qzdoom/src/g_hexen/a_clericholy.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_hexenglobal.h"
#include "gstrings.h"
#define BLAST_FULLSTRENGTH 255
static FRandom pr_holyatk2 ("CHolyAtk2");
static FRandom pr_holyseeker ("CHolySeeker");
static FRandom pr_holyweave ("CHolyWeave");
static FRandom pr_holyseek ("CHolySeek");
static FRandom pr_checkscream ("CCheckScream");
static FRandom pr_spiritslam ("CHolySlam");
static FRandom pr_wraithvergedrop ("WraithvergeDrop");
void A_CHolySpawnPuff (AActor *);
void A_CHolyAttack2 (AActor *);
void A_CHolyTail (AActor *);
void A_CHolySeek (AActor *);
void A_CHolyCheckScream (AActor *);
void A_DropWraithvergePieces (AActor *);
void A_CHolyAttack (AActor *);
void A_CHolyPalette (AActor *);
void SpawnSpiritTail (AActor *spirit);
//==========================================================================
class AClericWeaponPiece : public AFourthWeaponPiece
{
DECLARE_STATELESS_ACTOR (AClericWeaponPiece, AFourthWeaponPiece)
public:
void BeginPlay ();
protected:
bool MatchPlayerClass (AActor *toucher);
};
IMPLEMENT_STATELESS_ACTOR (AClericWeaponPiece, Hexen, -1, 0)
PROP_Inventory_PickupMessage("$TXT_WRAITHVERGE_PIECE")
END_DEFAULTS
bool AClericWeaponPiece::MatchPlayerClass (AActor *toucher)
{
return !toucher->IsKindOf (RUNTIME_CLASS(AFighterPlayer)) &&
!toucher->IsKindOf (RUNTIME_CLASS(AMagePlayer));
}
//==========================================================================
class ACWeaponPiece1 : public AClericWeaponPiece
{
DECLARE_ACTOR (ACWeaponPiece1, AClericWeaponPiece)
public:
void BeginPlay ();
};
FState ACWeaponPiece1::States[] =
{
S_BRIGHT (WCH1, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (ACWeaponPiece1, Hexen, 18, 33)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void ACWeaponPiece1::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE1<<3;
}
//==========================================================================
class ACWeaponPiece2 : public AClericWeaponPiece
{
DECLARE_ACTOR (ACWeaponPiece2, AClericWeaponPiece)
public:
void BeginPlay ();
};
FState ACWeaponPiece2::States[] =
{
S_BRIGHT (WCH2, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (ACWeaponPiece2, Hexen, 19, 34)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void ACWeaponPiece2::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE2<<3;
}
//==========================================================================
class ACWeaponPiece3 : public AClericWeaponPiece
{
DECLARE_ACTOR (ACWeaponPiece3, AClericWeaponPiece)
public:
void BeginPlay ();
};
FState ACWeaponPiece3::States[] =
{
S_BRIGHT (WCH3, 'A', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (ACWeaponPiece3, Hexen, 20, 35)
PROP_Flags (MF_SPECIAL)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
END_DEFAULTS
void ACWeaponPiece3::BeginPlay ()
{
Super::BeginPlay ();
PieceValue = WPIECE3<<3;
}
// An actor that spawns the three pieces of the cleric's fourth weapon ------
// This gets spawned if weapon drop is on so that other players can pick up
// this player's weapon.
class AWraithvergeDrop : public AActor
{
DECLARE_ACTOR (AWraithvergeDrop, AActor)
};
FState AWraithvergeDrop::States[] =
{
S_NORMAL (TNT1, 'A', 1, NULL, &States[1]),
S_NORMAL (TNT1, 'A', 1, A_DropWraithvergePieces, NULL)
};
IMPLEMENT_ACTOR (AWraithvergeDrop, Hexen, -1, 0)
PROP_SpawnState (0)
END_DEFAULTS
// Cleric's Wraithverge (Holy Symbol?) --------------------------------------
class ACWeapWraithverge : public AClericWeapon
{
DECLARE_ACTOR (ACWeapWraithverge, AClericWeapon)
public:
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << CHolyCount;
}
PalEntry GetBlend ()
{
return PalEntry (CHolyCount * 128 / 3, 131, 131, 131);
}
BYTE CHolyCount;
};
FState ACWeapWraithverge::States[] =
{
// Dummy state, because the fourth weapon does not appear in a level directly.
