qzdoom/src/g_heretic/a_dsparil.cpp

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#include "actor.h"
#include "info.h"
#include "a_hereticglobal.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"
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");
void A_Sor1Chase (AActor *);
void A_Sor1Pain (AActor *);
void A_Srcr1Attack (AActor *);
void A_SorZap (AActor *);
void A_SorcererRise (AActor *);
void A_SorRise (AActor *);
void A_SorSightSnd (AActor *);
void A_Srcr2Decide (AActor *);
void A_Srcr2Attack (AActor *);
void A_Sor2DthInit (AActor *);
void A_SorDSph (AActor *);
void A_Sor2DthLoop (AActor *);
void A_SorDExp (AActor *);
void A_SorDBon (AActor *);
void A_BlueSpark (AActor *);
void A_GenWizard (AActor *);
// Boss spot ----------------------------------------------------------------
class ABossSpot : public AActor
{
DECLARE_STATELESS_ACTOR (ABossSpot, AActor)
public:
ABossSpot *NextSpot;
void Serialize (FArchive &arc);
void BeginPlay ();
};
void ABossSpot::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NextSpot;
}
IMPLEMENT_STATELESS_ACTOR (ABossSpot, Heretic, 56, 141)
PROP_RenderFlags (RF_INVISIBLE)
END_DEFAULTS
void ABossSpot::BeginPlay ()
{
Super::BeginPlay ();
NextSpot = NULL;
}
// Sorcerer (D'Sparil on his serpent) ---------------------------------------
class ASorcerer1 : public AActor
{
DECLARE_ACTOR (ASorcerer1, AActor)
};
FState ASorcerer1::States[] =
{
#define S_SRCR1_LOOK 0
S_NORMAL (SRCR, 'A', 10, A_Look , &States[S_SRCR1_LOOK+1]),
S_NORMAL (SRCR, 'B', 10, A_Look , &States[S_SRCR1_LOOK+0]),
#define S_SRCR1_WALK (S_SRCR1_LOOK+2)
S_NORMAL (SRCR, 'A', 5, A_Sor1Chase , &States[S_SRCR1_WALK+1]),
S_NORMAL (SRCR, 'B', 5, A_Sor1Chase , &States[S_SRCR1_WALK+2]),
S_NORMAL (SRCR, 'C', 5, A_Sor1Chase , &States[S_SRCR1_WALK+3]),
S_NORMAL (SRCR, 'D', 5, A_Sor1Chase , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_PAIN (S_SRCR1_WALK+4)
S_NORMAL (SRCR, 'Q', 6, A_Sor1Pain , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_ATK (S_SRCR1_PAIN+1)
S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+1]),
S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+2]),
S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
S_NORMAL (SRCR, 'S', 10, A_FaceTarget , &States[S_SRCR1_ATK+4]),
S_NORMAL (SRCR, 'Q', 7, A_FaceTarget , &States[S_SRCR1_ATK+5]),
S_NORMAL (SRCR, 'R', 6, A_FaceTarget , &States[S_SRCR1_ATK+6]),
S_NORMAL (SRCR, 'S', 10, A_Srcr1Attack , &States[S_SRCR1_WALK+0]),
#define S_SRCR1_DIE (S_SRCR1_ATK+7)
S_NORMAL (SRCR, 'E', 7, NULL , &States[S_SRCR1_DIE+1]),
S_NORMAL (SRCR, 'F', 7, A_Scream , &States[S_SRCR1_DIE+2]),
S_NORMAL (SRCR, 'G', 7, NULL , &States[S_SRCR1_DIE+3]),
S_NORMAL (SRCR, 'H', 6, NULL , &States[S_SRCR1_DIE+4]),
S_NORMAL (SRCR, 'I', 6, NULL , &States[S_SRCR1_DIE+5]),
S_NORMAL (SRCR, 'J', 6, NULL , &States[S_SRCR1_DIE+6]),
S_NORMAL (SRCR, 'K', 6, NULL , &States[S_SRCR1_DIE+7]),
S_NORMAL (SRCR, 'L', 25, A_SorZap , &States[S_SRCR1_DIE+8]),
S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+9]),
S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+10]),
S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+11]),
S_NORMAL (SRCR, 'L', 20, A_SorZap , &States[S_SRCR1_DIE+12]),
S_NORMAL (SRCR, 'M', 5, NULL , &States[S_SRCR1_DIE+13]),
S_NORMAL (SRCR, 'N', 5, NULL , &States[S_SRCR1_DIE+14]),
