mirror of
https://github.com/ZDoom/qzdoom.git
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709 lines
20 KiB
C++
709 lines
20 KiB
C++
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//===========================================================================
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// Korax Variables
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// tracer last teleport destination
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// special2 set if "below half" script not yet run
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//
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// Korax Scripts (reserved)
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// 249 Tell scripts that we are below half health
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// 250-254 Control scripts (254 is only used when less than half health)
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// 255 Death script
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//
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// Korax TIDs (reserved)
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// 245 Reserved for Korax himself
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// 248 Initial teleport destination
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// 249 Teleport destination
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// 250-254 For use in respective control scripts
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// 255 For use in death script (spawn spots)
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//===========================================================================
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "i_system.h"
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const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
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const int KORAX_COMMAND_HEIGHT = 120;
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const int KORAX_COMMAND_OFFSET = 27;
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const int KORAX_TID = 245;
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const int KORAX_FIRST_TELEPORT_TID = 248;
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const int KORAX_TELEPORT_TID = 249;
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const int KORAX_DELTAANGLE = 85*ANGLE_1;
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const int KORAX_ARM_EXTENSION_SHORT = 40;
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const int KORAX_ARM_EXTENSION_LONG = 55;
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const int KORAX_ARM1_HEIGHT = 108*FRACUNIT;
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const int KORAX_ARM2_HEIGHT = 82*FRACUNIT;
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const int KORAX_ARM3_HEIGHT = 54*FRACUNIT;
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const int KORAX_ARM4_HEIGHT = 104*FRACUNIT;
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const int KORAX_ARM5_HEIGHT = 86*FRACUNIT;
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const int KORAX_ARM6_HEIGHT = 53*FRACUNIT;
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const int KORAX_BOLT_HEIGHT = 48*FRACUNIT;
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const int KORAX_BOLT_LIFETIME = 3;
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static FRandom pr_koraxchase ("KoraxChase");
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static FRandom pr_kspiritinit ("KSpiritInit");
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static FRandom pr_koraxdecide ("KoraxDecide");
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static FRandom pr_koraxmissile ("KoraxMissile");
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static FRandom pr_koraxcommand ("KoraxCommand");
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static FRandom pr_kspiritweave ("KSpiritWeave");
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static FRandom pr_kspiritseek ("KSpiritSeek");
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static FRandom pr_kspiritroam ("KSpiritRoam");
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static FRandom pr_missile ("SKoraxMissile");
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void A_KoraxChase (AActor *);
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void A_KoraxStep (AActor *);
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void A_KoraxStep2 (AActor *);
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void A_KoraxDecide (AActor *);
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void A_KoraxBonePop (AActor *);
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void A_KoraxMissile (AActor *);
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void A_KoraxCommand (AActor *);
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void A_KSpiritRoam (AActor *);
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void A_KBolt (AActor *);
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void A_KBoltRaise (AActor *);
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void KoraxFire (AActor *actor, const TypeInfo *type, int arm);
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void KSpiritInit (AActor *spirit, AActor *korax);