S_NORMAL (TNT1, 'A', -1, NULL , NULL),
#define S_CHOLYREADY 1
S_NORMAL (CHLY, 'A', 1, A_WeaponReady , &States[S_CHOLYREADY]),
#define S_CHOLYDOWN (S_CHOLYREADY+1)
S_NORMAL (CHLY, 'A', 1, A_Lower , &States[S_CHOLYDOWN]),
#define S_CHOLYUP (S_CHOLYDOWN+1)
S_NORMAL (CHLY, 'A', 1, A_Raise , &States[S_CHOLYUP]),
#define S_CHOLYATK (S_CHOLYUP+1)
S_BRIGHT2 (CHLY, 'A', 1, NULL , &States[S_CHOLYATK+1], 0, 40),
S_BRIGHT2 (CHLY, 'B', 1, NULL , &States[S_CHOLYATK+2], 0, 40),
S_BRIGHT2 (CHLY, 'C', 2, NULL , &States[S_CHOLYATK+3], 0, 43),
S_BRIGHT2 (CHLY, 'D', 2, NULL , &States[S_CHOLYATK+4], 0, 43),
S_BRIGHT2 (CHLY, 'E', 2, NULL , &States[S_CHOLYATK+5], 0, 45),
S_BRIGHT2 (CHLY, 'F', 6, A_CHolyAttack , &States[S_CHOLYATK+6], 0, 48),
S_BRIGHT2 (CHLY, 'G', 2, A_CHolyPalette , &States[S_CHOLYATK+7], 0, 40),
S_BRIGHT2 (CHLY, 'G', 2, A_CHolyPalette , &States[S_CHOLYATK+8], 0, 40),
S_BRIGHT2 (CHLY, 'G', 2, A_CHolyPalette , &States[S_CHOLYREADY], 0, 36)
};
IMPLEMENT_ACTOR (ACWeapWraithverge, Hexen, -1, 0)
PROP_Flags (MF_SPECIAL)
PROP_SpawnState (0)
PROP_Weapon_SelectionOrder (3000)
PROP_Weapon_Flags (WIF_PRIMARY_USES_BOTH | WIF_EXTREME_DEATH)
PROP_Weapon_AmmoUse1 (18)
PROP_Weapon_AmmoUse2 (18)
PROP_Weapon_AmmoGive1 (0)
PROP_Weapon_AmmoGive2 (0)
PROP_Weapon_UpState (S_CHOLYUP)
PROP_Weapon_DownState (S_CHOLYDOWN)
PROP_Weapon_ReadyState (S_CHOLYREADY)
PROP_Weapon_AtkState (S_CHOLYATK)
PROP_Weapon_HoldAtkState (S_CHOLYATK)
PROP_Weapon_Kickback (150)
PROP_Weapon_MoveCombatDist (22000000)
PROP_Weapon_AmmoType1 ("Mana1")
PROP_Weapon_AmmoType2 ("Mana2")
PROP_Weapon_ProjectileType ("HolyMissile")
PROP_Inventory_PickupMessage("$TXT_WEAPON_C4")
END_DEFAULTS
// Holy Missile -------------------------------------------------------------
class AHolyMissile : public AActor
{
DECLARE_ACTOR (AHolyMissile, AActor)
};
FState AHolyMissile::States[] =
{
S_BRIGHT (SPIR, 'P', 3, A_CHolySpawnPuff , &States[1]),
S_BRIGHT (SPIR, 'P', 3, A_CHolySpawnPuff , &States[2]),
S_BRIGHT (SPIR, 'P', 3, A_CHolySpawnPuff , &States[3]),
S_BRIGHT (SPIR, 'P', 3, A_CHolySpawnPuff , &States[4]),
S_BRIGHT (SPIR, 'P', 1, A_CHolyAttack2 , NULL),
};
IMPLEMENT_ACTOR (AHolyMissile, Hexen, -1, 0)
PROP_SpeedFixed (30)
PROP_RadiusFixed (15)
PROP_HeightFixed (8)
PROP_Damage (4)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (0)
PROP_DeathState (4)
END_DEFAULTS
// Holy Missile Puff --------------------------------------------------------
class AHolyMissilePuff : public AActor
{
DECLARE_ACTOR (AHolyMissilePuff, AActor)
};
FState AHolyMissilePuff::States[] =
{
S_NORMAL (SPIR, 'Q', 3, NULL , &States[1]),
S_NORMAL (SPIR, 'R', 3, NULL , &States[2]),
S_NORMAL (SPIR, 'S', 3, NULL , &States[3]),
S_NORMAL (SPIR, 'T', 3, NULL , &States[4]),
S_NORMAL (SPIR, 'U', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AHolyMissilePuff, Hexen, -1, 0)
PROP_RadiusFixed (4)
PROP_HeightFixed (8)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Holy Puff ----------------------------------------------------------------