S_NORMAL (SRCR, 'O', 4, NULL , &States[S_SRCR1_DIE+15]),
S_NORMAL (SRCR, 'L', 12, NULL , &States[S_SRCR1_DIE+16]),
S_NORMAL (SRCR, 'P', -1, A_SorcererRise , NULL)
};
IMPLEMENT_ACTOR (ASorcerer1, Heretic, 7, 142)
PROP_SpawnHealth (2000)
PROP_RadiusFixed (28)
PROP_HeightFixed (100)
PROP_Mass (800)
PROP_SpeedFixed (16)
PROP_PainChance (56)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NORADIUSDMG|MF3_NOTARGET)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_SRCR1_LOOK)
PROP_SeeState (S_SRCR1_WALK)
PROP_PainState (S_SRCR1_PAIN)
PROP_MissileState (S_SRCR1_ATK)
PROP_DeathState (S_SRCR1_DIE)
PROP_SeeSound ("dsparilserpent/sight")
PROP_AttackSound ("dsparilserpent/attack")
PROP_PainSound ("dsparilserpent/pain")
PROP_DeathSound ("dsparilserpent/death")
PROP_ActiveSound ("dsparilserpent/active")
PROP_Obituary("$OB_DSPARIL1")
PROP_HitObituary("$OB_DSPARIL1HIT")
END_DEFAULTS
// Sorcerer FX 1 ------------------------------------------------------------
class ASorcererFX1 : public AActor
{
DECLARE_ACTOR (ASorcererFX1, AActor)
};
FState ASorcererFX1::States[] =
{
#define S_SRCRFX1 0
S_BRIGHT (FX14, 'A', 6, NULL , &States[S_SRCRFX1+1]),
S_BRIGHT (FX14, 'B', 6, NULL , &States[S_SRCRFX1+2]),
S_BRIGHT (FX14, 'C', 6, NULL , &States[S_SRCRFX1+0]),
#define S_SRCRFXI1 (S_SRCRFX1+3)
S_BRIGHT (FX14, 'D', 5, NULL , &States[S_SRCRFXI1+1]),
S_BRIGHT (FX14, 'E', 5, NULL , &States[S_SRCRFXI1+2]),
S_BRIGHT (FX14, 'F', 5, NULL , &States[S_SRCRFXI1+3]),
S_BRIGHT (FX14, 'G', 5, NULL , &States[S_SRCRFXI1+4]),
S_BRIGHT (FX14, 'H', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcererFX1, Heretic, -1, 144)
PROP_RadiusFixed (10)
PROP_HeightFixed (10)
PROP_SpeedFixed (20)
PROP_Damage (10)
PROP_DamageType (MOD_FIRE)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SRCRFX1)
PROP_DeathState (S_SRCRFXI1)
END_DEFAULTS
AT_SPEED_SET (SorcererFX1, speed)
{
SimpleSpeedSetter (ASorcererFX1, 20*FRACUNIT, 28*FRACUNIT, speed);
}
// Sorcerer 2 (D'Sparil without his serpent) --------------------------------
FState ASorcerer2::States[] =
{
#define S_SOR2_LOOK 0
S_NORMAL (SOR2, 'M', 10, A_Look , &States[S_SOR2_LOOK+1]),
S_NORMAL (SOR2, 'N', 10, A_Look , &States[S_SOR2_LOOK+0]),
#define S_SOR2_WALK (S_SOR2_LOOK+2)
S_NORMAL (SOR2, 'M', 4, A_Chase , &States[S_SOR2_WALK+1]),
S_NORMAL (SOR2, 'N', 4, A_Chase , &States[S_SOR2_WALK+2]),
S_NORMAL (SOR2, 'O', 4, A_Chase , &States[S_SOR2_WALK+3]),
S_NORMAL (SOR2, 'P', 4, A_Chase , &States[S_SOR2_WALK+0]),
#define S_SOR2_RISE (S_SOR2_WALK+4)
S_NORMAL (SOR2, 'A', 4, NULL , &States[S_SOR2_RISE+1]),
S_NORMAL (SOR2, 'B', 4, NULL , &States[S_SOR2_RISE+2]),
S_NORMAL (SOR2, 'C', 4, A_SorRise , &States[S_SOR2_RISE+3]),
S_NORMAL (SOR2, 'D', 4, NULL , &States[S_SOR2_RISE+4]),
S_NORMAL (SOR2, 'E', 4, NULL , &States[S_SOR2_RISE+5]),
S_NORMAL (SOR2, 'F', 4, NULL , &States[S_SOR2_RISE+6]),
S_NORMAL (SOR2, 'G', 12, A_SorSightSnd , &States[S_SOR2_WALK+0]),
#define S_SOR2_PAIN (S_SOR2_RISE+7)
S_NORMAL (SOR2, 'Q', 3, NULL , &States[S_SOR2_PAIN+1]),
S_NORMAL (SOR2, 'Q', 6, A_Pain , &States[S_SOR2_WALK+0]),
#define S_SOR2_ATK (S_SOR2_PAIN+2)
S_NORMAL (SOR2, 'R', 9, A_Srcr2Decide , &States[S_SOR2_ATK+1]),
S_NORMAL (SOR2, 'S', 9, A_FaceTarget , &States[S_SOR2_ATK+2]),
S_NORMAL (SOR2, 'T', 20, A_Srcr2Attack , &States[S_SOR2_WALK+0]),
#define S_SOR2_TELE (S_SOR2_ATK+3)