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AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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AActor *source, AActor *dest, const TypeInfo *type);
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extern void SpawnSpiritTail (AActor *spirit);
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// Korax --------------------------------------------------------------------
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class AKorax : public AActor
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{
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DECLARE_ACTOR (AKorax, AActor)
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};
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FState AKorax::States[] =
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{
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#define S_KORAX_LOOK1 0
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S_NORMAL (KORX, 'A', 5, A_Look , &States[S_KORAX_LOOK1]),
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#define S_KORAX_CHASE2 (S_KORAX_LOOK1+1)
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S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+1]),
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S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+2]),
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S_NORMAL (KORX, 'A', 3, A_KoraxChase , &States[S_KORAX_CHASE2+3]),
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S_NORMAL (KORX, 'B', 3, A_KoraxStep , &States[S_KORAX_CHASE2+4]),
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S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+5]),
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S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+6]),
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S_NORMAL (KORX, 'B', 3, A_KoraxChase , &States[S_KORAX_CHASE2+7]),
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S_NORMAL (KORX, 'C', 3, A_KoraxStep2 , &States[S_KORAX_CHASE2+8]),
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S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+9]),
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S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+10]),
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S_NORMAL (KORX, 'C', 3, A_KoraxChase , &States[S_KORAX_CHASE2+11]),
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S_NORMAL (KORX, 'D', 3, A_KoraxStep , &States[S_KORAX_CHASE2+12]),
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S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+13]),
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S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+14]),
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S_NORMAL (KORX, 'D', 3, A_KoraxChase , &States[S_KORAX_CHASE2+15]),
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S_NORMAL (KORX, 'A', 3, A_KoraxStep2 , &States[S_KORAX_CHASE2]),
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#define S_KORAX_PAIN1 (S_KORAX_CHASE2+16)
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S_NORMAL (KORX, 'H', 5, A_Pain , &States[S_KORAX_PAIN1+1]),
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S_NORMAL (KORX, 'H', 5, NULL , &States[S_KORAX_CHASE2]),
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#define S_KORAX_ATTACK1 (S_KORAX_PAIN1+2)
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S_BRIGHT (KORX, 'E', 2, A_FaceTarget , &States[S_KORAX_ATTACK1+1]),
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S_BRIGHT (KORX, 'E', 5, A_KoraxDecide , &States[S_KORAX_ATTACK1+1]),
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#define S_KORAX_DEATH1 (S_KORAX_ATTACK1+2)
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S_NORMAL (KORX, 'I', 5, NULL , &States[S_KORAX_DEATH1+1]),
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S_NORMAL (KORX, 'J', 5, A_FaceTarget , &States[S_KORAX_DEATH1+2]),
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S_NORMAL (KORX, 'K', 5, A_Scream , &States[S_KORAX_DEATH1+3]),
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S_NORMAL (KORX, 'L', 5, NULL , &States[S_KORAX_DEATH1+4]),
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S_NORMAL (KORX, 'M', 5, NULL , &States[S_KORAX_DEATH1+5]),
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S_NORMAL (KORX, 'N', 5, NULL , &States[S_KORAX_DEATH1+6]),
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S_NORMAL (KORX, 'O', 5, NULL , &States[S_KORAX_DEATH1+7]),
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S_NORMAL (KORX, 'P', 5, NULL , &States[S_KORAX_DEATH1+8]),
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S_NORMAL (KORX, 'Q', 10, NULL , &States[S_KORAX_DEATH1+9]),
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S_NORMAL (KORX, 'R', 5, A_KoraxBonePop , &States[S_KORAX_DEATH1+10]),
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S_NORMAL (KORX, 'S', 5, A_NoBlocking , &States[S_KORAX_DEATH1+11]),
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S_NORMAL (KORX, 'T', 5, NULL , &States[S_KORAX_DEATH1+12]),
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S_NORMAL (KORX, 'U', 5, NULL , &States[S_KORAX_DEATH1+13]),
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S_NORMAL (KORX, 'V', -1, NULL , NULL),
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#define S_KORAX_MISSILE1 (S_KORAX_DEATH1+14)
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S_BRIGHT (KORX, 'E', 4, A_FaceTarget , &States[S_KORAX_MISSILE1+1]),
