mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-08 22:11:09 +00:00
d878c2e7d6
SVN r97 (trunk)
1379 lines
41 KiB
C++
1379 lines
41 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.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 "a_hexenglobal.h"
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#include "i_system.h"
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#include "p_acs.h"
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//============================================================================
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//
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// Sorcerer stuff
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//
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// Sorcerer Variables
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// special1 Angle of ball 1 (all others relative to that)
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// StopBall which ball to stop at in stop mode (MT_???)
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// args[0] Denfense time
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// args[1] Number of full rotations since stopping mode
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// args[2] Target orbit speed for acceleration/deceleration
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// args[3] Movement mode (see SORC_ macros)
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// args[4] Current ball orbit speed
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// Sorcerer Ball Variables
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// special1 Previous angle of ball (for woosh)
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// special2 Countdown of rapid fire (FX4)
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//============================================================================
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#define SORCBALL_INITIAL_SPEED 7
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#define SORCBALL_TERMINAL_SPEED 25
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#define SORCBALL_SPEED_ROTATIONS 5
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#define SORC_DEFENSE_TIME 255
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#define SORC_DEFENSE_HEIGHT 45
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#define BOUNCE_TIME_UNIT (35/2)
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#define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds
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#define SORCFX4_SPREAD_ANGLE 20
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#define SORC_DECELERATE 0
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#define SORC_ACCELERATE 1
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#define SORC_STOPPING 2
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#define SORC_FIRESPELL 3
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#define SORC_STOPPED 4
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#define SORC_NORMAL 5
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#define SORC_FIRING_SPELL 6
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#define BALL1_ANGLEOFFSET 0
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#define BALL2_ANGLEOFFSET (ANGLE_MAX/3)
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#define BALL3_ANGLEOFFSET ((ANGLE_MAX/3)*2)
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void A_SorcBallPop (AActor *actor);
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void A_SorcBallOrbit (AActor *actor);
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void A_SorcSpinBalls (AActor *actor);
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void A_SpeedBalls (AActor *actor);
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void A_SlowBalls (AActor *actor);
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void A_StopBalls (AActor *actor);
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void A_AccelBalls (AActor *actor);
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void A_DecelBalls (AActor *actor);
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void A_SorcBossAttack (AActor *actor);
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void A_SpawnFizzle (AActor *actor);
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void A_BounceCheck (AActor *actor);
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void A_DoBounceCheck (AActor *actor, const char *sound);
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void A_SorcFX1Seek (AActor *actor);
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void A_SorcOffense2 (AActor *actor);
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void A_SorcFX2Split (AActor *actor);
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void A_SorcFX2Orbit (AActor *actor);
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void A_SorcererBishopEntry (AActor *actor);