S_NORMAL (SOR2, 'L', 6, NULL , &States[S_SOR2_TELE+1]),
S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2_TELE+2]),
S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2_TELE+3]),
S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2_TELE+4]),
S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2_TELE+5]),
S_NORMAL (SOR2, 'G', 6, NULL , &States[S_SOR2_WALK+0]),
#define S_SOR2_DIE (S_SOR2_TELE+6)
S_NORMAL (SDTH, 'A', 8, A_Sor2DthInit , &States[S_SOR2_DIE+1]),
S_NORMAL (SDTH, 'B', 8, NULL , &States[S_SOR2_DIE+2]),
S_NORMAL (SDTH, 'C', 8, A_SorDSph , &States[S_SOR2_DIE+3]),
S_NORMAL (SDTH, 'D', 7, NULL , &States[S_SOR2_DIE+4]),
S_NORMAL (SDTH, 'E', 7, NULL , &States[S_SOR2_DIE+5]),
S_NORMAL (SDTH, 'F', 7, A_Sor2DthLoop , &States[S_SOR2_DIE+6]),
S_NORMAL (SDTH, 'G', 6, A_SorDExp , &States[S_SOR2_DIE+7]),
S_NORMAL (SDTH, 'H', 6, NULL , &States[S_SOR2_DIE+8]),
S_NORMAL (SDTH, 'I', 18, NULL , &States[S_SOR2_DIE+9]),
S_NORMAL (SDTH, 'J', 6, A_NoBlocking , &States[S_SOR2_DIE+10]),
S_NORMAL (SDTH, 'K', 6, A_SorDBon , &States[S_SOR2_DIE+11]),
S_NORMAL (SDTH, 'L', 6, NULL , &States[S_SOR2_DIE+12]),
S_NORMAL (SDTH, 'M', 6, NULL , &States[S_SOR2_DIE+13]),
S_NORMAL (SDTH, 'N', 6, NULL , &States[S_SOR2_DIE+14]),
S_NORMAL (SDTH, 'O', -1, A_BossDeath , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2, Heretic, -1, 143)
PROP_SpawnHealth (3500)
PROP_RadiusFixed (16)
PROP_HeightFixed (70)
PROP_Mass (300)
PROP_SpeedFixed (14)
PROP_PainChance (32)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_DROPOFF)
PROP_Flags2 (MF2_MCROSS|MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_BOSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_FULLVOLACTIVE|MF3_NORADIUSDMG|MF3_NOTARGET)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_SOR2_LOOK)
PROP_SeeState (S_SOR2_WALK)
PROP_PainState (S_SOR2_PAIN)
PROP_MissileState (S_SOR2_ATK)
PROP_DeathState (S_SOR2_DIE)
PROP_SeeSound ("dsparil/sight")
PROP_AttackSound ("dsparil/attack")
PROP_PainSound ("dsparil/pain")
PROP_ActiveSound ("dsparil/active")
PROP_Obituary("$OB_DSPARIL2")
PROP_HitObituary("$OB_DSPARIL2HIT")
END_DEFAULTS
void ASorcerer2::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << NumBossSpots << FirstBossSpot;
}
void ASorcerer2::BeginPlay ()
{
TThinkerIterator<ABossSpot> iterator;
ABossSpot *spot;
Super::BeginPlay ();
NumBossSpots = 0;
spot = iterator.Next ();
FirstBossSpot = static_cast<ABossSpot *> (spot);
while (spot)
{
NumBossSpots++;
spot->NextSpot = iterator.Next ();
spot = spot->NextSpot;
}
}
// Sorcerer 2 FX 1 ----------------------------------------------------------
class ASorcerer2FX1 : public AActor
{
DECLARE_ACTOR (ASorcerer2FX1, AActor)
public:
void GetExplodeParms (int &damage, int &distance, bool &hurtSource);
};
FState ASorcerer2FX1::States[] =
{
#define S_SOR2FX1 0
S_BRIGHT (FX16, 'A', 3, A_BlueSpark , &States[S_SOR2FX1+1]),
S_BRIGHT (FX16, 'B', 3, A_BlueSpark , &States[S_SOR2FX1+2]),
S_BRIGHT (FX16, 'C', 3, A_BlueSpark , &States[S_SOR2FX1+0]),
#define S_SOR2FXI1 (S_SOR2FX1+3)
S_BRIGHT (FX16, 'G', 5, A_Explode , &States[S_SOR2FXI1+1]),
S_BRIGHT (FX16, 'H', 5, NULL , &States[S_SOR2FXI1+2]),
S_BRIGHT (FX16, 'I', 5, NULL , &States[S_SOR2FXI1+3]),
S_BRIGHT (FX16, 'J', 5, NULL , &States[S_SOR2FXI1+4]),
S_BRIGHT (FX16, 'K', 5, NULL , &States[S_SOR2FXI1+5]),