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S_BRIGHT (KORX, 'F', 8, A_KoraxMissile , &States[S_KORAX_MISSILE1+2]),
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S_BRIGHT (KORX, 'E', 8, NULL , &States[S_KORAX_CHASE2]),
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#define S_KORAX_COMMAND1 (S_KORAX_MISSILE1+3)
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S_BRIGHT (KORX, 'E', 5, A_FaceTarget , &States[S_KORAX_COMMAND1+1]),
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S_BRIGHT (KORX, 'W', 10, A_FaceTarget , &States[S_KORAX_COMMAND1+2]),
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S_BRIGHT (KORX, 'G', 15, A_KoraxCommand , &States[S_KORAX_COMMAND1+3]),
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S_BRIGHT (KORX, 'W', 10, NULL , &States[S_KORAX_COMMAND1+4]),
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S_BRIGHT (KORX, 'E', 5, NULL , &States[S_KORAX_CHASE2]),
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};
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IMPLEMENT_ACTOR (AKorax, Hexen, 10200, 0)
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PROP_SpawnHealth (5000)
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PROP_PainChance (20)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (65)
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PROP_HeightFixed (115)
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PROP_Mass (2000)
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PROP_Damage (15)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_BOSS|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH)
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PROP_Flags4 (MF4_NOICEDEATH)
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PROP_SpawnState (S_KORAX_LOOK1)
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PROP_SeeState (S_KORAX_CHASE2)
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PROP_PainState (S_KORAX_PAIN1)
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PROP_MissileState (S_KORAX_ATTACK1)
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PROP_DeathState (S_KORAX_DEATH1)
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PROP_SeeSound ("KoraxSight")
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PROP_AttackSound ("KoraxAttack")
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PROP_PainSound ("KoraxPain")
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PROP_DeathSound ("KoraxDeath")
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PROP_ActiveSound ("KoraxActive")
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END_DEFAULTS
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// Korax Spirit -------------------------------------------------------------
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class AKoraxSpirit : public AActor
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{
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DECLARE_ACTOR (AKoraxSpirit, AActor)
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};
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FState AKoraxSpirit::States[] =
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{
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S_NORMAL (SPIR, 'A', 5, A_KSpiritRoam , &States[1]),
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S_NORMAL (SPIR, 'B', 5, A_KSpiritRoam , &States[0]),
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#define S_KSPIRIT_DEATH (2)
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S_NORMAL (SPIR, 'D', 5, NULL , &States[S_KSPIRIT_DEATH+1]),
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S_NORMAL (SPIR, 'E', 5, NULL , &States[S_KSPIRIT_DEATH+2]),
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S_NORMAL (SPIR, 'F', 5, NULL , &States[S_KSPIRIT_DEATH+3]),
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S_NORMAL (SPIR, 'G', 5, NULL , &States[S_KSPIRIT_DEATH+4]),
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S_NORMAL (SPIR, 'H', 5, NULL , &States[S_KSPIRIT_DEATH+5]),
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S_NORMAL (SPIR, 'I', 5, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AKoraxSpirit, Hexen, -1, 0)
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PROP_SpeedFixed (8)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_NOCLIP|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_ALTSHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Korax Bolt ---------------------------------------------------------------
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class AKoraxBolt : public AActor
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{
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DECLARE_ACTOR (AKoraxBolt, AActor)
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};
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FState AKoraxBolt::States[] =
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{
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#define S_KBOLT1 0
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S_BRIGHT (MLFX, 'I', 2, NULL , &States[S_KBOLT1+1]),
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S_BRIGHT (MLFX, 'J', 2, A_KBoltRaise , &States[S_KBOLT1+2]),
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S_BRIGHT (MLFX, 'I', 2, A_KBolt , &States[S_KBOLT1+3]),
