/* #include "actor.h" #include "info.h" #include "p_local.h" #include "s_sound.h" #include "a_action.h" #include "m_random.h" #include "a_hexenglobal.h" #include "i_system.h" #include "thingdef/thingdef.h" #include "g_level.h" */ //============================================================================ // // Sorcerer stuff // // Sorcerer Variables // specialf1 Angle of ball 1 (all others relative to that) // StopBall which ball to stop at in stop mode (MT_???) // args[0] Defense time // args[1] Number of full rotations since stopping mode // args[2] Target orbit speed for acceleration/deceleration // args[3] Movement mode (see SORC_ macros) // args[4] Current ball orbit speed // Sorcerer Ball Variables // specialf1 Previous angle of ball (for woosh) // special2 Countdown of rapid fire (FX4) //============================================================================ #define SORCBALL_INITIAL_SPEED 7 #define SORCBALL_TERMINAL_SPEED 25 #define SORCBALL_SPEED_ROTATIONS 5 #define SORC_DEFENSE_TIME 255 #define SORC_DEFENSE_HEIGHT 45 #define BOUNCE_TIME_UNIT (35/2) #define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds #define SORCFX4_SPREAD_ANGLE 20 #define SORC_DECELERATE 0 #define SORC_ACCELERATE 1 #define SORC_STOPPING 2 #define SORC_FIRESPELL 3 #define SORC_STOPPED 4 #define SORC_NORMAL 5 #define SORC_FIRING_SPELL 6 #define BALL1_ANGLEOFFSET 0. #define BALL2_ANGLEOFFSET 120. #define BALL3_ANGLEOFFSET 240. void A_SlowBalls (AActor *actor); void A_StopBalls (AActor *actor); void A_AccelBalls (AActor *actor); void A_DecelBalls (AActor *actor); void A_SorcOffense2 (AActor *actor); void A_DoBounceCheck (AActor *actor, const char *sound); static FRandom pr_heresiarch ("Heresiarch"); // The Heresiarch him/itself ------------------------------------------------ class AHeresiarch : public AActor { DECLARE_CLASS (AHeresiarch, AActor) public: const PClass *StopBall; DAngle BallAngle; void Serialize (FArchive &arc); void Die (AActor *source, AActor *inflictor, int dmgflags); }; IMPLEMENT_CLASS (AHeresiarch) void AHeresiarch::Serialize (FArchive &arc) { Super::Serialize (arc); arc << StopBall << BallAngle; } void AHeresiarch::Die (AActor *source, AActor *inflictor, int dmgflags) { // The heresiarch just executes a script instead of a special upon death int script = special; special = 0; Super::Die (source, inflictor, dmgflags); if (script != 0) { P_StartScript (this, NULL, script, level.MapName, NULL, 0, 0); } } // Base class for the balls flying around the Heresiarch's head ------------- class ASorcBall : public AActor { DECLARE_CLASS (ASorcBall, AActor) public: virtual void DoFireSpell (); virtual void SorcUpdateBallAngle (); virtual void CastSorcererSpell (); DAngle AngleOffset; DAngle OldAngle; void Serialize (FArchive &arc) { Super::Serialize (arc); arc << AngleOffset << OldAngle; } bool SpecialBlastHandling (AActor *source, double strength) { // don't blast sorcerer balls return false; } }; IMPLEMENT_CLASS (ASorcBall) // First ball (purple) - fires projectiles ---------------------------------- class ASorcBall1 : public ASorcBall { DECLARE_CLASS (ASorcBall1, ASorcBall) public: void BeginPlay () { Super::BeginPlay (); AngleOffset = BALL1_ANGLEOFFSET; } virtual void DoFireSpell (); virtual void SorcUpdateBallAngle (); virtual void CastSorcererSpell (); }; IMPLEMENT_CLASS (ASorcBall1) // Second ball (blue) - generates the shield -------------------------------- class ASorcBall2 : public ASorcBall { DECLARE_CLASS (ASorcBall2, ASorcBall) public: void BeginPlay () { Super::BeginPlay (); AngleOffset = BALL2_ANGLEOFFSET; } virtual void CastSorcererSpell (); }; IMPLEMENT_CLASS (ASorcBall2) // Third ball (green) - summons Bishops ------------------------------------- class ASorcBall3 : public ASorcBall { DECLARE_CLASS (ASorcBall3, ASorcBall) public: void BeginPlay () { Super::BeginPlay (); AngleOffset = BALL3_ANGLEOFFSET; } virtual void CastSorcererSpell (); }; IMPLEMENT_CLASS (ASorcBall3) // Sorcerer spell 1 (The burning, bouncing head thing) ---------------------- //============================================================================ // // SorcBall::DoFireSpell // //============================================================================ void ASorcBall::DoFireSpell () { CastSorcererSpell (); target->args[3] = SORC_STOPPED; } //============================================================================ // // SorcBall1::DoFireSpell // //============================================================================ void ASorcBall1::DoFireSpell () { if (pr_heresiarch() < 200) { S_Sound (target, CHAN_VOICE, "SorcererSpellCast", 1, ATTN_NONE); special2 = SORCFX4_RAPIDFIRE_TIME; args[4] = 128; target->args[3] = SORC_FIRING_SPELL; } else { Super::DoFireSpell (); } } //============================================================================ // // A_SorcSpinBalls // // Spawn spinning balls above head - actor is sorcerer //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls) { PARAM_ACTION_PROLOGUE_TYPE(AHeresiarch); AActor *mo; self->SpawnState += 2; // [RH] Don't spawn balls again A_SlowBalls(self); self->args[0] = 0; // Currently no defense self->args[3] = SORC_NORMAL; self->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed self->BallAngle = 1.; DVector3 pos = self->PosPlusZ(-self->Floorclip + self->Height); mo = Spawn("SorcBall1", pos, NO_REPLACE); if (mo) { mo->target = self; mo->special2 = SORCFX4_RAPIDFIRE_TIME; } mo = Spawn("SorcBall2", pos, NO_REPLACE); if (mo) mo->target = self; mo = Spawn("SorcBall3", pos, NO_REPLACE); if (mo) mo->target = self; return 0; } //============================================================================ // // A_SorcBallOrbit // // - actor is ball //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit) { PARAM_ACTION_PROLOGUE_TYPE(ASorcBall); // [RH] If no parent, then die instead of crashing if (self->target == NULL) { self->SetState (self->FindState(NAME_Pain)); return 0; } int mode = self->target->args[3]; AHeresiarch *parent = barrier_cast(self->target); double dist = parent->radius - (self->radius*2); #if 0 // This cannot happen anymore because this is defined locally in SorcBall if (!self->IsKindOf (RUNTIME_CLASS(ASorcBall))) { I_Error ("Corrupted sorcerer:\nTried to use a %s", self->GetClass()->TypeName.GetChars()); } #endif if (self->target->health <= 0) { self->SetState (self->FindState(NAME_Pain)); return 0; } DAngle prevangle = self->OldAngle; DAngle baseangle = parent->BallAngle; DAngle angle = baseangle + self->AngleOffset; self->Angles.Yaw = angle; switch (mode) { case SORC_NORMAL: // Balls rotating normally self->SorcUpdateBallAngle (); break; case SORC_DECELERATE: // Balls decelerating A_DecelBalls(self); self->SorcUpdateBallAngle (); break; case SORC_ACCELERATE: // Balls accelerating A_AccelBalls(self); self->SorcUpdateBallAngle (); break; case SORC_STOPPING: // Balls stopping if ((parent->StopBall == self->GetClass()) && (parent->args[1] > SORCBALL_SPEED_ROTATIONS) && absangle(angle, parent->Angles.Yaw) < 42.1875) { // Can stop now self->target->args[3] = SORC_FIRESPELL; self->target->args[4] = 0; // Set angle so self angle == sorcerer angle parent->BallAngle = parent->Angles.Yaw - self->AngleOffset; } else { self->SorcUpdateBallAngle (); } break; case SORC_FIRESPELL: // Casting spell if (parent->StopBall == self->GetClass()) { // Put sorcerer into special throw spell anim if (parent->health > 0) parent->SetState (parent->FindState("Attack1")); self->DoFireSpell (); } break; case SORC_FIRING_SPELL: if (parent->StopBall == self->GetClass()) { if (self->special2-- <= 0) { // Done rapid firing parent->args[3] = SORC_STOPPED; // Back to orbit balls if (parent->health > 0) parent->SetState (parent->FindState("Attack2")); } else { // Do rapid fire spell A_SorcOffense2(self); } } break; case SORC_STOPPED: // Balls stopped default: break; } if ( angle.BAMs() < prevangle.BAMs() && (parent->args[4]==SORCBALL_TERMINAL_SPEED)) { parent->args[1]++; // Bump rotation counter // Completed full rotation - make woosh sound S_Sound (self, CHAN_BODY, "SorcererBallWoosh", 1, ATTN_NORM); } self->OldAngle = angle; // Set previous angle DVector3 pos = parent->Vec3Angle(dist, angle, -parent->Floorclip + parent->Height); self->SetOrigin (pos, true); self->floorz = parent->floorz; self->ceilingz = parent->ceilingz; return 0; } //============================================================================ // // A_SpeedBalls // // Set balls to speed mode - self is sorcerer // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SpeedBalls) { PARAM_ACTION_PROLOGUE; self->args[3] = SORC_ACCELERATE; // speed mode self->args[2] = SORCBALL_TERMINAL_SPEED; // target speed return 0; } //============================================================================ // // A_SlowBalls // // Set balls to slow mode - actor is sorcerer // //============================================================================ void A_SlowBalls(AActor *self) { self->args[3] = SORC_DECELERATE; // slow mode self->args[2] = SORCBALL_INITIAL_SPEED; // target speed } //============================================================================ // // A_StopBalls // // Instant stop when rotation gets to ball in special2 // self is sorcerer // //============================================================================ void A_StopBalls(AActor *scary) { AHeresiarch *self = static_cast (scary); int chance = pr_heresiarch(); self->args[3] = SORC_STOPPING; // stopping mode self->args[1] = 0; // Reset rotation counter if ((self->args[0] <= 0) && (chance < 200)) { self->StopBall = RUNTIME_CLASS(ASorcBall2); // Blue } else if((self->health < (self->SpawnHealth() >> 1)) && (chance < 200)) { self->StopBall = RUNTIME_CLASS(ASorcBall3); // Green } else { self->StopBall = RUNTIME_CLASS(ASorcBall1); // Yellow } } //============================================================================ // // A_AccelBalls // // Increase ball orbit speed - actor is ball // //============================================================================ void A_AccelBalls(AActor *self) { AActor *sorc = self->target; if (sorc->args[4] < sorc->args[2]) { sorc->args[4]++; } else { sorc->args[3] = SORC_NORMAL; if (sorc->args[4] >= SORCBALL_TERMINAL_SPEED) { // Reached terminal velocity - stop balls A_StopBalls(sorc); } } } //============================================================================ // // A_DecelBalls // // Decrease ball orbit speed - actor is ball // //============================================================================ void A_DecelBalls(AActor *self) { AActor *sorc = self->target; if (sorc->args[4] > sorc->args[2]) { sorc->args[4]--; } else { sorc->args[3] = SORC_NORMAL; } } //============================================================================ // // ASorcBall1::SorcUpdateBallAngle // // Update angle if first ball //============================================================================ void ASorcBall1::SorcUpdateBallAngle () { barrier_cast(target)->BallAngle += target->args[4]; } //============================================================================ // // ASorcBall::SorcUpdateBallAngle // //============================================================================ void ASorcBall::SorcUpdateBallAngle () { } //============================================================================ // // ASorcBall::CastSorcererSpell // // Make noise and change the parent sorcerer's animation // //============================================================================ void ASorcBall::CastSorcererSpell () { S_Sound (target, CHAN_VOICE, "SorcererSpellCast", 1, ATTN_NONE); // Put sorcerer into throw spell animation if (target->health > 0) target->SetState (target->FindState("Attack2")); } //============================================================================ // // ASorcBall2::CastSorcererSpell // // Defensive // //============================================================================ void ASorcBall2::CastSorcererSpell () { Super::CastSorcererSpell (); AActor *parent = target; AActor *mo; mo = Spawn("SorcFX2", PosPlusZ(parent->Floorclip + SORC_DEFENSE_HEIGHT), ALLOW_REPLACE); parent->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE; parent->args[0] = SORC_DEFENSE_TIME; if (mo) mo->target = parent; } //============================================================================ // // ASorcBall3::CastSorcererSpell // // Reinforcements // //============================================================================ void ASorcBall3::CastSorcererSpell () { Super::CastSorcererSpell (); AActor *mo; DAngle ang1, ang2; AActor *parent = target; ang1 = Angles.Yaw.Degrees - 45; ang2 = Angles.Yaw.Degrees + 45; PClassActor *cls = PClass::FindActor("SorcFX3"); if (health < (SpawnHealth()/3)) { // Spawn 2 at a time mo = P_SpawnMissileAngle(parent, cls, ang1, 4.); if (mo) mo->target = parent; mo = P_SpawnMissileAngle(parent, cls, ang2, 4.); if (mo) mo->target = parent; } else { if (pr_heresiarch() < 128) ang1 = ang2; mo = P_SpawnMissileAngle(parent, cls, ang1, 4.); if (mo) mo->target = parent; } } /* void A_SpawnReinforcements(AActor *actor) { AActor *parent = self->target; AActor *mo; DAngle ang; ang = P_Random(); mo = P_SpawnMissileAngle(actor, MT_SORCFX3, ang, 5.); if (mo) mo->target = parent; } */ //============================================================================ // // SorcBall1::CastSorcererSpell // // Offensive // //============================================================================ void ASorcBall1::CastSorcererSpell () { Super::CastSorcererSpell (); AActor *mo; DAngle ang1, ang2; AActor *parent = target; ang1 = Angles.Yaw.Degrees + 70; ang2 = Angles.Yaw.Degrees - 70; PClassActor *cls = PClass::FindActor("SorcFX1"); mo = P_SpawnMissileAngle (parent, cls, ang1, 0); if (mo) { mo->target = parent; mo->tracer = parent->target; mo->args[4] = BOUNCE_TIME_UNIT; mo->args[3] = 15; // Bounce time in seconds } mo = P_SpawnMissileAngle (parent, cls, ang2, 0); if (mo) { mo->target = parent; mo->tracer = parent->target; mo->args[4] = BOUNCE_TIME_UNIT; mo->args[3] = 15; // Bounce time in seconds } } //============================================================================ // // A_SorcOffense2 // // Actor is ball // //============================================================================ void A_SorcOffense2(AActor *self) { DAngle ang1; AActor *mo; double delta; int index; AActor *parent = self->target; AActor *dest = parent->target; double dist; // [RH] If no enemy, then don't try to shoot. if (dest == NULL) { return; } index = self->args[4]; self->args[4] = (self->args[4] + 15) & 255; delta = DAngle(index * (360 / 256.f)).Sin() * SORCFX4_SPREAD_ANGLE; ang1 = self->Angles.Yaw + delta; mo = P_SpawnMissileAngle(parent, PClass::FindActor("SorcFX4"), ang1, 0); if (mo) { mo->special2 = 35*5/2; // 5 seconds dist = mo->DistanceBySpeed(dest, mo->Speed); mo->Vel.Z = (dest->Z() - mo->Z()) / dist; } } //============================================================================ // // A_SorcBossAttack // // Resume ball spinning // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack) { PARAM_ACTION_PROLOGUE; self->args[3] = SORC_ACCELERATE; self->args[2] = SORCBALL_INITIAL_SPEED; return 0; } //============================================================================ // // A_SpawnFizzle // // spell cast magic fizzle // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle) { PARAM_ACTION_PROLOGUE; int speed = (int)self->Speed; DAngle rangle; AActor *mo; int ix; DVector3 pos = self->Vec3Angle(5., self->Angles.Yaw, -self->Floorclip + self->Height / 2. ); for (ix=0; ix<5; ix++) { mo = Spawn("SorcSpark1", pos, ALLOW_REPLACE); if (mo) { rangle = self->Angles.Yaw + (pr_heresiarch() % 5) * (4096 / 360.); mo->Vel.X = (pr_heresiarch() % speed) * rangle.Cos(); mo->Vel.Y = (pr_heresiarch() % speed) * rangle.Sin(); mo->Vel.Z = 2; } } return 0; } //============================================================================ // // A_SorcFX1Seek // // Yellow spell - offense // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek) { PARAM_ACTION_PROLOGUE; A_DoBounceCheck (self, "SorcererHeadScream"); P_SeekerMissile(self, 2, 6); return 0; } //============================================================================ // // A_SorcFX2Split // // Blue spell - defense // //============================================================================ // // FX2 Variables // specialf1 current angle // special2 // args[0] 0 = CW, 1 = CCW // args[1] //============================================================================ // Split ball in two DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split) { PARAM_ACTION_PROLOGUE; AActor *mo; mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE); if (mo) { mo->target = self->target; mo->args[0] = 0; // CW mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle mo->SetState (mo->FindState("Orbit")); } mo = Spawn(self->GetClass(), self->Pos(), NO_REPLACE); if (mo) { mo->target = self->target; mo->args[0] = 1; // CCW mo->specialf1 = self->Angles.Yaw.Degrees; // Set angle mo->SetState (mo->FindState("Orbit")); } self->Destroy (); return 0; } //============================================================================ // // A_SorcFX2Orbit // // Orbit FX2 about sorcerer // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit) { PARAM_ACTION_PROLOGUE; DAngle angle; DVector3 pos; AActor *parent = self->target; // [RH] If no parent, then disappear if (parent == NULL) { self->Destroy(); return 0; } double dist = parent->radius; if ((parent->health <= 0) || // Sorcerer is dead (!parent->args[0])) // Time expired { self->SetState (self->FindState(NAME_Death)); parent->args[0] = 0; parent->flags2 &= ~MF2_REFLECTIVE; parent->flags2 &= ~MF2_INVULNERABLE; } if (self->args[0] && (parent->args[0]-- <= 0)) // Time expired { self->SetState (self->FindState(NAME_Death)); parent->args[0] = 0; parent->flags2 &= ~MF2_REFLECTIVE; } // Move to new position based on angle if (self->args[0]) // Counter clock-wise { self->specialf1 += 10; angle = self->specialf1; pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT); pos.Z += 15 * angle.Cos(); // Spawn trailer Spawn("SorcFX2T1", pos, ALLOW_REPLACE); } else // Clock wise { self->specialf1 -= 10; angle = self->specialf1; pos = parent->Vec3Angle(dist, angle, parent->Floorclip + SORC_DEFENSE_HEIGHT); pos.Z += 20 * angle.Sin(); // Spawn trailer Spawn("SorcFX2T1", pos, ALLOW_REPLACE); } self->SetOrigin (pos, true); self->floorz = parent->floorz; self->ceilingz = parent->ceilingz; return 0; } //============================================================================ // // A_SpawnBishop // // Green spell - spawn bishops // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop) { PARAM_ACTION_PROLOGUE; AActor *mo; mo = Spawn("Bishop", self->Pos(), ALLOW_REPLACE); if (mo) { if (!P_TestMobjLocation(mo)) { mo->ClearCounters(); mo->Destroy (); } else if (self->target != NULL) { // [RH] Make the new bishops inherit the Heriarch's target mo->CopyFriendliness (self->target, true); mo->master = self->target; } } self->Destroy (); return 0; } //============================================================================ // // A_SorcererBishopEntry // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry) { PARAM_ACTION_PROLOGUE; Spawn("SorcFX3Explosion", self->Pos(), ALLOW_REPLACE); S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM); return 0; } //============================================================================ // // A_SorcFX4Check // // FX4 - rapid fire balls // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check) { PARAM_ACTION_PROLOGUE; if (self->special2-- <= 0) { self->SetState (self->FindState(NAME_Death)); } return 0; } //============================================================================ // // A_SorcBallPop // // Ball death - bounce away in a random direction // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop) { PARAM_ACTION_PROLOGUE; S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE); self->flags &= ~MF_NOGRAVITY; self->Gravity = 1. / 8;; self->Vel.X = ((pr_heresiarch()%10)-5); self->Vel.Y = ((pr_heresiarch()%10)-5); self->Vel.Z = (2+(pr_heresiarch()%3)); self->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit self->args[3] = 5; // Bounce time in seconds return 0; } //============================================================================ // // A_DoBounceCheck // //============================================================================ void A_DoBounceCheck (AActor *self, const char *sound) { if (self->args[4]-- <= 0) { if (self->args[3]-- <= 0) { self->SetState (self->FindState(NAME_Death)); S_Sound (self, CHAN_BODY, sound, 1, ATTN_NONE); } else { self->args[4] = BOUNCE_TIME_UNIT; } } } //============================================================================ // // A_BounceCheck // //============================================================================ DEFINE_ACTION_FUNCTION(AActor, A_BounceCheck) { PARAM_ACTION_PROLOGUE; A_DoBounceCheck (self, "SorcererBigBallExplode"); return 0; }