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void A_SpawnBishop (AActor *actor);
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void A_SorcFX4Check (AActor *actor);
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static FRandom pr_heresiarch ("Heresiarch");
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// The Heresiarch him/itself ------------------------------------------------
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FState AHeresiarch::States[] =
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{
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#define S_SORC_SPAWN1 0
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S_NORMAL (SORC, 'A', 3, NULL , &States[S_SORC_SPAWN1+1]),
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S_NORMAL (SORC, 'A', 2, A_SorcSpinBalls , &States[S_SORC_SPAWN1+2]),
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S_NORMAL (SORC, 'A', 10, A_Look , &States[S_SORC_SPAWN1+2]),
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#define S_SORC_WALK1 (S_SORC_SPAWN1+3)
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S_NORMAL (SORC, 'A', 5, A_Chase , &States[S_SORC_WALK1+1]),
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S_NORMAL (SORC, 'B', 5, A_Chase , &States[S_SORC_WALK1+2]),
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S_NORMAL (SORC, 'C', 5, A_Chase , &States[S_SORC_WALK1+3]),
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S_NORMAL (SORC, 'D', 5, A_Chase , &States[S_SORC_WALK1]),
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#define S_SORC_PAIN1 (S_SORC_WALK1+4)
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S_NORMAL (SORC, 'G', 8, NULL , &States[S_SORC_PAIN1+1]),
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S_NORMAL (SORC, 'G', 8, A_Pain , &States[S_SORC_WALK1]),
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#define S_SORC_ATK2_1 (S_SORC_PAIN1+2)
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S_BRIGHT (SORC, 'F', 6, A_FaceTarget , &States[S_SORC_ATK2_1+1]),
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S_BRIGHT (SORC, 'F', 6, A_SpeedBalls , &States[S_SORC_ATK2_1+2]),
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S_BRIGHT (SORC, 'F', 6, A_FaceTarget , &States[S_SORC_ATK2_1+2]),
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#define S_SORC_ATTACK1 (S_SORC_ATK2_1+3)
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S_BRIGHT (SORC, 'E', 6, NULL , &States[S_SORC_ATTACK1+1]),
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S_BRIGHT (SORC, 'E', 6, A_SpawnFizzle , &States[S_SORC_ATTACK1+2]),
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S_BRIGHT (SORC, 'E', 5, A_FaceTarget , &States[S_SORC_ATTACK1+1]),
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S_BRIGHT (SORC, 'E', 2, NULL , &States[S_SORC_ATTACK1+4]),
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S_BRIGHT (SORC, 'E', 2, A_SorcBossAttack , &States[S_SORC_WALK1]),
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#define S_SORC_DIE1 (S_SORC_ATTACK1+5)
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S_BRIGHT (SORC, 'H', 5, NULL , &States[S_SORC_DIE1+1]),
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S_BRIGHT (SORC, 'I', 5, A_FaceTarget , &States[S_SORC_DIE1+2]),
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S_BRIGHT (SORC, 'J', 5, A_Scream , &States[S_SORC_DIE1+3]),
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S_BRIGHT (SORC, 'K', 5, NULL , &States[S_SORC_DIE1+4]),
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S_BRIGHT (SORC, 'L', 5, NULL , &States[S_SORC_DIE1+5]),
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S_BRIGHT (SORC, 'M', 5, NULL , &States[S_SORC_DIE1+6]),
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S_BRIGHT (SORC, 'N', 5, NULL , &States[S_SORC_DIE1+7]),
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S_BRIGHT (SORC, 'O', 5, NULL , &States[S_SORC_DIE1+8]),
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S_BRIGHT (SORC, 'P', 5, NULL , &States[S_SORC_DIE1+9]),
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S_BRIGHT (SORC, 'Q', 5, NULL , &States[S_SORC_DIE1+10]),
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S_BRIGHT (SORC, 'R', 5, NULL , &States[S_SORC_DIE1+11]),
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S_BRIGHT (SORC, 'S', 5, NULL , &States[S_SORC_DIE1+12]),
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S_BRIGHT (SORC, 'T', 5, NULL , &States[S_SORC_DIE1+13]),
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S_BRIGHT (SORC, 'U', 5, A_NoBlocking , &States[S_SORC_DIE1+14]),
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S_BRIGHT (SORC, 'V', 5, NULL , &States[S_SORC_DIE1+15]),
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S_BRIGHT (SORC, 'W', 5, NULL , &States[S_SORC_DIE1+16]),
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S_BRIGHT (SORC, 'X', 5, NULL , &States[S_SORC_DIE1+17]),