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S_BRIGHT (MLFX, 'J', 2, A_KBolt , &States[S_KBOLT1+4]),
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S_BRIGHT (MLFX, 'K', 2, A_KBolt , &States[S_KBOLT1+5]),
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S_BRIGHT (MLFX, 'L', 2, A_KBolt , &States[S_KBOLT1+6]),
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S_BRIGHT (MLFX, 'M', 2, A_KBolt , &States[S_KBOLT1+2]),
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};
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IMPLEMENT_ACTOR (AKoraxBolt, Hexen, -1, 0)
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PROP_RadiusFixed (15)
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PROP_HeightFixed (35)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_KBOLT1)
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END_DEFAULTS
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//============================================================================
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//============================================================================
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//
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// A_KoraxChase
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//
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//============================================================================
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void A_KoraxChase (AActor *actor)
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{
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AActor *spot;
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if ((!actor->special2) && (actor->health <= (actor->GetDefault()->health/2)))
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{
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FActorIterator iterator (KORAX_FIRST_TELEPORT_TID);
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spot = iterator.Next ();
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if (spot != NULL)
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{
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P_Teleport (actor, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
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}
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P_StartScript (actor, NULL, 249, NULL, 0, 0, 0, 0, 0, false);
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actor->special2 = 1; // Don't run again
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return;
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}
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if (!actor->target) return;
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if (pr_koraxchase()<30)
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{
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actor->SetState (actor->MissileState);
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}
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else if (pr_koraxchase()<30)
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{
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S_Sound (actor, CHAN_VOICE, "KoraxActive", 1, ATTN_NONE);
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}
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// Teleport away
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if (actor->health < (actor->GetDefault()->health>>1))
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{
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if (pr_koraxchase()<10)
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{
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FActorIterator iterator (KORAX_TELEPORT_TID);
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if (actor->tracer != NULL)
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{ // Find the previous teleport destination
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do
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{
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spot = iterator.Next ();
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} while (spot != NULL && spot != actor->tracer);
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}
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// Go to the next teleport destination
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spot = iterator.Next ();
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actor->tracer = spot;
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if (spot)
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{
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P_Teleport (actor, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
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}
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}
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}
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}
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//============================================================================
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//
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// A_KoraxStep
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//
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//============================================================================