class AHolyPuff : public AActor
{
DECLARE_ACTOR (AHolyPuff, AActor)
};
FState AHolyPuff::States[] =
{
S_NORMAL (SPIR, 'K', 3, NULL , &States[1]),
S_NORMAL (SPIR, 'L', 3, NULL , &States[2]),
S_NORMAL (SPIR, 'M', 3, NULL , &States[3]),
S_NORMAL (SPIR, 'N', 3, NULL , &States[4]),
S_NORMAL (SPIR, 'O', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AHolyPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Holy Spirit --------------------------------------------------------------
FState AHolySpirit::States[] =
{
#define S_HOLY_FX1 0
S_NORMAL (SPIR, 'A', 2, A_CHolySeek , &States[S_HOLY_FX1+1]),
S_NORMAL (SPIR, 'A', 2, A_CHolySeek , &States[S_HOLY_FX1+2]),
S_NORMAL (SPIR, 'B', 2, A_CHolySeek , &States[S_HOLY_FX1+3]),
S_NORMAL (SPIR, 'B', 2, A_CHolyCheckScream , &States[S_HOLY_FX1]),
#define S_HOLY_FX_X1 (S_HOLY_FX1+4)
S_NORMAL (SPIR, 'D', 4, NULL , &States[S_HOLY_FX_X1+1]),
S_NORMAL (SPIR, 'E', 4, A_Scream , &States[S_HOLY_FX_X1+2]),
S_NORMAL (SPIR, 'F', 4, NULL , &States[S_HOLY_FX_X1+3]),
S_NORMAL (SPIR, 'G', 4, NULL , &States[S_HOLY_FX_X1+4]),
S_NORMAL (SPIR, 'H', 4, NULL , &States[S_HOLY_FX_X1+5]),
S_NORMAL (SPIR, 'I', 4, NULL , NULL),
};
IMPLEMENT_ACTOR (AHolySpirit, Hexen, -1, 0)
PROP_SpawnHealth (105)
PROP_SpeedFixed (12)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_Damage (3)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_RIP|MF2_IMPACT|MF2_PCROSS|MF2_SEEKERMISSILE)
PROP_Flags3 (MF3_FOILINVUL|MF3_SKYEXPLODE|MF3_NOEXPLODEFLOOR|MF3_CANBLAST)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (S_HOLY_FX1)
PROP_DeathState (S_HOLY_FX_X1)
PROP_DeathSound ("SpiritDie")
END_DEFAULTS
bool AHolySpirit::Slam (AActor *thing)
{
if (thing->flags&MF_SHOOTABLE && thing != target)
{
if (multiplayer && !deathmatch && thing->player && target->player)
{ // don't attack other co-op players
return true;
}
if (thing->flags2&MF2_REFLECTIVE
&& (thing->player || thing->flags2&MF2_BOSS))
{
tracer = target;
target = thing;
return true;
}
if (thing->flags3&MF3_ISMONSTER || thing->player)
{
tracer = thing;
}
if (pr_spiritslam() < 96)
{
int dam = 12;
if (thing->player || thing->flags2&MF2_BOSS)
{
dam = 3;
// ghost burns out faster when attacking players/bosses
health -= 6;
}
P_DamageMobj (thing, this, target, dam, NAME_Melee);
if (pr_spiritslam() < 128)
{
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Spawn<AHolyPuff> (x, y, z, ALLOW_REPLACE);
S_Sound (this, CHAN_WEAPON, "SpiritAttack", 1, ATTN_NORM);
if (thing->flags3&MF3_ISMONSTER && pr_spiritslam() < 128)
{
thing->Howl ();
}
}
}
if (thing->health <= 0)
{
tracer = NULL;
}
}
return true;
}
bool AHolySpirit::SpecialBlastHandling (AActor *source, fixed_t strength)
{
if (strength == BLAST_FULLSTRENGTH && tracer == source)
{
tracer = target;
target = source;
}
return true;
}
bool AHolySpirit::IsOkayToAttack (AActor *link)
{
if ((link->flags3&MF3_ISMONSTER ||
(link->player && link != target))
&& !(link->flags2&MF2_DORMANT))
{
if (!(link->flags&MF_SHOOTABLE))
{
return false;
}
if (multiplayer && !deathmatch && link->player && target->player)