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S_BRIGHT (SORC, 'Y', 5, NULL , &States[S_SORC_DIE1+18]),
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S_BRIGHT (SORC, 'Z', -1, NULL , NULL),
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};
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IMPLEMENT_ACTOR (AHeresiarch, Hexen, 10080, 0)
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PROP_SpawnHealth (5000)
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PROP_PainChance (10)
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PROP_SpeedFixed (16)
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PROP_RadiusFixed (40)
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PROP_HeightFixed (110)
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PROP_Mass (500)
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PROP_Damage (9)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_BOSS|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH|MF3_NOTARGET)
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PROP_Flags4 (MF4_NOICEDEATH|MF4_DEFLECT)
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PROP_SpawnState (S_SORC_SPAWN1)
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PROP_SeeState (S_SORC_WALK1)
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PROP_PainState (S_SORC_PAIN1)
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PROP_MissileState (S_SORC_ATK2_1)
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PROP_DeathState (S_SORC_DIE1)
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PROP_SeeSound ("SorcererSight")
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PROP_PainSound ("SorcererPain")
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PROP_DeathSound ("SorcererDeathScream")
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PROP_ActiveSound ("SorcererActive")
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END_DEFAULTS
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void AHeresiarch::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << StopBall;
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}
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void AHeresiarch::Die (AActor *source, AActor *inflictor)
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{
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// The heresiarch just executes a script instead of a special upon death
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int script = special;
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special = 0;
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Super::Die (source, inflictor);
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if (script != 0)
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{
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P_StartScript (this, NULL, script, level.mapname, 0, 0, 0, 0, 0, false);
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}
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}
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// Base class for the balls flying around the Heresiarch's head -------------
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class ASorcBall : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASorcBall, AActor)
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public:
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virtual void DoFireSpell ();
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virtual void SorcUpdateBallAngle ();
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virtual void CastSorcererSpell ();
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angle_t AngleOffset;
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void Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << AngleOffset;
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}
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void GetExplodeParms (int &damage, int &distance, bool &hurtSource)
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{
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distance = 255;
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damage = 255;
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SeeSound = 0; // don't play bounce
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}
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bool SpecialBlastHandling (AActor *source, fixed_t strength)
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{ // don't blast sorcerer balls
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return false;
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}
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};
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IMPLEMENT_STATELESS_ACTOR (ASorcBall, Hexen, -1, 0)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (5)
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PROP_HeightFixed (5)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE)
