/* #include "actor.h" #include "info.h" #include "p_local.h" #include "m_random.h" #include "s_sound.h" #include "a_hexenglobal.h" #include "gstrings.h" #include "a_weaponpiece.h" #include "thingdef/thingdef.h" #include "doomstat.h" */ static FRandom pr_mstafftrack ("MStaffTrack"); static FRandom pr_bloodscourgedrop ("BloodScourgeDrop"); void A_MStaffTrack (AActor *); void A_DropBloodscourgePieces (AActor *); void A_MStaffAttack (AActor *actor); void A_MStaffPalette (AActor *actor); static AActor *FrontBlockCheck (AActor *mo, int index, void *); static divline_t BlockCheckLine; //========================================================================== // The Mages's Staff (Bloodscourge) ----------------------------------------- class AMWeapBloodscourge : public AMageWeapon { DECLARE_CLASS (AMWeapBloodscourge, AMageWeapon) public: void Serialize (FArchive &arc) { Super::Serialize (arc); arc << MStaffCount; } PalEntry GetBlend () { if (paletteflash & PF_HEXENWEAPONS) { if (MStaffCount == 3) return PalEntry(128, 100, 73, 0); else if (MStaffCount == 2) return PalEntry(128, 125, 92, 0); else if (MStaffCount == 1) return PalEntry(128, 150, 110, 0); else return PalEntry(0, 0, 0, 0); } else { return PalEntry (MStaffCount * 128 / 3, 151, 110, 0); } } BYTE MStaffCount; }; IMPLEMENT_CLASS (AMWeapBloodscourge) // Mage Staff FX2 (Bloodscourge) -------------------------------------------- class AMageStaffFX2 : public AActor { DECLARE_CLASS(AMageStaffFX2, AActor) public: int SpecialMissileHit (AActor *victim); bool SpecialBlastHandling (AActor *source, double strength); }; IMPLEMENT_CLASS (AMageStaffFX2) int AMageStaffFX2::SpecialMissileHit (AActor *victim) { if (victim != target && !victim->player && !(victim->flags2 & MF2_BOSS)) { P_DamageMobj (victim, this, target, 10, NAME_Fire); return 1; // Keep going } return -1; } bool AMageStaffFX2::SpecialBlastHandling (AActor *source, double strength) { // Reflect to originator tracer = target; target = source; return true; } //============================================================================ //============================================================================ // // MStaffSpawn // //============================================================================ void MStaffSpawn (AActor *pmo, DAngle angle, AActor *alttarget) { AActor *mo; FTranslatedLineTarget t; mo = P_SpawnPlayerMissile (pmo, 0, 0, 8, RUNTIME_CLASS(AMageStaffFX2), angle, &t); if (mo) { mo->target = pmo; if (t.linetarget && !t.unlinked) mo->tracer = t.linetarget; else mo->tracer = alttarget; } } //============================================================================ // // A_MStaffAttack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack) { PARAM_ACTION_PROLOGUE; DAngle angle; player_t *player; FTranslatedLineTarget t; if (NULL == (player = self->player)) { return 0; } AMWeapBloodscourge *weapon = static_cast (self->player->ReadyWeapon); if (weapon != NULL) { if (!weapon->DepleteAmmo (weapon->bAltFire)) return 0; } angle = self->Angles.Yaw; // [RH] Let's try and actually track what the player aimed at P_AimLineAttack (self, angle, PLAYERMISSILERANGE, &t, 32.); if (t.linetarget == NULL) { BlockCheckLine.x = self->X(); BlockCheckLine.y = self->Y(); BlockCheckLine.dx = -angle.Sin(); BlockCheckLine.dy = -angle.Cos(); t.linetarget = P_BlockmapSearch (self, 10, FrontBlockCheck); } MStaffSpawn (self, angle, t.linetarget); MStaffSpawn (self, angle-5, t.linetarget); MStaffSpawn (self, angle+5, t.linetarget); S_Sound (self, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM); weapon->MStaffCount = 3; return 0; } //============================================================================ // // A_MStaffPalette // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MStaffPalette) { PARAM_ACTION_PROLOGUE; if (self->player != NULL) { AMWeapBloodscourge *weapon = static_cast (self->player->ReadyWeapon); if (weapon != NULL && weapon->MStaffCount != 0) { weapon->MStaffCount--; } } return 0; } //============================================================================ // // A_MStaffTrack // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack) { PARAM_ACTION_PROLOGUE; if ((self->tracer == 0) && (pr_mstafftrack()<50)) { self->tracer = P_RoughMonsterSearch (self, 10, true); } P_SeekerMissile(self, 2, 10); return 0; } //============================================================================ // // FrontBlockCheck // // [RH] Like RoughBlockCheck, but it won't return anything behind a line. // //============================================================================ static AActor *FrontBlockCheck (AActor *mo, int index, void *) { FBlockNode *link; for (link = blocklinks[index]; link != NULL; link = link->NextActor) { if (link->Me != mo) { if (P_PointOnDivlineSide(link->Me->X(), link->Me->Y(), &BlockCheckLine) == 0 && mo->IsOkayToAttack (link->Me)) { return link->Me; } } } return NULL; } //============================================================================ // // MStaffSpawn2 - for use by mage class boss // //============================================================================ void MStaffSpawn2 (AActor *actor, DAngle angle) { AActor *mo; mo = P_SpawnMissileAngleZ (actor, actor->Z()+40, RUNTIME_CLASS(AMageStaffFX2), angle, 0.); if (mo) { mo->target = actor; mo->tracer = P_BlockmapSearch (mo, 10, FrontBlockCheck); } } //============================================================================ // // A_MStaffAttack2 - for use by mage class boss // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_MageAttack) { PARAM_ACTION_PROLOGUE; if (self->target == NULL) { return 0; } DAngle angle = self->Angles.Yaw; MStaffSpawn2(self, angle); MStaffSpawn2(self, angle - 5); MStaffSpawn2(self, angle + 5); S_Sound(self, CHAN_WEAPON, "MageStaffFire", 1, ATTN_NORM); return 0; }