "statnums.h" #include "a_specialspot.h" #include "thingdef/thingdef.h" #include "doomstat.h" #include "g_level.h" */ static FRandom pr_brainscream ("BrainScream"); static FRandom pr_brainexplode ("BrainExplode"); static FRandom pr_spawnfly ("SpawnFly"); DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake) { // killough 3/26/98: only generates sound now S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE); } DEFINE_ACTION_FUNCTION(AActor, A_BrainPain) { S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE); } static void BrainishExplosion (fixed_t x, fixed_t y, fixed_t z) { AActor *boom = Spawn("Rocket", x, y, z, NO_REPLACE); if (boom != NULL) { boom->DeathSound = "misc/brainexplode"; boom->momz = pr_brainscream() << 9; const PClass *cls = PClass::FindClass("BossBrain"); if (cls != NULL) { FState *state = cls->ActorInfo->FindState(NAME_Brainexplode); if (state != NULL) boom->SetState (state); } boom->effects = 0; boom->Damage = 0; // disables collision detection which is not wanted here boom->tics -= pr_brainscream() & 7; if (boom->tics < 1) boom->tics = 1; } } DEFINE_ACTION_FUNCTION(AActor, A_BrainScream) { fixed_t x; for (x = self->x - 196*FRACUNIT; x < self->x + 320*FRACUNIT; x += 8*FRACUNIT) { BrainishExplosion (x, self->y - 320*FRACUNIT, 128 + (pr_brainscream() << (FRACBITS + 1))); } S_Sound (self, CHAN_VOICE, "brain/death", 1, ATTN_NONE); } DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode) { fixed_t x = self->x + pr_brainexplode.Random2()*2048; fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT; BrainishExplosion (x, self->y, z); } DEFINE_ACTION_FUNCTION(AActor, A_BrainDie) { // [RH] If noexit, then don't end the level. if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT)) return; G_ExitLevel (0, false); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit) { DSpotState *state = DSpotState::GetSpotState(); AActor *targ; AActor *spit; bool isdefault = false; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); // shoot a cube at current target targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain)); if (targ != NULL) { if (spawntype == NULL) { spawntype = PClass::FindClass("SpawnShot"); isdefault = true; } // spawn brain missile spit = P_SpawnMissile (self, targ, spawntype); if (spit != NULL) { spit->target = targ; spit->master = self; // [RH] Do this correctly for any trajectory. Doom would divide by 0 // if the target had the same y coordinate as the spitter. if ((spit->momx | spit->momy) == 0) { spit->reactiontime = 0; } else if (abs(spit->momy) > abs(spit->momx)) { spit->reactiontime = (targ->y - self->y) / spit->momy; } else { spit->reactiontime = (targ->x - self->x) / spit->momx; } // [GZ] Calculates when the projectile will have reached destination spit->reactiontime += level.maptime; } if (!isdefault) { S_Sound(self, CHAN_WEAPON, self->AttackSound, 1, ATTN_NONE); } else { // compatibility fallback S_Sound (self, CHAN_WEAPON, "brain/spit", 1, ATTN_NONE); } } } static void SpawnFly(AActor *self, const PClass *spawntype, FSoundID sound) { AActor *newmobj; AActor *fog; AActor *targ; int r; // [GZ] Should be more fiable than a countdown... if (self->reactiontime > level.maptime) return; // still flying targ = self->target; if (spawntype != NULL) { fog = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE); if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM); } FName SpawnName; if (self->master != NULL) { FDropItem *di; // di will be our drop item list iterator FDropItem *drop; // while drop stays as the reference point. int n=0; drop = di = GetDropItems(self->master->GetClass()); if (di != NULL) { while (di != NULL) { if (di->Name != NAME_None) { if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value. n += di->amount; // this is how we can weight the list. di = di->Next; } } di = drop; n = pr_spawnfly(n); while (n > 0) { if (di->Name != NAME_None) { n -= di->amount; // logically, none of the -1 values have survived by now. if (n > -1) di = di->Next; // If we get into the negatives, we've reached the end of the list. } } SpawnName = di->Name; } } if (SpawnName == NAME_None) { const char *type; // Randomly select monster to spawn. r = pr_spawnfly (); // Probability distribution (kind of :), // decreasing likelihood. if (r < 50) type = "DoomImp"; else if (r < 90) type = "Demon"; else if (r < 120) type = "Spectre"; else if (r < 130) type = "PainElemental"; else if (r < 160) type = "Cacodemon"; else if (r < 162) type = "Archvile"; else if (r < 172) type = "Revenant"; else if (r < 192) type = "Arachnotron"; else if (r < 222) type = "Fatso"; else if (r < 246) type = "HellKnight"; else type = "BaronOfHell"; SpawnName = type; } spawntype = PClass::FindClass(SpawnName); if (spawntype != NULL) { newmobj = Spawn (spawntype, targ->x, targ->y, targ->z, ALLOW_REPLACE); if (newmobj != NULL) { // Make the new monster hate what the boss eye hates AActor *eye = self->target; if (eye != NULL) { newmobj->CopyFriendliness (eye, false); } if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true)) newmobj->SetState (newmobj->SeeState); if (!(newmobj->ObjectFlags & OF_EuthanizeMe)) { // telefrag anything in this spot P_TeleportMove (newmobj, newmobj->x, newmobj->y, newmobj->z, true); } } } // remove self (i.e., cube). self->Destroy (); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly) { FSoundID sound; ACTION_PARAM_START(1); ACTION_PARAM_CLASS(spawntype, 0); if (spawntype != NULL) { sound = GetDefaultByType(spawntype)->SeeSound; } else { spawntype = PClass::FindClass ("SpawnFire"); sound = "brain/spawn"; } SpawnFly(self, spawntype, sound); } // travelling cube sound DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound) { S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE); SpawnFly(self, PClass::FindClass("SpawnFire"), "brain/spawn"); }