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PROP_Flags2 (MF2_HEXENBOUNCE|MF2_NOTELEPORT)
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PROP_Flags3 (MF3_FULLVOLDEATH|MF3_CANBOUNCEWATER|MF3_NOWALLBOUNCESND)
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PROP_SeeSound ("SorcererBallBounce")
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PROP_DeathSound ("SorcererBigBallExplode")
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END_DEFAULTS
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// First ball (purple) - fires projectiles ----------------------------------
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class ASorcBall1 : public ASorcBall
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{
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DECLARE_ACTOR (ASorcBall1, ASorcBall)
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public:
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void BeginPlay ()
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{
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Super::BeginPlay ();
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AngleOffset = BALL1_ANGLEOFFSET;
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}
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virtual void DoFireSpell ();
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virtual void SorcUpdateBallAngle ();
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virtual void CastSorcererSpell ();
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};
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FState ASorcBall1::States[] =
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{
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#define S_SORCBALL1_1 0
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S_NORMAL (SBMP, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+1]),
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S_NORMAL (SBMP, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+2]),
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S_NORMAL (SBMP, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+3]),
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S_NORMAL (SBMP, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+4]),
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S_NORMAL (SBMP, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+5]),
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S_NORMAL (SBMP, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+6]),
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S_NORMAL (SBMP, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+7]),
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S_NORMAL (SBMP, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+8]),
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S_NORMAL (SBMP, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+9]),
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S_NORMAL (SBMP, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+10]),
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S_NORMAL (SBMP, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+11]),
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S_NORMAL (SBMP, 'L', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+12]),
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S_NORMAL (SBMP, 'M', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+13]),
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S_NORMAL (SBMP, 'N', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+14]),
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S_NORMAL (SBMP, 'O', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+15]),
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S_NORMAL (SBMP, 'P', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1]),
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#define S_SORCBALL1_D1 (S_SORCBALL1_1+16)
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S_NORMAL (SBMP, 'A', 5, A_SorcBallPop , &States[S_SORCBALL1_D1+1]),
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S_NORMAL (SBMP, 'B', 2, A_BounceCheck , &States[S_SORCBALL1_D1+1]),
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#define S_SORCBALL1_D5 (S_SORCBALL1_D1+2)
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S_NORMAL (SBS4, 'D', 5, A_Explode , &States[S_SORCBALL1_D5+1]),
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S_NORMAL (SBS4, 'E', 5, NULL , &States[S_SORCBALL1_D5+2]),
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S_NORMAL (SBS4, 'F', 6, NULL , &States[S_SORCBALL1_D5+3]),
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S_NORMAL (SBS4, 'G', 6, NULL , &States[S_SORCBALL1_D5+4]),
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S_NORMAL (SBS4, 'H', 6, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ASorcBall1, Hexen, -1, 0)
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PROP_SpawnState (S_SORCBALL1_1)