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void A_KoraxStep (AActor *actor)
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{
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A_Chase (actor);
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}
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//============================================================================
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//
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// A_KoraxStep2
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//
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//============================================================================
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void A_KoraxStep2 (AActor *actor)
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{
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S_Sound (actor, CHAN_BODY, "KoraxStep", 1, ATTN_NONE);
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A_Chase (actor);
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}
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//============================================================================
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//
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// A_KoraxBonePop
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//
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//============================================================================
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void A_KoraxBonePop (AActor *actor)
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{
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AActor *mo;
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int i;
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// Spawn 6 spirits equalangularly
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for (i = 0; i < 6; ++i)
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{
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mo = P_SpawnMissileAngle (actor, RUNTIME_CLASS(AKoraxSpirit), ANGLE_60*i, 5*FRACUNIT);
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if (mo) KSpiritInit (mo, actor);
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}
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P_StartScript (actor, NULL, 255, NULL, 0, 0, 0, 0, false, false); // Death script
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}
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//============================================================================
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//
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// KSpiritInit
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//
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//============================================================================
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void KSpiritInit (AActor *spirit, AActor *korax)
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{
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spirit->health = KORAX_SPIRIT_LIFETIME;
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spirit->tracer = korax; // Swarm around korax
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spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
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spirit->args[0] = 10; // initial turn value
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spirit->args[1] = 0; // initial look angle
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// Spawn a tail for spirit
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SpawnSpiritTail (spirit);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KoraxDecide
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KoraxDecide (AActor *actor)
|
||
|
{
|
||
|
if (pr_koraxdecide()<220)
|
||
|
{
|
||
|
actor->SetState (&AKorax::States[S_KORAX_MISSILE1]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
actor->SetState (&AKorax::States[S_KORAX_COMMAND1]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KoraxMissile
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KoraxMissile (AActor *actor)
|
||
|
{
|
||
|
static const struct { const char *type, *sound; } choices[6] =
|
||
|
{
|
||
|
{ "WraithFX1", "WraithMissileFire" },
|
||
|
{ "Demon1FX1", "DemonMissileFire" },
|
||
|
{ "Demon2FX1", "DemonMissileFire" },
|
||
|
{ "FireDemonMissile", "FireDemonAttack" },
|
||
|
{ "CentaurFX", "CentaurLeaderAttack" },
|
||
|
{ "SerpentFX", "CentaurLeaderAttack" }
|
||
|
};
|
||
|
|
||
|
int type = pr_koraxmissile()%6;
|
||
|
int i;
|
||
|
const TypeInfo *info;
|
||
|
|
||
|
S_Sound (actor, CHAN_VOICE, "KoraxAttack", 1, ATTN_NORM);
|
||
|
|
||
|
info = TypeInfo::FindType (choices[type].type);
|
||
|
if (info == NULL)
|
||
|
{
|
||
|
I_Error ("Unknown Korax missile: %s\n", choices[type].type);
|
||
|
}
|
||
|
|
||
|
// Fire all 6 missiles at once
|
||
|
S_Sound (actor, CHAN_WEAPON, choices[type].sound, 1, ATTN_NONE);
|
||
|
for (i = 0; i < 6; ++i)
|
||
|
{
|
||
|
KoraxFire (actor, info, i);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KoraxCommand
|
||
|
//
|
||
|
// Call action code scripts (250-254)
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KoraxCommand (AActor *actor)
|
||
|
{
|
||
|
fixed_t x,y,z;
|
||
|
angle_t ang;
|
||
|