{
return false;
}
if (link == target)
{
return false;
}
else if (P_CheckSight (this, link))
{
return true;
}
}
return false;
}
// Holy Tail ----------------------------------------------------------------
class AHolyTail : public AActor
{
DECLARE_ACTOR (AHolyTail, AActor)
};
FState AHolyTail::States[] =
{
S_NORMAL (SPIR, 'C', 1, A_CHolyTail , &States[0]),
S_NORMAL (SPIR, 'D', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AHolyTail, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_NOCLIP)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Holy Tail Trail ---------------------------------------------------------
class AHolyTailTrail : public AHolyTail
{
DECLARE_STATELESS_ACTOR (AHolyTailTrail, AHolyTail)
};
IMPLEMENT_STATELESS_ACTOR (AHolyTailTrail, Hexen, -1, 0)
PROP_SpawnState (1)
END_DEFAULTS
//============================================================================
//
// A_CHolyAttack3
//
// Spawns the spirits
//============================================================================
void A_CHolyAttack3 (AActor *actor)
{
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AActor * missile = P_SpawnMissileZ (actor, actor->z + 40*FRACUNIT, actor->target, RUNTIME_CLASS(AHolyMissile));
if (missile != NULL) missile->tracer = NULL; // No initial target
S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CHolyAttack2
//
// Spawns the spirits
//============================================================================
void A_CHolyAttack2 (AActor *actor)
{
int j;
int i;
AActor *mo;
for (j = 0; j < 4; j++)
{
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mo = Spawn<AHolySpirit> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (!mo)
{
continue;
}
switch (j)
{ // float bob index
case 0:
mo->special2 = pr_holyatk2()&7; // upper-left
break;
case 1:
mo->special2 = 32+(pr_holyatk2()&7); // upper-right
break;
case 2:
mo->special2 = (32+(pr_holyatk2()&7))<<16; // lower-left
break;
case 3:
i = pr_holyatk2();
mo->special2 = ((32+(i&7))<<16)+32+(pr_holyatk2()&7);
break;
}
mo->z = actor->z;
mo->angle = actor->angle+(ANGLE_45+ANGLE_45/2)-ANGLE_45*j;
P_ThrustMobj(mo, mo->angle, mo->Speed);
mo->target = actor->target;
mo->args[0] = 10; // initial turn value
mo->args[1] = 0; // initial look angle
if (deathmatch)
{ // Ghosts last slightly less longer in DeathMatch
mo->health = 85;
}
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if (actor->tracer)
{
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mo->tracer = actor->tracer;
mo->flags |= MF_NOCLIP|MF_SKULLFLY;
mo->flags &= ~MF_MISSILE;
}
SpawnSpiritTail (mo);
}
}
//============================================================================
//
// SpawnSpiritTail
//
//============================================================================
void SpawnSpiritTail (AActor *spirit)
{
AActor *tail, *next;
int i;
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tail = Spawn<AHolyTail> (spirit->x, spirit->y, spirit->z, ALLOW_REPLACE);
tail->target = spirit; // parent
