qzdoom-gpl/src/g_strife/a_alienspectres.cpp
Randy Heit fb50df2c63 About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.

- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
  FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
  This is so that I can use a series of mysnprintf() calls and advance the
  pointer for each one. Once the pointer goes beyond the end of the buffer,
  the count will go negative, but since it's an unsigned type it will be
  seen as excessively huge instead. This should not be a problem, as there's
  no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
  buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
  FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
  name when given a Hexen map number. This was fine with the old scanner
  code, but only a happy coincidence prevents it from crashing with the new
  code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
  binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
  is probably broken until I get around to booting into Linux again. Niceties
  provided over the existing Makefiles they're replacing:
  * All command-line builds can use the same build system, rather than having
    a separate one for MinGW and another for Linux.
  * Microsoft's NMake tool is supported as a target.
  * Progress meters.
  * Parallel makes work from a fresh checkout without needing to be primed
    first with a single-threaded make.
  * Porting to other architectures should be simplified, whenever that day
    comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
  itself instead of generating an external makefile to do it, since I couldn't
  figure out how to generate a makefile with an external tool and include it
  with a CMake-generated makefile. Where makewad used a master list of files
  to generate the package file, zipdir just zips the entire contents of one or
  more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
  formatting can be entirely independant of the CRT.

SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00

583 lines
18 KiB
C++

#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
#include "c_console.h"
#include "gstrings.h"
static FRandom pr_spectrespawn ("AlienSpectreSpawn");
static FRandom pr_spectrechunk ("212e4");
void A_SentinelBob (AActor *);
void A_SpectreMelee (AActor *);
void A_SpotLightning (AActor *);
void A_SpectreChunkSmall (AActor *);
void A_SpectreChunkLarge (AActor *);
void A_Spectre2Attack (AActor *);
void A_Spectre4Attack (AActor *);
void A_Spectre5Attack (AActor *);
void A_Spectre3Attack (AActor *);
void A_AlienSpectreDeath (AActor *);
void A_AlertMonsters (AActor *);
void A_Tracer2 (AActor *);
AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target);
// Alien Spectre 1 -----------------------------------------------------------
FState AAlienSpectre1::States[] =
{
#define S_ALIEN_STND 0 // 796
S_NORMAL (ALN1, 'A', 10, A_Look, &States[S_ALIEN_STND+1]),
S_NORMAL (ALN1, 'B', 10, A_SentinelBob, &States[S_ALIEN_STND]),
#define S_ALIEN_CHASE (S_ALIEN_STND+2) // 798
S_BRIGHT (ALN1, 'A', 4, A_Chase, &States[S_ALIEN_CHASE+1]),
S_BRIGHT (ALN1, 'B', 4, A_Chase, &States[S_ALIEN_CHASE+2]),
S_BRIGHT (ALN1, 'C', 4, A_SentinelBob, &States[S_ALIEN_CHASE+3]),
S_BRIGHT (ALN1, 'D', 4, A_Chase, &States[S_ALIEN_CHASE+4]),
S_BRIGHT (ALN1, 'E', 4, A_Chase, &States[S_ALIEN_CHASE+5]),
S_BRIGHT (ALN1, 'F', 4, A_Chase, &States[S_ALIEN_CHASE+6]),
S_BRIGHT (ALN1, 'G', 4, A_SentinelBob, &States[S_ALIEN_CHASE+7]),
S_BRIGHT (ALN1, 'H', 4, A_Chase, &States[S_ALIEN_CHASE+8]),
S_BRIGHT (ALN1, 'I', 4, A_Chase, &States[S_ALIEN_CHASE+9]),
S_BRIGHT (ALN1, 'J', 4, A_Chase, &States[S_ALIEN_CHASE+10]),
S_BRIGHT (ALN1, 'K', 4, A_SentinelBob, &States[S_ALIEN_CHASE]),
#define S_ALIEN_MELEE (S_ALIEN_CHASE+11) // 809
S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MELEE+1]),
S_BRIGHT (ALN1, 'I', 4, A_SpectreMelee, &States[S_ALIEN_MELEE+2]),