S_BRIGHT (FX16, 'L', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FX1, Heretic, -1, 145)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (20)
PROP_Damage (1)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FX1)
PROP_DeathState (S_SOR2FXI1)
END_DEFAULTS
AT_SPEED_SET (Sorcerer2FX1, speed)
{
SimpleSpeedSetter (ASorcerer2FX1, 20*FRACUNIT, 28*FRACUNIT, speed);
}
void ASorcerer2FX1::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
{
damage = 80 + (pr_s2fx1() & 31);
}
// Sorcerer 2 FX Spark ------------------------------------------------------
class ASorcerer2FXSpark : public AActor
{
DECLARE_ACTOR (ASorcerer2FXSpark, AActor)
};
FState ASorcerer2FXSpark::States[] =
{
#define S_SOR2FXSPARK 0
S_BRIGHT (FX16, 'D', 12, NULL , &States[S_SOR2FXSPARK+1]),
S_BRIGHT (FX16, 'E', 12, NULL , &States[S_SOR2FXSPARK+2]),
S_BRIGHT (FX16, 'F', 12, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FXSpark, Heretic, -1, 0)
PROP_RadiusFixed (20)
PROP_HeightFixed (16)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT|MF2_CANNOTPUSH)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FXSPARK)
END_DEFAULTS
// Sorcerer 2 FX 2 ----------------------------------------------------------
class ASorcerer2FX2 : public AActor
{
DECLARE_ACTOR (ASorcerer2FX2, AActor)
};
FState ASorcerer2FX2::States[] =
{
#define S_SOR2FX2 0
S_BRIGHT (FX11, 'A', 35, NULL , &States[S_SOR2FX2+1]),
S_BRIGHT (FX11, 'A', 5, A_GenWizard , &States[S_SOR2FX2+2]),
S_BRIGHT (FX11, 'B', 5, NULL , &States[S_SOR2FX2+1]),
#define S_SOR2FXI2 (S_SOR2FX2+3)
S_BRIGHT (FX11, 'C', 5, NULL , &States[S_SOR2FXI2+1]),
S_BRIGHT (FX11, 'D', 5, NULL , &States[S_SOR2FXI2+2]),
S_BRIGHT (FX11, 'E', 5, NULL , &States[S_SOR2FXI2+3]),
S_BRIGHT (FX11, 'F', 5, NULL , &States[S_SOR2FXI2+4]),
S_BRIGHT (FX11, 'G', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2FX2, Heretic, -1, 146)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (6)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_SOR2FX2)
PROP_DeathState (S_SOR2FXI2)
END_DEFAULTS
// Sorcerer 2 Telefade ------------------------------------------------------
class ASorcerer2Telefade : public AActor
{
DECLARE_ACTOR (ASorcerer2Telefade, AActor)
};
FState ASorcerer2Telefade::States[] =
{
#define S_SOR2TELEFADE 0
S_NORMAL (SOR2, 'G', 8, NULL , &States[S_SOR2TELEFADE+1]),
S_NORMAL (SOR2, 'H', 6, NULL , &States[S_SOR2TELEFADE+2]),
S_NORMAL (SOR2, 'I', 6, NULL , &States[S_SOR2TELEFADE+3]),
S_NORMAL (SOR2, 'J', 6, NULL , &States[S_SOR2TELEFADE+4]),
S_NORMAL (SOR2, 'K', 6, NULL , &States[S_SOR2TELEFADE+5]),
S_NORMAL (SOR2, 'L', 6, NULL , NULL)
};
IMPLEMENT_ACTOR (ASorcerer2Telefade, Heretic, -1, 0)
PROP_Flags (MF_NOBLOCKMAP)
PROP_SpawnState (S_SOR2TELEFADE)
END_DEFAULTS
//----------------------------------------------------------------------------
//
// PROC A_Sor1Pain
//
//----------------------------------------------------------------------------
void A_Sor1Pain (AActor *actor)
{
actor->special1 = 20; // Number of steps to walk fast
A_Pain (actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Sor1Chase
//
//----------------------------------------------------------------------------
void A_Sor1Chase (AActor *actor)
{
if (actor->special1)
{
actor->special1--;
actor->tics -= 3;
}
A_Chase(actor);
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr1Attack
//
// Sorcerer demon attack.
//
