/* #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 ------------------------------------------------ class AHeresiarch : public AActor { DECLARE_CLASS (AHeresiarch, AActor) public: const PClass *StopBall; void Serialize (FArchive &arc); void Die (AActor *source, AActor *inflictor, int dmgflags); }; IMPLEMENT_CLASS (AHeresiarch) void AHeresiarch::Serialize (FArchive &arc) { Super::Serialize (arc); 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(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 (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) && (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 (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; }