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PROP_PainState (S_SORCBALL1_D1)
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PROP_DeathState (S_SORCBALL1_D5)
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END_DEFAULTS
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// Second ball (blue) - generates the shield --------------------------------
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class ASorcBall2 : public ASorcBall
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{
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DECLARE_ACTOR (ASorcBall2, ASorcBall)
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public:
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void BeginPlay ()
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{
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Super::BeginPlay ();
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AngleOffset = BALL2_ANGLEOFFSET;
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}
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virtual void CastSorcererSpell ();
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};
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FState ASorcBall2::States[] =
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{
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#define S_SORCBALL2_1 0
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S_NORMAL (SBMB, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+1]),
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S_NORMAL (SBMB, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+2]),
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S_NORMAL (SBMB, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+3]),
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S_NORMAL (SBMB, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+4]),
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S_NORMAL (SBMB, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+5]),
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S_NORMAL (SBMB, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+6]),
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S_NORMAL (SBMB, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+7]),
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S_NORMAL (SBMB, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+8]),
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S_NORMAL (SBMB, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+9]),
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S_NORMAL (SBMB, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+10]),
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S_NORMAL (SBMB, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+11]),
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S_NORMAL (SBMB, 'L', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+12]),
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S_NORMAL (SBMB, 'M', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+13]),
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S_NORMAL (SBMB, 'N', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+14]),
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S_NORMAL (SBMB, 'O', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+15]),
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S_NORMAL (SBMB, 'P', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1]),
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#define S_SORCBALL2_D1 (S_SORCBALL2_1+16)
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S_NORMAL (SBMB, 'A', 5, A_SorcBallPop , &States[S_SORCBALL2_D1+1]),
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S_NORMAL (SBMB, 'B', 2, A_BounceCheck , &States[S_SORCBALL2_D1+1]),
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#define S_SORCBALL2_D5 (S_SORCBALL2_D1+2)
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S_NORMAL (SBS3, 'D', 5, A_Explode , &States[S_SORCBALL2_D5+1]),
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S_NORMAL (SBS3, 'E', 5, NULL , &States[S_SORCBALL2_D5+2]),
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S_NORMAL (SBS3, 'F', 6, NULL , &States[S_SORCBALL2_D5+3]),
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S_NORMAL (SBS3, 'G', 6, NULL , &States[S_SORCBALL2_D5+4]),
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S_NORMAL (SBS3, 'H', 6, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ASorcBall2, Hexen, -1, 0)
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PROP_SpawnState (S_SORCBALL2_1)
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PROP_PainState (S_SORCBALL2_D1)
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PROP_DeathState (S_SORCBALL2_D5)
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END_DEFAULTS
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// Third ball (green) - summons Bishops -------------------------------------
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class ASorcBall3 : public ASorcBall