S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+2]),
#define S_ALIEN_MISSILE (S_ALIEN_MELEE+3) // 812
S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MISSILE+1]),
S_BRIGHT (ALN1, 'I', 4, A_SpotLightning, &States[S_ALIEN_MISSILE+2]),
S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN_PAIN (S_ALIEN_MISSILE+3) // 815
S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN_CHASE+6]),
#define S_ALIEN_DIE (S_ALIEN_PAIN+1) // 816
S_BRIGHT (AL1P, 'A', 6, A_SpectreChunkSmall, &States[S_ALIEN_DIE+1]),
S_BRIGHT (AL1P, 'B', 6, A_Scream, &States[S_ALIEN_DIE+2]),
S_BRIGHT (AL1P, 'C', 6, A_SpectreChunkSmall, &States[S_ALIEN_DIE+3]),
S_BRIGHT (AL1P, 'D', 6, NULL, &States[S_ALIEN_DIE+4]),
S_BRIGHT (AL1P, 'E', 6, NULL, &States[S_ALIEN_DIE+5]),
S_BRIGHT (AL1P, 'F', 6, A_SpectreChunkSmall, &States[S_ALIEN_DIE+6]),
S_BRIGHT (AL1P, 'G', 6, NULL, &States[S_ALIEN_DIE+7]),
S_BRIGHT (AL1P, 'H', 6, A_SpectreChunkSmall, &States[S_ALIEN_DIE+8]),
S_BRIGHT (AL1P, 'I', 6, NULL, &States[S_ALIEN_DIE+9]),
S_BRIGHT (AL1P, 'J', 6, NULL, &States[S_ALIEN_DIE+10]),
S_BRIGHT (AL1P, 'K', 6, NULL, &States[S_ALIEN_DIE+11]),
S_BRIGHT (AL1P, 'L', 5, NULL, &States[S_ALIEN_DIE+12]),
S_BRIGHT (AL1P, 'M', 5, NULL, &States[S_ALIEN_DIE+13]),
S_BRIGHT (AL1P, 'N', 5, A_SpectreChunkLarge, &States[S_ALIEN_DIE+14]),
S_BRIGHT (AL1P, 'O', 5, NULL, &States[S_ALIEN_DIE+15]),
S_BRIGHT (AL1P, 'P', 5, NULL, &States[S_ALIEN_DIE+16]),
S_BRIGHT (AL1P, 'Q', 5, NULL, &States[S_ALIEN_DIE+17]),
S_BRIGHT (AL1P, 'R', 5, A_AlienSpectreDeath, NULL),
#define S_ALIEN2_MISSILE (S_ALIEN_DIE+18) // 852
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN2_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_Spectre2Attack, &States[S_ALIEN2_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN4_MISSILE (S_ALIEN2_MISSILE+3) // 884
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN4_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_Spectre4Attack, &States[S_ALIEN4_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
#define S_ALIEN5_MISSILE (S_ALIEN4_MISSILE+3) // 887
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN5_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_Spectre5Attack, &States[S_ALIEN5_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE])
};
IMPLEMENT_ACTOR (AAlienSpectre1, Strife, 129, 0)
PROP_StrifeType (67)
PROP_SpawnState (S_ALIEN_STND)
PROP_SpawnHealth (1000)
PROP_SeeState (S_ALIEN_CHASE)
PROP_PainState (S_ALIEN_PAIN)
PROP_PainChance (250)
PROP_MeleeState (S_ALIEN_MELEE)
PROP_MissileState (S_ALIEN_MISSILE)
PROP_DeathState (S_ALIEN_DIE)
PROP_SpeedFixed (12)
PROP_RadiusFixed (64)
PROP_HeightFixed (64)
PROP_FloatSpeed (5)
PROP_Mass (1000)
PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|
MF_FLOAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH|MF_STRIFEx8000000)
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_SPECTRAL|MF4_NOICEDEATH)
PROP_MinMissileChance (150)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC66)
PROP_SeeSound ("alienspectre/sight")
PROP_AttackSound ("alienspectre/blade")
PROP_PainSound ("alienspectre/pain")
PROP_DeathSound ("alienspectre/death")
PROP_ActiveSound ("alienspectre/active")
PROP_Obituary ("$OB_ALIENSPECTE")
END_DEFAULTS
void AAlienSpectre1::Touch (AActor *toucher)
{
P_DamageMobj (toucher, this, this, 5, NAME_Melee);
}
// Alien Spectre 2 -----------------------------------------------------------
class AAlienSpectre2 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre2, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre2, Strife, 75, 0)
PROP_StrifeType (70)
PROP_SpawnHealth (1200)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN2_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre2 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre2::NoBlockingSet ()
{
P_DropItem (this, "Sigil2", -1, 256);
}
// Alien Spectre 3 ----------------------------------------------------------
// This is the Oracle's personal spectre, so it's a little different.
