/* #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) { PARAM_ACTION_PROLOGUE; // killough 3/26/98: only generates sound now S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_BrainPain) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE); return 0; } 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->velz = pr_brainscream() << 9; PClassActor *cls = PClass::FindActor("BossBrain"); if (cls != NULL) { FState *state = cls->FindState(NAME_Brainexplode); if (state != NULL) boom->SetState (state); } boom->effects = 0; boom->Damage = NULL; // 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) { PARAM_ACTION_PROLOGUE; 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); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode) { PARAM_ACTION_PROLOGUE; fixed_t x = self->X() + pr_brainexplode.Random2()*2048; fixed_t z = 128 + pr_brainexplode()*2*FRACUNIT; BrainishExplosion (x, self->Y(), z); return 0; } DEFINE_ACTION_FUNCTION(AActor, A_BrainDie) { PARAM_ACTION_PROLOGUE; // [RH] If noexit, then don't end the level. if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT)) return 0; // New dmflag: Kill all boss spawned monsters before ending the level. if (dmflags2 & DF2_KILLBOSSMONST) { int count; // Repeat until we have no more boss-spawned monsters. do // (e.g. Pain Elementals can spawn more to kill upon death.) { TThinkerIterator it; AActor *mo; count = 0; while ((mo = it.Next())) { if (mo->health > 0 && mo->flags4 & MF4_BOSSSPAWNED) { P_DamageMobj(mo, self, self, mo->health, NAME_None, DMG_NO_ARMOR|DMG_FORCED|DMG_THRUSTLESS|DMG_NO_FACTOR); count++; } } } while (count != 0); } G_ExitLevel (0, false); return 0; } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; } DSpotState *state = DSpotState::GetSpotState(); AActor *targ; AActor *spit; bool isdefault = false; // shoot a cube at current target targ = state->GetNextInList(PClass::FindClass("BossTarget"), G_SkillProperty(SKILLP_EasyBossBrain)); if (targ != NULL) { if (spawntype == NULL) { spawntype = PClass::FindActor("SpawnShot"); isdefault = true; } // spawn brain missile spit = P_SpawnMissile (self, targ, spawntype); if (spit != NULL) { // Boss cubes should move freely to their destination so it's // probably best to disable all collision detection for them. if (spit->flags & MF_NOCLIP) spit->flags5 |= MF5_NOINTERACTION; 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->velx | spit->vely) == 0) { spit->special2 = 0; } else if (abs(spit->vely) > abs(spit->velx)) { spit->special2 = (targ->Y() - self->Y()) / spit->vely; } else { spit->special2 = (targ->X() - self->X()) / spit->velx; } // [GZ] Calculates when the projectile will have reached destination spit->special2 += level.maptime; spit->flags6 |= MF6_BOSSCUBE; } 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); } } return 0; } static void SpawnFly(AActor *self, PClassActor *spawntype, FSoundID sound) { AActor *newmobj; AActor *fog; AActor *eye = self->master; // The eye is the spawnshot's master, not the target! AActor *targ = self->target; // Unlike other projectiles, the target is the intended destination. int r; // [GZ] Should be more viable than a countdown... if (self->special2 != 0) { if (self->special2 > level.maptime) return; // still flying } else { if (self->reactiontime == 0 || --self->reactiontime != 0) return; // still flying } if (spawntype != NULL) { fog = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE); if (fog != NULL) S_Sound (fog, CHAN_BODY, sound, 1, ATTN_NORM); } FName SpawnName; DDropItem *di; // di will be our drop item list iterator DDropItem *drop; // while drop stays as the reference point. int n = 0; // First see if this cube has its own actor list drop = self->GetDropItems(); // If not, then default back to its master's list if (drop == NULL && eye != NULL) drop = eye->GetDropItems(); if (drop != NULL) { for (di = drop; di != NULL; di = di->Next) { 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 = 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 ((di->Next != NULL) && (n >= 0)) { di = di->Next; } else { n = -1; } } SpawnName = di->Name; } if (SpawnName == NAME_None) { // Randomly select monster to spawn. r = pr_spawnfly (); // Probability distribution (kind of :), // decreasing likelihood. if (r < 50) SpawnName = "DoomImp"; else if (r < 90) SpawnName = "Demon"; else if (r < 120) SpawnName = "Spectre"; else if (r < 130) SpawnName = "PainElemental"; else if (r < 160) SpawnName = "Cacodemon"; else if (r < 162) SpawnName = "Archvile"; else if (r < 172) SpawnName = "Revenant"; else if (r < 192) SpawnName = "Arachnotron"; else if (r < 222) SpawnName = "Fatso"; else if (r < 246) SpawnName = "HellKnight"; else SpawnName = "BaronOfHell"; } spawntype = PClass::FindActor(SpawnName); if (spawntype != NULL) { newmobj = Spawn (spawntype, targ->Pos(), ALLOW_REPLACE); if (newmobj != NULL) { // Make the new monster hate what the boss eye hates if (eye != NULL) { newmobj->CopyFriendliness (eye, false); } // Make it act as if it was around when the player first made noise // (if the player has made noise). newmobj->LastHeard = newmobj->Sector->SoundTarget; if (newmobj->SeeState != NULL && P_LookForPlayers (newmobj, true, NULL)) { newmobj->SetState (newmobj->SeeState); } if (!(newmobj->ObjectFlags & OF_EuthanizeMe)) { // telefrag anything in this spot P_TeleportMove (newmobj, newmobj->Pos(), true); } newmobj->flags4 |= MF4_BOSSSPAWNED; } } // remove self (i.e., cube). self->Destroy (); } DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly) { PARAM_ACTION_PROLOGUE; PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; } FSoundID sound; if (spawntype != NULL) { sound = GetDefaultByType(spawntype)->SeeSound; } else { spawntype = PClass::FindActor("SpawnFire"); sound = "brain/spawn"; } SpawnFly(self, spawntype, sound); return 0; } // travelling cube sound DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE); SpawnFly(self, PClass::FindActor("SpawnFire"), "brain/spawn"); return 0; }