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{
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DECLARE_ACTOR (ASorcBall3, ASorcBall)
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public:
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void BeginPlay ()
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{
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Super::BeginPlay ();
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AngleOffset = BALL3_ANGLEOFFSET;
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}
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virtual void CastSorcererSpell ();
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};
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FState ASorcBall3::States[] =
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{
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#define S_SORCBALL3_1 0
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S_NORMAL (SBMG, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+1]),
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S_NORMAL (SBMG, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+2]),
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S_NORMAL (SBMG, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+3]),
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S_NORMAL (SBMG, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+4]),
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S_NORMAL (SBMG, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+5]),
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S_NORMAL (SBMG, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+6]),
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S_NORMAL (SBMG, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+7]),
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S_NORMAL (SBMG, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+8]),
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S_NORMAL (SBMG, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+9]),
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S_NORMAL (SBMG, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+10]),
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S_NORMAL (SBMG, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+11]),
|
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S_NORMAL (SBMG, 'L', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+12]),
|
|
S_NORMAL (SBMG, 'M', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+13]),
|
|
S_NORMAL (SBMG, 'N', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+14]),
|
|
S_NORMAL (SBMG, 'O', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+15]),
|
|
S_NORMAL (SBMG, 'P', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1]),
|
|
|
|
#define S_SORCBALL3_D1 (S_SORCBALL3_1+16)
|
|
S_NORMAL (SBMG, 'A', 5, A_SorcBallPop , &States[S_SORCBALL3_D1+1]),
|
|
S_NORMAL (SBMG, 'B', 2, A_BounceCheck , &States[S_SORCBALL3_D1+1]),
|
|
|
|
#define S_SORCBALL3_D5 (S_SORCBALL3_D1+2)
|
|
S_NORMAL (SBS3, 'D', 5, A_Explode , &States[S_SORCBALL3_D5+1]),
|
|
S_NORMAL (SBS3, 'E', 5, NULL , &States[S_SORCBALL3_D5+2]),
|
|
S_NORMAL (SBS3, 'F', 6, NULL , &States[S_SORCBALL3_D5+3]),
|
|
S_NORMAL (SBS3, 'G', 6, NULL , &States[S_SORCBALL3_D5+4]),
|
|
S_NORMAL (SBS3, 'H', 6, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcBall3, Hexen, -1, 0)
|
|
PROP_SpawnState (S_SORCBALL3_1)
|
|
PROP_PainState (S_SORCBALL3_D1)
|
|
PROP_DeathState (S_SORCBALL3_D5)
|
|
END_DEFAULTS
|
|
|
|
// Sorcerer spell 1 (The burning, bouncing head thing) ----------------------
|
|
|
|
class ASorcFX1 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcFX1, AActor)
|
|
public:
|
|
void GetExplodeParms (int &damage, int &distance, bool &hurtSource)
|
|
{
|
|
damage = 30;
|
|
}
|
|
bool FloorBounceMissile (secplane_t &plane)
|
|
{
|
|
fixed_t orgmomz = momz;
|
|
|
|
if (!Super::FloorBounceMissile (plane))
|
|
{
|
|
momz = -orgmomz; // no energy absorbed
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
};
|
|
|
|
FState ASorcFX1::States[] =
|
|
{
|
|
#define S_SORCFX1_1 0
|
|
S_BRIGHT (SBS1, 'A', 2, NULL , &States[S_SORCFX1_1+1]),
|
|
S_BRIGHT (SBS1, 'B', 3, A_SorcFX1Seek , &States[S_SORCFX1_1+2]),
|
|
S_BRIGHT (SBS1, 'C', 3, A_SorcFX1Seek , &States[S_SORCFX1_1+3]),
|
|
S_BRIGHT (SBS1, 'D', 3, A_SorcFX1Seek , &States[S_SORCFX1_1]),
|
|
|
|
#define S_SORCFX1_D1 (S_SORCFX1_1+4)
|
|
S_BRIGHT (FHFX, 'S', 2, A_Explode , &States[S_SORCFX1_D1+1]),
|
|
S_BRIGHT (FHFX, 'S', 6, NULL , &States[S_SORCFX1_D1+2]),
|
|
S_BRIGHT (FHFX, 'S', 6, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcFX1, Hexen, -1, 0)
|
|
PROP_SpeedFixed (7)
|
|
PROP_RadiusFixed (5)
|
|
PROP_HeightFixed (5)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE)
|
|
PROP_Flags2 (MF2_HEXENBOUNCE|MF2_NOTELEPORT)
|
|
PROP_Flags3 (MF3_FULLVOLDEATH|MF3_CANBOUNCEWATER|MF3_NOWALLBOUNCESND)
|
|
|
|
PROP_SpawnState (S_SORCFX1_1)
|
|
PROP_DeathState (S_SORCFX1_D1)