FState AAlienSpectre3::States[] =
{
#define S_ALIEN3_STND 0 // 855
S_NORMAL (ALN1, 'A', 5, NULL, &States[S_ALIEN3_STND+1]),
S_NORMAL (ALN1, 'B', 5, NULL, &States[S_ALIEN3_STND+2]),
S_NORMAL (ALN1, 'C', 5, NULL, &States[S_ALIEN3_STND+3]),
S_NORMAL (ALN1, 'D', 5, NULL, &States[S_ALIEN3_STND+4]),
S_NORMAL (ALN1, 'E', 5, NULL, &States[S_ALIEN3_STND+5]),
S_NORMAL (ALN1, 'F', 5, NULL, &States[S_ALIEN3_STND+6]),
S_NORMAL (ALN1, 'G', 5, NULL, &States[S_ALIEN3_STND+7]),
S_NORMAL (ALN1, 'H', 5, NULL, &States[S_ALIEN3_STND+8]),
S_NORMAL (ALN1, 'I', 5, NULL, &States[S_ALIEN3_STND+9]),
S_NORMAL (ALN1, 'J', 5, NULL, &States[S_ALIEN3_STND+10]),
S_NORMAL (ALN1, 'K', 5, NULL, &States[S_ALIEN3_STND]),
#define S_ALIEN3_CHASE (S_ALIEN3_STND+11) // 866
S_NORMAL (ALN1, 'A', 5, A_Chase, &States[S_ALIEN3_CHASE+1]),
S_NORMAL (ALN1, 'B', 5, A_Chase, &States[S_ALIEN3_CHASE+2]),
S_NORMAL (ALN1, 'C', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+3]),
S_NORMAL (ALN1, 'D', 5, A_Chase, &States[S_ALIEN3_CHASE+4]),
S_NORMAL (ALN1, 'E', 5, A_Chase, &States[S_ALIEN3_CHASE+5]),
S_NORMAL (ALN1, 'F', 5, A_Chase, &States[S_ALIEN3_CHASE+6]),
S_NORMAL (ALN1, 'G', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+7]),
S_NORMAL (ALN1, 'H', 5, A_Chase, &States[S_ALIEN3_CHASE+8]),
S_NORMAL (ALN1, 'I', 5, A_Chase, &States[S_ALIEN3_CHASE+9]),
S_NORMAL (ALN1, 'J', 5, A_Chase, &States[S_ALIEN3_CHASE+10]),
S_NORMAL (ALN1, 'K', 5, A_SentinelBob, &States[S_ALIEN3_CHASE]),
#define S_ALIEN3_MELEE (S_ALIEN3_CHASE+11) // 877
S_NORMAL (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN3_MELEE+1]),
S_NORMAL (ALN1, 'I', 4, A_SpectreMelee, &States[S_ALIEN3_MELEE+2]),
S_NORMAL (ALN1, 'C', 4, NULL, &States[S_ALIEN3_CHASE+2]),
#define S_ALIEN3_MISSILE (S_ALIEN3_MELEE+3) // 880
S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN3_MISSILE+1]),
S_NORMAL (ALN1, 'I', 4, A_Spectre3Attack, &States[S_ALIEN3_MISSILE+2]),
S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN3_CHASE+10]),
#define S_ALIEN3_PAIN (S_ALIEN3_MISSILE+3) // 883
S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN3_CHASE+6])
};
IMPLEMENT_ACTOR (AAlienSpectre3, Strife, 76, 0)
PROP_StrifeType (71)
PROP_SpawnState (S_ALIEN3_STND)
PROP_SpawnHealth (1500)
PROP_SeeState (S_ALIEN3_CHASE)
PROP_PainState (S_ALIEN3_PAIN)
PROP_PainChance (50)
PROP_MeleeState (S_ALIEN3_MELEE)
PROP_MissileState (S_ALIEN3_MISSILE)
PROP_RadiusFixed (24)
PROP_FlagsSet (MF_SPAWNCEILING)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre3 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre3::NoBlockingSet ()
{
P_DropItem (this, "Sigil3", -1, 256);
}
// Alien Spectre 4 -----------------------------------------------------------
class AAlienSpectre4 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre4, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre4, Strife, 167, 0)
PROP_StrifeType (72)
PROP_SpawnHealth (1700)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN4_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre4 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre4::NoBlockingSet ()
{
P_DropItem (this, "Sigil4", -1, 256);
}
// Alien Spectre 5 -----------------------------------------------------------
class AAlienSpectre5 : public AAlienSpectre1
{
DECLARE_STATELESS_ACTOR (AAlienSpectre5, AAlienSpectre1)
public:
void NoBlockingSet ();
};
IMPLEMENT_STATELESS_ACTOR (AAlienSpectre5, Strife, 168, 0)
PROP_StrifeType (73)