int numcommands;
|
||
|
|
||
|
S_Sound (actor, CHAN_VOICE, "KoraxCommand", 1, ATTN_NORM);
|
||
|
|
||
|
// Shoot stream of lightning to ceiling
|
||
|
ang = (actor->angle - ANGLE_90) >> ANGLETOFINESHIFT;
|
||
|
x = actor->x + KORAX_COMMAND_OFFSET * finecosine[ang];
|
||
|
y = actor->y + KORAX_COMMAND_OFFSET * finesine[ang];
|
||
|
z = actor->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
|
||
|
Spawn<AKoraxBolt> (x, y, z);
|
||
|
|
||
|
if (actor->health <= (actor->GetDefault()->health >> 1))
|
||
|
{
|
||
|
numcommands = 5;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
numcommands = 4;
|
||
|
}
|
||
|
|
||
|
P_StartScript (actor, NULL, 250+(pr_koraxcommand()%numcommands),
|
||
|
NULL, 0, 0, 0, 0, false, false);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// KoraxFire
|
||
|
//
|
||
|
// Arm projectiles
|
||
|
// arm positions numbered:
|
||
|
// 1 top left
|
||
|
// 2 middle left
|
||
|
// 3 lower left
|
||
|
// 4 top right
|
||
|
// 5 middle right
|
||
|
// 6 lower right
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void KoraxFire (AActor *actor, const TypeInfo *type, int arm)
|
||
|
{
|
||
|
static const int extension[6] =
|
||
|
{
|
||
|
KORAX_ARM_EXTENSION_SHORT,
|
||
|
KORAX_ARM_EXTENSION_LONG,
|
||
|
KORAX_ARM_EXTENSION_LONG,
|
||
|
KORAX_ARM_EXTENSION_SHORT,
|
||
|
KORAX_ARM_EXTENSION_LONG,
|
||
|
KORAX_ARM_EXTENSION_LONG
|
||
|
};
|
||
|
static const fixed_t armheight[6] =
|
||
|
{
|
||
|
KORAX_ARM1_HEIGHT,
|
||
|
KORAX_ARM2_HEIGHT,
|
||
|
KORAX_ARM3_HEIGHT,
|
||
|
KORAX_ARM4_HEIGHT,
|
||
|
KORAX_ARM5_HEIGHT,
|
||
|
KORAX_ARM6_HEIGHT
|
||
|
};
|
||
|
|
||
|
angle_t ang;
|
||
|
fixed_t x,y,z;
|
||
|
|
||
|
ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE))
|
||
|
>> ANGLETOFINESHIFT;
|
||
|
x = actor->x + extension[arm] * finecosine[ang];
|
||
|
y = actor->y + extension[arm] * finesine[ang];
|
||
|
z = actor->z - actor->floorclip + armheight[arm];
|
||
|
P_SpawnKoraxMissile (x, y, z, actor, actor->target, type);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KSpiritWeave
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KSpiritWeave (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_kspiritweave()%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_kspiritweave()%5))&63;
|
||
|
actor->z += FloatBobOffsets[weaveZ]<<1;
|
||
|
actor->special2 = weaveZ+(weaveXY<<16);
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KSpiritSeeker
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KSpiritSeeker (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;
|
||
|
}
|
||
|
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->GetDefault()->height)
|
||
|
|| actor->z+actor->height < target->z)
|
||
|
{
|
||
|
newZ = target->z+((pr_kspiritseek()*target->GetDefault()->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_KSpiritRoam
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KSpiritRoam (AActor *actor)
|
||
|
{
|
||
|
if (actor->health-- <= 0)
|
||
|
{
|
||
|
S_Sound (actor, CHAN_VOICE, "SpiritDie", 1, ATTN_NORM);
|
||
|
actor->SetState (&AKoraxSpirit::States[S_KSPIRIT_DEATH]);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (actor->tracer)
|
||
|
{
|
||
|
A_KSpiritSeeker (actor, actor->args[0]*ANGLE_1,
|
||
|
actor->args[0]*ANGLE_1*2);
|
||
|
}
|
||
|
A_KSpiritWeave (actor);
|
||
|
if (pr_kspiritroam()<50)
|
||
|
{
|
||
|
S_Sound (actor, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KBolt
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KBolt (AActor *actor)
|
||
|
{
|
||
|
// Countdown lifetime
|
||
|
if (actor->special1-- <= 0)
|
||
|
{
|
||
|
actor->Destroy ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// A_KBoltRaise
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
void A_KBoltRaise (AActor *actor)
|
||
|
{
|
||
|
AActor *mo;
|
||
|
fixed_t z;
|
||
|
|
||
|
// Spawn a child upward
|
||
|
z = actor->z + KORAX_BOLT_HEIGHT;
|
||
|
|
||
|
if ((z + KORAX_BOLT_HEIGHT) < actor->ceilingz)
|
||
|
{
|
||
|
mo = Spawn<AKoraxBolt> (actor->x, actor->y, z);
|
||
|
if (mo)
|
||
|
{
|
||
|
mo->special1 = KORAX_BOLT_LIFETIME;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// Maybe cap it off here
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//============================================================================
|
||
|
//
|
||
|
// P_SpawnKoraxMissile
|
||
|
//
|
||
|
//============================================================================
|
||
|
|
||
|
AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
|
||
|
AActor *source, AActor *dest, const TypeInfo *type)
|
||
|
{
|
||
|
AActor *th;
|
||
|
angle_t an;
|
||
|
int dist;
|
||
|
|
||
|
z -= source->floorclip;
|
||
|
th = Spawn (type, x, y, z);
|
||
|
if (th->SeeSound)
|
||
|
{
|
||
|
S_SoundID (th, CHAN_BODY, th->SeeSound, 1, ATTN_NORM);
|
||
|
}
|
||
|
th->target = source; // Originator
|
||
|
an = R_PointToAngle2(x, y, dest->x, dest->y);
|
||
|
if (dest->flags & MF_SHADOW)
|
||
|
{ // Invisible target
|
||
|
an += pr_missile.Random2()<<21;
|
||
|
}
|
||
|
th->angle = an;
|
||
|
an >>= ANGLETOFINESHIFT;
|
||
|
th->momx = FixedMul (th->Speed, finecosine[an]);
|
||
|
th->momy = FixedMul (th->Speed, finesine[an]);
|
||
|
dist = P_AproxDistance (dest->x - x, dest->y - y);
|
||
|
dist = dist/th->Speed;
|
||
|
if (dist < 1)
|
||
|
{
|
||
|
dist = 1;
|
||
|
}
|
||
|
th->momz = (dest->z-z+(30*FRACUNIT))/dist;
|
||
|
return (P_CheckMissileSpawn(th) ? th : NULL);
|
||
|
}
|