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https://github.com/ZDoom/qzdoom.git
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549712e719
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
305 lines
7.9 KiB
C++
305 lines
7.9 KiB
C++
/*
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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_enemy.h"
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#include "a_action.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_sharedglobal.h"
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#include "gstrings.h"
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#include "a_specialspot.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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static FRandom pr_s2fx1 ("S2FX1");
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static FRandom pr_scrc1atk ("Srcr1Attack");
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static FRandom pr_dst ("D'SparilTele");
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static FRandom pr_s2d ("Srcr2Decide");
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static FRandom pr_s2a ("Srcr2Attack");
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static FRandom pr_bluespark ("BlueSpark");
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor1Pain
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Sor1Pain)
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{
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self->special1 = 20; // Number of steps to walk fast
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CALL_ACTION(A_Pain, self);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor1Chase
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Sor1Chase)
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{
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if (self->special1)
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{
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self->special1--;
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self->tics -= 3;
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}
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A_Chase(self);
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr1Attack
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//
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// Sorcerer demon attack.
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
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{
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AActor *mo;
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fixed_t velz;
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angle_t angle;
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if (!self->target)
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{
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return;
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}
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S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
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if (self->CheckMeleeRange ())
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{
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int damage = pr_scrc1atk.HitDice (8);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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const PClass *fx = PClass::FindClass("SorcererFX1");
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if (self->health > (self->SpawnHealth()/3)*2)
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{ // Spit one fireball
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P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx );
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}
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else
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{ // Spit three fireballs
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mo = P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx);
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if (mo != NULL)
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{
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velz = mo->velz;
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angle = mo->angle;
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P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz);
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P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz);
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}
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if (self->health < self->SpawnHealth()/3)
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{ // Maybe attack again
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if (self->special1)
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{ // Just attacked, so don't attack again
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self->special1 = 0;
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}
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else
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{ // Set state to attack again
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self->special1 = 1;
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self->SetState (self->FindState("Missile2"));
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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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// PROC A_SorcererRise
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_SorcererRise)
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{
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AActor *mo;
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self->flags &= ~MF_SOLID;
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mo = Spawn("Sorcerer2", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->Translation = self->Translation;
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mo->SetState (mo->FindState("Rise"));
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mo->angle = self->angle;
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mo->CopyFriendliness (self, true);
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_DSparilTeleport
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//
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//----------------------------------------------------------------------------
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void P_DSparilTeleport (AActor *actor)
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{
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fixed_t prevX;
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fixed_t prevY;
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fixed_t prevZ;
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AActor *mo;
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AActor *spot;
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DSpotState *state = DSpotState::GetSpotState();
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if (state == NULL) return;
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spot = state->GetSpotWithMinMaxDistance(PClass::FindClass("BossSpot"), actor->x, actor->y, 128*FRACUNIT, 0);
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if (spot == NULL) return;
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prevX = actor->x;
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prevY = actor->y;
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prevZ = actor->z;
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if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
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{
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mo = Spawn("Sorcerer2Telefade", prevX, prevY, prevZ, ALLOW_REPLACE);
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if (mo) mo->Translation = actor->Translation;
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S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
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actor->SetState (actor->FindState("Teleport"));
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S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
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actor->z = actor->floorz;
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actor->angle = spot->angle;
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actor->velx = actor->vely = actor->velz = 0;
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr2Decide
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
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{
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static const int chance[] =
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{
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192, 120, 120, 120, 64, 64, 32, 16, 0
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};
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unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
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if (chanceindex >= countof(chance))
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{
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chanceindex = countof(chance) - 1;
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}
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if (pr_s2d() < chance[chanceindex])
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{
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P_DSparilTeleport (self);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Srcr2Attack
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
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{
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int chance;
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if (!self->target)
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{
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return;
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}
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S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NONE);
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if (self->CheckMeleeRange())
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{
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int damage = pr_s2a.HitDice (20);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return;
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}
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chance = self->health < self->SpawnHealth()/2 ? 96 : 48;
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if (pr_s2a() < chance)
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{ // Wizard spawners
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const PClass *fx = PClass::FindClass("Sorcerer2FX2");
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if (fx)
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{
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P_SpawnMissileAngle (self, fx, self->angle-ANG45, FRACUNIT/2);
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P_SpawnMissileAngle (self, fx, self->angle+ANG45, FRACUNIT/2);
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}
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}
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else
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{ // Blue bolt
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P_SpawnMissile (self, self->target, PClass::FindClass("Sorcerer2FX1"));
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_BlueSpark
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark)
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{
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int i;
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AActor *mo;
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for (i = 0; i < 2; i++)
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{
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mo = Spawn("Sorcerer2FXSpark", self->x, self->y, self->z, ALLOW_REPLACE);
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mo->velx = pr_bluespark.Random2() << 9;
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mo->vely = pr_bluespark.Random2() << 9;
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mo->velz = FRACUNIT + (pr_bluespark()<<8);
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_GenWizard
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
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{
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AActor *mo;
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mo = Spawn("Wizard", self->x, self->y, self->z, ALLOW_REPLACE);
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if (mo != NULL)
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{
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mo->z -= mo->GetDefault()->height/2;
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if (!P_TestMobjLocation (mo))
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{ // Didn't fit
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mo->ClearCounters();
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mo->Destroy ();
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}
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else
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{ // [RH] Make the new wizards inherit D'Sparil's target
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mo->CopyFriendliness (self->target, true);
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self->velx = self->vely = self->velz = 0;
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self->SetState (self->FindState(NAME_Death));
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self->flags &= ~MF_MISSILE;
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mo->master = self->target;
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// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
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Spawn<ATeleportFog> (self->x, self->y, self->z, ALLOW_REPLACE);
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor2DthInit
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthInit)
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{
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self->special1 = 7; // Animation loop counter
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P_Massacre (); // Kill monsters early
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_Sor2DthLoop
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthLoop)
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{
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if (--self->special1)
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{ // Need to loop
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self->SetState (self->FindState("DeathLoop"));
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}
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}
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