|
|
PROP_XDeathState (S_SORCFX1_D1)
|
|
|
|
PROP_SeeSound ("SorcererBallBounce")
|
|
PROP_DeathSound ("SorcererHeadScream")
|
|
END_DEFAULTS
|
|
|
|
// Sorcerer spell 2 (The visible part of the shield) ------------------------
|
|
|
|
class ASorcFX2 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcFX2, AActor)
|
|
};
|
|
|
|
FState ASorcFX2::States[] =
|
|
{
|
|
#define S_SORCFX2_SPLIT1 0
|
|
S_BRIGHT (SBS2, 'A', 3, A_SorcFX2Split , &States[S_SORCFX2_SPLIT1]),
|
|
|
|
#define S_SORCFX2T1 (S_SORCFX2_SPLIT1+1)
|
|
S_NORMAL (SBS2, 'A', 10, NULL , NULL),
|
|
|
|
#define S_SORCFX2_ORBIT1 (S_SORCFX2T1+1)
|
|
S_BRIGHT (SBS2, 'A', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+1]),
|
|
S_BRIGHT (SBS2, 'B', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+2]),
|
|
S_BRIGHT (SBS2, 'C', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+3]),
|
|
S_BRIGHT (SBS2, 'D', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+4]),
|
|
S_BRIGHT (SBS2, 'E', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+5]),
|
|
S_BRIGHT (SBS2, 'F', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+6]),
|
|
S_BRIGHT (SBS2, 'G', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+7]),
|
|
S_BRIGHT (SBS2, 'H', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+8]),
|
|
S_BRIGHT (SBS2, 'I', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+9]),
|
|
S_BRIGHT (SBS2, 'J', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+10]),
|
|
S_BRIGHT (SBS2, 'K', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+11]),
|
|
S_BRIGHT (SBS2, 'L', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+12]),
|
|
S_BRIGHT (SBS2, 'M', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+13]),
|
|
S_BRIGHT (SBS2, 'N', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+14]),
|
|
S_BRIGHT (SBS2, 'O', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1+15]),
|
|
S_BRIGHT (SBS2, 'P', 2, A_SorcFX2Orbit , &States[S_SORCFX2_ORBIT1]),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcFX2, Hexen, -1, 0)
|
|
PROP_SpeedFixed (15)
|
|
PROP_RadiusFixed (5)
|
|
PROP_HeightFixed (5)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
|
|
PROP_SpawnState (S_SORCFX2_SPLIT1)
|
|
PROP_DeathState (S_SORCFX2T1)
|
|
END_DEFAULTS
|
|
|
|
// The translucent trail behind SorcFX2 -------------------------------------
|
|
|
|
class ASorcFX2T1 : public ASorcFX2
|
|
{
|
|
DECLARE_STATELESS_ACTOR (ASorcFX2T1, ASorcFX2)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (ASorcFX2T1, Hexen, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (HX_ALTSHADOW)
|
|
|
|
PROP_SpawnState (S_SORCFX2T1)
|
|
END_DEFAULTS
|
|
|
|
// Sorcerer spell 3 (The Bishop spawner) ------------------------------------
|
|
|
|
class ASorcFX3 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcFX3, AActor)
|
|
};
|
|
|
|
FState ASorcFX3::States[] =
|
|
{
|
|
#define S_SORCFX3_1 0
|
|
S_BRIGHT (SBS3, 'A', 2, NULL , &States[S_SORCFX3_1+1]),
|
|
S_BRIGHT (SBS3, 'B', 2, NULL , &States[S_SORCFX3_1+2]),
|
|
S_BRIGHT (SBS3, 'C', 2, NULL , &States[S_SORCFX3_1]),
|
|
|
|
#define S_BISHMORPH1 (S_SORCFX3_1+3)
|
|
S_BRIGHT (SBS3, 'A', 4, NULL , &States[S_BISHMORPH1+1]),
|
|
S_NORMAL (BISH, 'P', 4, A_SorcererBishopEntry , &States[S_BISHMORPH1+2]),
|
|
S_NORMAL (BISH, 'O', 4, NULL , &States[S_BISHMORPH1+3]),
|
|
S_NORMAL (BISH, 'N', 4, NULL , &States[S_BISHMORPH1+4]),
|
|
S_NORMAL (BISH, 'M', 3, NULL , &States[S_BISHMORPH1+5]),
|
|
S_NORMAL (BISH, 'L', 3, NULL , &States[S_BISHMORPH1+6]),
|
|
S_NORMAL (BISH, 'K', 3, NULL , &States[S_BISHMORPH1+7]),
|
|
S_NORMAL (BISH, 'J', 3, NULL , &States[S_BISHMORPH1+8]),
|
|
S_NORMAL (BISH, 'I', 3, NULL , &States[S_BISHMORPH1+9]),
|
|
S_NORMAL (BISH, 'H', 3, NULL , &States[S_BISHMORPH1+10]),
|
|
S_NORMAL (BISH, 'G', 3, A_SpawnBishop , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcFX3, Hexen, -1, 0)
|
|
PROP_SpeedFixed (15)
|
|
PROP_RadiusFixed (22)
|
|
PROP_HeightFixed (65)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
|
|
PROP_SpawnState (S_SORCFX3_1)
|
|
PROP_DeathState (S_BISHMORPH1)
|
|
|
|
PROP_SeeSound ("SorcererBishopSpawn")
|
|
END_DEFAULTS
|
|
|
|
// The Bishop spawner's explosion animation ---------------------------------
|
|
|
|
class ASorcFX3Explosion : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcFX3Explosion, AActor)
|
|
};
|
|
|
|
FState ASorcFX3Explosion::States[] =
|
|
{
|
|
#define S_SORCFX3_EXP1 0
|
|
S_NORMAL (SBS3, 'D', 3, NULL , &States[S_SORCFX3_EXP1+1]),
|
|
S_NORMAL (SBS3, 'E', 3, NULL , &States[S_SORCFX3_EXP1+2]),
|
|
S_NORMAL (SBS3, 'F', 3, NULL , &States[S_SORCFX3_EXP1+3]),
|
|
S_NORMAL (SBS3, 'G', 3, NULL , &States[S_SORCFX3_EXP1+4]),
|
|
S_NORMAL (SBS3, 'H', 3, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcFX3Explosion, Hexen, -1, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Translucent)
|
|
PROP_Alpha (HX_ALTSHADOW)
|
|
|
|
PROP_SpawnState (S_SORCFX3_EXP1)
|
|
END_DEFAULTS
|
|
|
|
|
|
// Sorcerer spell 4 (The purple projectile) ---------------------------------