PROP_SpawnHealth (2000)
PROP_PainChance (50)
PROP_MissileState (S_ALIEN5_MISSILE)
PROP_RadiusFixed (24)
END_DEFAULTS
//============================================================================
//
// AAlienSpectre5 :: NoBlockingSet
//
//============================================================================
void AAlienSpectre5::NoBlockingSet ()
{
P_DropItem (this, "Sigil5", -1, 256);
}
// Small Alien Chunk --------------------------------------------------------
class AAlienChunkSmall : public AActor
{
DECLARE_ACTOR (AAlienChunkSmall, AActor)
};
FState AAlienChunkSmall::States[] =
{
S_BRIGHT (NODE, 'A', 6, NULL, &States[1]),
S_BRIGHT (NODE, 'B', 6, NULL, &States[2]),
S_BRIGHT (NODE, 'C', 6, NULL, &States[3]),
S_BRIGHT (NODE, 'D', 6, NULL, &States[4]),
S_BRIGHT (NODE, 'E', 6, NULL, &States[5]),
S_BRIGHT (NODE, 'F', 6, NULL, &States[6]),
S_BRIGHT (NODE, 'G', 6, NULL, NULL),
};
IMPLEMENT_ACTOR (AAlienChunkSmall, Strife, -1, 0)
PROP_StrifeType (68)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
END_DEFAULTS
// Large Alien Chunk --------------------------------------------------------
class AAlienChunkLarge : public AActor
{
DECLARE_ACTOR (AAlienChunkLarge, AActor)
};
FState AAlienChunkLarge::States[] =
{
S_BRIGHT (MTHD, 'A', 5, NULL, &States[1]),
S_BRIGHT (MTHD, 'B', 5, NULL, &States[2]),
S_BRIGHT (MTHD, 'C', 5, NULL, &States[3]),
S_BRIGHT (MTHD, 'D', 5, NULL, &States[4]),
S_BRIGHT (MTHD, 'E', 5, NULL, &States[5]),
S_BRIGHT (MTHD, 'F', 5, NULL, &States[6]),
S_BRIGHT (MTHD, 'G', 5, NULL, &States[7]),
S_BRIGHT (MTHD, 'H', 5, NULL, &States[8]),
S_BRIGHT (MTHD, 'I', 5, NULL, &States[9]),
S_BRIGHT (MTHD, 'J', 5, NULL, &States[10]),
S_BRIGHT (MTHD, 'K', 5, NULL, NULL),
};
IMPLEMENT_ACTOR (AAlienChunkLarge, Strife, -1, 0)
PROP_StrifeType (69)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
END_DEFAULTS
//============================================================================
static void GenericSpectreSpawn (AActor *actor, const PClass *type)
{
AActor *spectre = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (spectre != NULL)
{
spectre->momz = pr_spectrespawn() << 9;
}
}
void A_SpawnSpectre1 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1));
}
void A_SpawnSpectre3 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3));
}
void A_SpawnSpectre4 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre4));
}
void A_SpawnSpectre5 (AActor *actor)
{
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre5));
}
void A_SpectreChunkSmall (AActor *self)
{
AActor *foo = Spawn<AAlienChunkSmall> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 15;
foo->momx = (t - (pr_spectrechunk() & 7)) << FRACBITS;
t = pr_spectrechunk() & 15;
foo->momy = (t - (pr_spectrechunk() & 7)) << FRACBITS;
foo->momz = (pr_spectrechunk() & 15) << FRACBITS;
}
}
void A_SpectreChunkLarge (AActor *self)
{
AActor *foo = Spawn<AAlienChunkLarge> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
if (foo != NULL)
{
int t;
t = pr_spectrechunk() & 7;
foo->momx = (t - (pr_spectrechunk() & 15)) << FRACBITS;
t = pr_spectrechunk() & 7;
foo->momy = (t - (pr_spectrechunk() & 15)) << FRACBITS;
foo->momz = (pr_spectrechunk() & 7) << FRACBITS;
}
}
void A_Spectre4Attack (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
self, self->target, RUNTIME_CLASS(ASpectralLightningBigV2), false);
if (missile != NULL)
{
missile->tracer = self->target;
missile->health = -2;
