qzdoom-gpl/src/g_heretic/a_dsparil.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

303 lines
7.7 KiB
C++

/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_action.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_sharedglobal.h"
#include "gstrings.h"
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
static FRandom pr_s2fx1 ("S2FX1");
static FRandom pr_scrc1atk ("Srcr1Attack");
static FRandom pr_dst ("D'SparilTele");
static FRandom pr_s2d ("Srcr2Decide");
static FRandom pr_s2a ("Srcr2Attack");
static FRandom pr_bluespark ("BlueSpark");
//----------------------------------------------------------------------------
//
// PROC A_Sor1Pain
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Pain)
{
self->special1 = 20; // Number of steps to walk fast
CALL_ACTION(A_Pain, self);
}
//----------------------------------------------------------------------------
//
// PROC A_Sor1Chase
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Chase)
{
if (self->special1)
{
self->special1--;
self->tics -= 3;
}
A_Chase(self);
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr1Attack
//
// Sorcerer demon attack.
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
{
AActor *mo;
fixed_t velz;
angle_t angle;
if (!self->target)
{
return;
}
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
if (self->CheckMeleeRange ())
{
int damage = pr_scrc1atk.HitDice (8);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
const PClass *fx = PClass::FindClass("SorcererFX1");
if (self->health > (self->GetDefault()->health/3)*2)
{ // Spit one fireball
P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx );
}
else
{ // Spit three fireballs
mo = P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx);
if (mo != NULL)
{
velz = mo->velz;
angle = mo->angle;
P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz);
P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz);
}
if (self->health < self->GetDefault()->health/3)
{ // Maybe attack again
if (self->special1)
{ // Just attacked, so don't attack again
self->special1 = 0;
}
else
{ // Set state to attack again
self->special1 = 1;
self->SetState (self->FindState("Missile2"));
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_SorcererRise
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_SorcererRise)
{
AActor *mo;
self->flags &= ~MF_SOLID;
mo = Spawn("Sorcerer2", self->x, self->y, self->z, ALLOW_REPLACE);
mo->SetState (mo->FindState("Rise"));
mo->angle = self->angle;
mo->CopyFriendliness (self, true);
}
//----------------------------------------------------------------------------
//
// PROC P_DSparilTeleport
//
//----------------------------------------------------------------------------
void P_DSparilTeleport (AActor *actor)
{
fixed_t prevX;
fixed_t prevY;
fixed_t prevZ;
AActor *mo;
AActor *spot;
DSpotState *state = DSpotState::GetSpotState();
if (state == NULL) return;
spot = state->GetSpotWithMinDistance(PClass::FindClass("BossSpot"), actor->x, actor->y, 128*FRACUNIT);
if (spot == NULL) return;
prevX = actor->x;
prevY = actor->y;
prevZ = actor->z;
if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
{
mo = Spawn("Sorcerer2Telefade", prevX, prevY, prevZ, ALLOW_REPLACE);
S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->SetState (actor->FindState("Teleport"));
S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->z = actor->floorz;
actor->angle = spot->angle;
actor->velx = actor->vely = actor->velz = 0;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Decide
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = self->health / (self->GetDefault()->health/8);
if (chanceindex >= countof(chance))
{
chanceindex = countof(chance) - 1;
}
if (pr_s2d() < chance[chanceindex])
{
P_DSparilTeleport (self);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Attack
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
{
int chance;
if (!self->target)
{
return;
}
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NONE);
if (self->CheckMeleeRange())
{
int damage = pr_s2a.HitDice (20);
P_DamageMobj (self->target, self, self, damage, NAME_Melee);
P_TraceBleed (damage, self->target, self);
return;
}
chance = self->health < self->GetDefault()->health/2 ? 96 : 48;
if (pr_s2a() < chance)
{ // Wizard spawners
const PClass *fx = PClass::FindClass("Sorcerer2FX2");
if (fx)
{
P_SpawnMissileAngle (self, fx, self->angle-ANG45, FRACUNIT/2);
P_SpawnMissileAngle (self, fx, self->angle+ANG45, FRACUNIT/2);
}
}
else
{ // Blue bolt
P_SpawnMissile (self, self->target, PClass::FindClass("Sorcerer2FX1"));
}
}
//----------------------------------------------------------------------------
//
// PROC A_BlueSpark
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark)
{
int i;
AActor *mo;
for (i = 0; i < 2; i++)
{
mo = Spawn("Sorcerer2FXSpark", self->x, self->y, self->z, ALLOW_REPLACE);
mo->velx = pr_bluespark.Random2() << 9;
mo->vely = pr_bluespark.Random2() << 9;
mo->velz = FRACUNIT + (pr_bluespark()<<8);
}
}
//----------------------------------------------------------------------------
//
// PROC A_GenWizard
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
{
AActor *mo;
mo = Spawn("Wizard", self->x, self->y, self->z, ALLOW_REPLACE);
if (mo != NULL)
{
mo->z -= mo->GetDefault()->height/2;
if (!P_TestMobjLocation (mo))
{ // Didn't fit
mo->Destroy ();
level.total_monsters--;
}
else
{ // [RH] Make the new wizards inherit D'Sparil's target
mo->CopyFriendliness (self->target, true);
self->velx = self->vely = self->velz = 0;
self->SetState (self->FindState(NAME_Death));
self->flags &= ~MF_MISSILE;
mo->master = self->target;
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
Spawn<ATeleportFog> (self->x, self->y, self->z, ALLOW_REPLACE);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthInit
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthInit)
{
self->special1 = 7; // Animation loop counter
P_Massacre (); // Kill monsters early
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthLoop
//
//----------------------------------------------------------------------------
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthLoop)
{
if (--self->special1)
{ // Need to loop
self->SetState (self->FindState("DeathLoop"));
}
}