for (i = 1; i < 3; i++)
{
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next = Spawn<AHolyTailTrail> (spirit->x, spirit->y, spirit->z, ALLOW_REPLACE);
tail->tracer = next;
tail = next;
}
tail->tracer = NULL; // last tail bit
}
//============================================================================
//
// A_CHolyAttack
//
//============================================================================
void A_CHolyAttack (AActor *actor)
{
player_t *player;
if (NULL == (player = actor->player))
{
return;
}
ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (actor->player->ReadyWeapon);
if (weapon != NULL)
{
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
}
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AActor * missile = P_SpawnPlayerMissile (actor, RUNTIME_CLASS(AHolyMissile));
if (missile != NULL) missile->tracer = linetarget;
weapon->CHolyCount = 3;
S_Sound (actor, CHAN_WEAPON, "HolySymbolFire", 1, ATTN_NORM);
}
//============================================================================
//
// A_CHolyPalette
//
//============================================================================
void A_CHolyPalette (AActor *actor)
{
if (actor->player != NULL)
{
ACWeapWraithverge *weapon = static_cast<ACWeapWraithverge *> (actor->player->ReadyWeapon);
if (weapon != NULL && weapon->CHolyCount != 0)
{
weapon->CHolyCount--;
}
}
}
//============================================================================
//
// CHolyTailFollow
//
//============================================================================
static void CHolyTailFollow (AActor *actor, fixed_t dist)
{
AActor *child;
int an;
fixed_t oldDistance, newDistance;
while (actor)
{
child = actor->tracer;
if (child)
{
an = R_PointToAngle2(actor->x, actor->y, child->x,
child->y)>>ANGLETOFINESHIFT;
oldDistance = P_AproxDistance (child->x-actor->x, child->y-actor->y);
if (P_TryMove (child, actor->x+FixedMul(dist, finecosine[an]),
actor->y+FixedMul(dist, finesine[an]), true))
{
newDistance = P_AproxDistance (child->x-actor->x,
child->y-actor->y)-FRACUNIT;
if (oldDistance < FRACUNIT)
{
if (child->z < actor->z)
{
child->z = actor->z-dist;
}
else
{
child->z = actor->z+dist;
}
}
else
{
child->z = actor->z + Scale (newDistance, child->z-actor->z, oldDistance);
}
}
}
actor = child;
dist -= FRACUNIT;
}
}
//============================================================================
//
// CHolyTailRemove
//
//============================================================================
static void CHolyTailRemove (AActor *actor)
{
AActor *next;
while (actor)
{
next = actor->tracer;
actor->Destroy ();
actor = next;
}
}
//============================================================================
//
// A_CHolyTail
//
//============================================================================
void A_CHolyTail (AActor *actor)
{
AActor *parent;
parent = actor->target;
if (parent == NULL || parent->health <= 0) // better check for health than current state - it's safer!