P_CheckMissileSpawn(missile);
}
}
}
void A_Spectre2Attack (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
self, self->target, RUNTIME_CLASS(ASpectralLightningH3), false);
if (missile != NULL)
{
missile->health = -2;
P_CheckMissileSpawn(missile);
}
}
}
void A_Spectre5Attack (AActor *self)
{
if (self->target != NULL)
{
AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT,
self, self->target, RUNTIME_CLASS(ASpectralLightningBigBall2), false);
if (missile != NULL)
{
missile->health = -2;
P_CheckMissileSpawn(missile);
}
}
}
void A_Spectre3Attack (AActor *self)
{
if (self->target == NULL)
return;
AActor *foo = Spawn<ASpectralLightningV2> (self->x, self->y, self->z + 32*FRACUNIT, ALLOW_REPLACE);
foo->momz = -12*FRACUNIT;
foo->target = self;
foo->health = -2;
foo->tracer = self->target;
self->angle -= ANGLE_180 / 20 * 10;
for (int i = 0; i < 20; ++i)
{
self->angle += ANGLE_180 / 20;
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningBall2), self);
}
self->angle -= ANGLE_180 / 20 * 10;
}
void A_AlienSpectreDeath (AActor *self)
{
AActor *player;
char voc[32];
int log;
int i;
A_NoBlocking (self); // [RH] Need this for Sigil rewarding
if (!CheckBossDeath (self))
{
return;
}
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].health > 0)
{
player = players[i].mo;
break;
}
}
if (player == NULL)
{
return;
}
if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre1))
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, 0, 0, false);
log = 95;
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre2))
{
C_MidPrint(GStrings("TXT_KILLED_BISHOP"));
log = 74;
player->GiveInventoryType (QuestItemClasses[20]);
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre3))
{
C_MidPrint(GStrings("TXT_KILLED_ORACLE"));
// If there are any Oracles still alive, kill them.
TThinkerIterator<AOracle> it;
AOracle *oracle;
while ( (oracle = it.Next()) != NULL)
{
if (oracle->health > 0)
{
oracle->health = 0;
oracle->Die (self, self);
}
}
player->GiveInventoryType (QuestItemClasses[22]);
if (player->FindInventory (QuestItemClasses[20]))
{ // If the Bishop is dead, set quest item 22
player->GiveInventoryType (QuestItemClasses[21]);
}
if (player->FindInventory (QuestItemClasses[23]) == NULL)
{ // Macil is calling us back...
log = 87;
}
else
{ // You weild the power of the complete Sigil.
log = 85;
}
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8*FRACUNIT, 0, 0, 0);
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre4))
{
C_MidPrint(GStrings("TXT_KILLED_MACIL"));
player->GiveInventoryType (QuestItemClasses[23]);
if (player->FindInventory (QuestItemClasses[24]) == NULL)
{ // Richter has taken over. Macil is a snake.
log = 79;
}
else
{ // Back to the factory for another Sigil!
log = 106;
}
}
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre5))
{
C_MidPrint(GStrings("TXT_KILLED_LOREMASTER"));
ASigil *sigil;
player->GiveInventoryType (QuestItemClasses[25]);
if (!multiplayer)
{
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
}
sigil = player->FindInventory<ASigil>();
if (sigil != NULL && sigil->NumPieces == 5)
{ // You weild the power of the complete Sigil.
log = 85;
}
else
{ // Another Sigil piece. Woohoo!
log = 83;
}
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
}
else
{
return;
}
mysnprintf (voc, countof(voc), "svox/voc%d", log);
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
player->player->SetLogNumber (log);
}