//----------------------------------------------------------------------------
void A_Srcr1Attack (AActor *actor)
{
AActor *mo;
fixed_t momz;
angle_t angle;
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange ())
{
int damage = pr_scrc1atk.HitDice (8);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
if (actor->health > (actor->GetDefault()->health/3)*2)
{ // Spit one fireball
P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
}
else
{ // Spit three fireballs
mo = P_SpawnMissileZ (actor, actor->z + 48*FRACUNIT, actor->target, RUNTIME_CLASS(ASorcererFX1));
if (mo != NULL)
{
momz = mo->momz;
angle = mo->angle;
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle-ANGLE_1*3, momz);
P_SpawnMissileAngleZ (actor, actor->z + 48*FRACUNIT, RUNTIME_CLASS(ASorcererFX1), angle+ANGLE_1*3, momz);
}
if (actor->health < actor->GetDefault()->health/3)
{ // Maybe attack again
if (actor->special1)
{ // Just attacked, so don't attack again
actor->special1 = 0;
}
else
{ // Set state to attack again
actor->special1 = 1;
actor->SetState (&ASorcerer1::States[S_SRCR1_ATK+3]);
}
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_SorcererRise
//
//----------------------------------------------------------------------------
void A_SorcererRise (AActor *actor)
{
AActor *mo;
actor->flags &= ~MF_SOLID;
mo = Spawn<ASorcerer2> (actor->x, actor->y, actor->z);
mo->SetState (&ASorcerer2::States[S_SOR2_RISE]);
mo->angle = actor->angle;
mo->CopyFriendliness (actor, true);
}
//----------------------------------------------------------------------------
//
// PROC P_DSparilTeleport
//
//----------------------------------------------------------------------------
void P_DSparilTeleport (AActor *actor)
{
int i;
fixed_t prevX;
fixed_t prevY;
fixed_t prevZ;
AActor *mo;
ASorcerer2 *self = static_cast<ASorcerer2 *> (actor);
ABossSpot *spot;
ABossSpot *initial;
if (!self->NumBossSpots)
{ // No spots
return;
}
i = pr_dst () % self->NumBossSpots;
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
while (i-- > 0)
{
spot = spot->NextSpot;
}
initial = spot;
while (P_AproxDistance (actor->x - spot->x, actor->y - spot->y) < 128*FRACUNIT)
{
spot = spot->NextSpot;
if (spot == NULL)
{
spot = static_cast<ABossSpot *> (self->FirstBossSpot);
}
if (spot == initial)
{
// [RH] Don't inifinite loop if no spots further than 128*FRACUNIT
return;
}
}
prevX = actor->x;
prevY = actor->y;
prevZ = actor->z;
if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
{
mo = Spawn<ASorcerer2Telefade> (prevX, prevY, prevZ);
S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->SetState (&ASorcerer2::States[S_SOR2_TELE]);
S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
actor->z = actor->floorz;
actor->angle = spot->angle;
actor->momx = actor->momy = actor->momz = 0;
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Decide
//
//----------------------------------------------------------------------------
void A_Srcr2Decide (AActor *actor)
{
static const int chance[] =
{
192, 120, 120, 120, 64, 64, 32, 16, 0
};
unsigned int chanceindex = actor->health / (actor->GetDefault()->health/8);
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
if (chanceindex >= countof(chance))
{
- Fixed compilation with mingw again. - Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
chanceindex = countof(chance) - 1;
}