{ // Ghost removed, so remove all tail parts
CHolyTailRemove (actor);
return;
}
else
{
if (P_TryMove (actor,
parent->x - 14*finecosine[parent->angle>>ANGLETOFINESHIFT],
parent->y - 14*finesine[parent->angle>>ANGLETOFINESHIFT], true))
{
actor->z = parent->z-5*FRACUNIT;
}
CHolyTailFollow (actor, 10*FRACUNIT);
}
}
//============================================================================
//
// CHolyFindTarget
//
//============================================================================
static void CHolyFindTarget (AActor *actor)
{
AActor *target;
if ( (target = P_RoughMonsterSearch (actor, 6)) )
{
actor->tracer = target;
actor->flags |= MF_NOCLIP|MF_SKULLFLY;
actor->flags &= ~MF_MISSILE;
}
}
//============================================================================
//
// CHolySeekerMissile
//
// Similar to P_SeekerMissile, but seeks to a random Z on the target
//============================================================================
static void CHolySeekerMissile (AActor *actor, angle_t thresh, angle_t turnMax)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
fixed_t newZ;
fixed_t deltaZ;
target = actor->tracer;
if (target == NULL)
{
return;
}
if(!(target->flags&MF_SHOOTABLE)
|| (!(target->flags3&MF3_ISMONSTER) && !target->player))
{ // Target died/target isn't a player or creature
actor->tracer = NULL;
actor->flags &= ~(MF_NOCLIP|MF_SKULLFLY);
actor->flags |= MF_MISSILE;
CHolyFindTarget (actor);
return;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if (delta > turnMax)
{
delta = turnMax;
}
}
if (dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul (actor->Speed, finecosine[angle]);
actor->momy = FixedMul (actor->Speed, finesine[angle]);
if (!(level.time&15)
|| actor->z > target->z+(target->height)
|| actor->z+actor->height < target->z)
{
newZ = target->z+((pr_holyseeker()*target->height)>>8);
deltaZ = newZ-actor->z;
if (abs(deltaZ) > 15*FRACUNIT)
{
if (deltaZ > 0)
{
deltaZ = 15*FRACUNIT;
}
else
{
deltaZ = -15*FRACUNIT;
}
}
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
dist = dist / actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->momz = deltaZ/dist;
}
return;
}
//============================================================================
//
// A_CHolyWeave
//
//============================================================================
static void CHolyWeave (AActor *actor)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
weaveXY = actor->special2>>16;
weaveZ = actor->special2&0xFFFF;
angle = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
newX = actor->x-FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY = actor->y-FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
weaveXY = (weaveXY+(pr_holyweave()%5))&63;
newX += FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY += FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
P_TryMove(actor, newX, newY, true);
actor->z -= FloatBobOffsets[weaveZ]<<1;
weaveZ = (weaveZ+(pr_holyweave()%5))&63;
actor->z += FloatBobOffsets[weaveZ]<<1;
actor->special2 = weaveZ+(weaveXY<<16);
}
//============================================================================
//
// A_CHolySeek
//
//============================================================================
void A_CHolySeek (AActor *actor)
{
actor->health--;
if (actor->health <= 0)
{
actor->momx >>= 2;
actor->momy >>= 2;
actor->momz = 0;
actor->SetState (actor->FindState(NAME_Death));
actor->tics -= pr_holyseek()&3;
return;
}
if (actor->tracer)
{
CHolySeekerMissile (actor, actor->args[0]*ANGLE_1,
actor->args[0]*ANGLE_1*2);
if (!((level.time+7)&15))
{
actor->args[0] = 5+(pr_holyseek()/20);
}
}
CHolyWeave (actor);
}
//============================================================================
//
// A_CHolyCheckScream
//
//============================================================================
void A_CHolyCheckScream (AActor *actor)
{
A_CHolySeek (actor);
if (pr_checkscream() < 20)
{
S_Sound (actor, CHAN_VOICE, "SpiritActive", 1, ATTN_NORM);
}
if (!actor->tracer)
{
CHolyFindTarget(actor);
}
}
//============================================================================
//
// A_CHolySpawnPuff
//
//============================================================================
void A_CHolySpawnPuff (AActor *actor)
{
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Spawn<AHolyMissilePuff> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
}
void AClericWeaponPiece::BeginPlay ()
{
Super::BeginPlay ();
FourthWeaponClass = RUNTIME_CLASS(ACWeapWraithverge);
}
//============================================================================
//
// A_DropWraithvergePieces
//
//============================================================================
void A_DropWraithvergePieces (AActor *actor)
{
static const PClass *pieces[3] =
{
RUNTIME_CLASS(ACWeaponPiece1),
RUNTIME_CLASS(ACWeaponPiece2),
RUNTIME_CLASS(ACWeaponPiece3)
};
for (int i = 0, j = 0, fineang = 0; i < 3; ++i)
{
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AActor *piece = Spawn (pieces[j], actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (piece != NULL)
{
piece->momx = actor->momx + finecosine[fineang];
piece->momy = actor->momy + finesine[fineang];
piece->momz = actor->momz;
piece->flags |= MF_DROPPED;
fineang += FINEANGLES/3;
j = (j == 0) ? (pr_wraithvergedrop() & 1) + 1 : 3-j;
}
}
}