if (pr_s2d() < chance[chanceindex])
{
P_DSparilTeleport (actor);
}
}
//----------------------------------------------------------------------------
//
// PROC A_Srcr2Attack
//
//----------------------------------------------------------------------------
void A_Srcr2Attack (AActor *actor)
{
int chance;
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NONE);
if (actor->CheckMeleeRange())
{
int damage = pr_s2a.HitDice (20);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
chance = actor->health < actor->GetDefault()->health/2 ? 96 : 48;
if (pr_s2a() < chance)
{ // Wizard spawners
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
actor->angle-ANG45, FRACUNIT/2);
P_SpawnMissileAngle (actor, RUNTIME_CLASS(ASorcerer2FX2),
actor->angle+ANG45, FRACUNIT/2);
}
else
{ // Blue bolt
P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ASorcerer2FX1));
}
}
//----------------------------------------------------------------------------
//
// PROC A_BlueSpark
//
//----------------------------------------------------------------------------
void A_BlueSpark (AActor *actor)
{
int i;
AActor *mo;
for (i = 0; i < 2; i++)
{
mo = Spawn<ASorcerer2FXSpark> (actor->x, actor->y, actor->z);
mo->momx = pr_bluespark.Random2() << 9;
mo->momy = pr_bluespark.Random2() << 9;
mo->momz = FRACUNIT + (pr_bluespark()<<8);
}
}
//----------------------------------------------------------------------------
//
// PROC A_GenWizard
//
//----------------------------------------------------------------------------
void A_GenWizard (AActor *actor)
{
AActor *mo;
mo = Spawn<AWizard> (actor->x, actor->y, actor->z - GetDefault<AWizard>()->height/2);
if (mo != NULL)
{
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 (actor->target, true);
actor->momx = actor->momy = actor->momz = 0;
actor->SetState (actor->DeathState);
actor->flags &= ~MF_MISSILE;
mo->master = actor->target;
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
Spawn<ATeleportFog> (actor->x, actor->y, actor->z);
}
}
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthInit
//
//----------------------------------------------------------------------------
void A_Sor2DthInit (AActor *actor)
{
actor->special1 = 7; // Animation loop counter
P_Massacre (); // Kill monsters early
}
//----------------------------------------------------------------------------
//
// PROC A_Sor2DthLoop
//
//----------------------------------------------------------------------------
void A_Sor2DthLoop (AActor *actor)
{
if (--actor->special1)
{ // Need to loop
actor->SetState (&ASorcerer2::States[S_SOR2_DIE+3]);
}
}
//----------------------------------------------------------------------------
//
// D'Sparil Sound Routines
//
//----------------------------------------------------------------------------
void A_SorZap (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/zap", 1, ATTN_NONE);}
void A_SorRise (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/rise", 1, ATTN_NONE);}
void A_SorDSph (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/scream", 1, ATTN_NONE);}
void A_SorDExp (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/explode", 1, ATTN_NONE);}
void A_SorDBon (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/bones", 1, ATTN_NONE);}
void A_SorSightSnd (AActor *actor) {S_Sound (actor, CHAN_BODY, "dsparil/sight", 1, ATTN_NONE);}