|
|
|
|
class ASorcFX4 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcFX4, AActor)
|
|
public:
|
|
void GetExplodeParms (int &damage, int &distance, bool &hurtSource)
|
|
{
|
|
damage = 20;
|
|
}
|
|
};
|
|
|
|
FState ASorcFX4::States[] =
|
|
{
|
|
#define S_SORCFX4_1 0
|
|
S_BRIGHT (SBS4, 'A', 2, A_SorcFX4Check , &States[S_SORCFX4_1+1]),
|
|
S_BRIGHT (SBS4, 'B', 2, A_SorcFX4Check , &States[S_SORCFX4_1+2]),
|
|
S_BRIGHT (SBS4, 'C', 2, A_SorcFX4Check , &States[S_SORCFX4_1]),
|
|
|
|
#define S_SORCFX4_D1 (S_SORCFX4_1+3)
|
|
S_BRIGHT (SBS4, 'D', 2, NULL , &States[S_SORCFX4_D1+1]),
|
|
S_BRIGHT (SBS4, 'E', 2, A_Explode , &States[S_SORCFX4_D1+2]),
|
|
S_BRIGHT (SBS4, 'F', 2, NULL , &States[S_SORCFX4_D1+3]),
|
|
S_BRIGHT (SBS4, 'G', 2, NULL , &States[S_SORCFX4_D1+4]),
|
|
S_BRIGHT (SBS4, 'H', 2, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcFX4, Hexen, -1, 0)
|
|
PROP_SpeedFixed (12)
|
|
PROP_RadiusFixed (10)
|
|
PROP_HeightFixed (10)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE)
|
|
PROP_Flags2 (MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Add)
|
|
|
|
PROP_SpawnState (S_SORCFX4_1)
|
|
PROP_DeathState (S_SORCFX4_D1)
|
|
|
|
PROP_DeathSound ("SorcererBallExplode")
|
|
END_DEFAULTS
|
|
|
|
// Spark that appears when shooting SorcFX4 ---------------------------------
|
|
|
|
class ASorcSpark1 : public AActor
|
|
{
|
|
DECLARE_ACTOR (ASorcSpark1, AActor)
|
|
};
|
|
|
|
FState ASorcSpark1::States[] =
|
|
{
|
|
#define S_SORCSPARK1 0
|
|
S_BRIGHT (SBFX, 'A', 4, NULL , &States[S_SORCSPARK1+1]),
|
|
S_BRIGHT (SBFX, 'B', 4, NULL , &States[S_SORCSPARK1+2]),
|
|
S_BRIGHT (SBFX, 'C', 4, NULL , &States[S_SORCSPARK1+3]),
|
|
S_BRIGHT (SBFX, 'D', 4, NULL , &States[S_SORCSPARK1+4]),
|
|
S_BRIGHT (SBFX, 'E', 4, NULL , &States[S_SORCSPARK1+5]),
|
|
S_BRIGHT (SBFX, 'F', 4, NULL , &States[S_SORCSPARK1+6]),
|
|
S_BRIGHT (SBFX, 'G', 4, NULL , NULL),
|
|
};
|
|
|
|
IMPLEMENT_ACTOR (ASorcSpark1, Hexen, -1, 0)
|
|
PROP_RadiusFixed (5)
|
|
PROP_HeightFixed (5)
|
|
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
|
|
PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
|
|
PROP_RenderStyle (STYLE_Add)
|
|
|
|
PROP_SpawnState (S_SORCSPARK1)
|
|
END_DEFAULTS
|
|
|
|
//============================================================================
|
|
//
|
|
// 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
|
|
//============================================================================
|
|
|
|
void A_SorcSpinBalls(AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
fixed_t z;
|
|
|
|
actor->SpawnState += 2; // [RH] Don't spawn balls again
|
|
A_SlowBalls(actor);
|
|
actor->args[0] = 0; // Currently no defense
|
|
actor->args[3] = SORC_NORMAL;
|
|
actor->args[4] = SORCBALL_INITIAL_SPEED; // Initial orbit speed
|
|
actor->special1 = ANGLE_1;
|
|
z = actor->z - actor->floorclip + actor->height;
|
|
|
|
mo = Spawn<ASorcBall1> (actor->x, actor->y, z);
|
|
if (mo)
|
|
{
|
|
mo->target = actor;
|
|
mo->special2 = SORCFX4_RAPIDFIRE_TIME;
|
|
}
|
|
mo = Spawn<ASorcBall2> (actor->x, actor->y, z);
|
|
if (mo) mo->target = actor;
|
|
mo = Spawn<ASorcBall3> (actor->x, actor->y, z);
|
|
if (mo) mo->target = actor;
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcBallOrbit
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcBallOrbit(AActor *ball)
|
|
{
|
|
// [RH] If no parent, then die instead of crashing
|
|
if (ball->target == NULL)
|
|
{
|
|
ball->SetState (ball->PainState);
|
|
return;
|
|
}
|
|
|
|
ASorcBall *actor;
|
|
int x,y;
|
|
angle_t angle, baseangle;
|
|
int mode = ball->target->args[3];
|
|
AHeresiarch *parent = static_cast<AHeresiarch *> (ball->target);
|
|
int dist = parent->radius - (ball->radius<<1);
|
|
angle_t prevangle = ball->special1;
|
|
|
|
if (!ball->IsKindOf (RUNTIME_CLASS(ASorcBall)))
|
|
{
|
|
I_Error ("Corrupted sorcerer:\nTried to use a %s", RUNTIME_TYPE(ball)->TypeName.GetChars());
|
|
}
|
|
actor = static_cast<ASorcBall *> (ball);
|
|
|
|
if (actor->target->health <= 0)
|
|
actor->SetState (actor->PainState);
|
|
|
|
baseangle = (angle_t)parent->special1;
|
|
angle = baseangle + actor->AngleOffset;
|
|
actor->angle = angle;
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
switch (mode)
|
|
{
|
|
case SORC_NORMAL: // Balls rotating normally
|
|
actor->SorcUpdateBallAngle ();
|
|
break;
|
|
|
|
case SORC_DECELERATE: // Balls decelerating
|
|
A_DecelBalls(actor);
|
|
actor->SorcUpdateBallAngle ();
|
|
break;
|
|
|
|
case SORC_ACCELERATE: // Balls accelerating
|
|
A_AccelBalls(actor);
|
|
actor->SorcUpdateBallAngle ();
|
|
break;
|
|
|
|
case SORC_STOPPING: // Balls stopping
|
|
if ((parent->StopBall == RUNTIME_TYPE(actor)) &&
|
|
(parent->args[1] > SORCBALL_SPEED_ROTATIONS) &&
|
|
(abs(angle - (parent->angle>>ANGLETOFINESHIFT)) < (30<<5)))
|
|
{
|
|
// Can stop now
|
|
actor->target->args[3] = SORC_FIRESPELL;
|
|
actor->target->args[4] = 0;
|
|
// Set angle so ball angle == sorcerer angle
|
|
parent->special1 = (int)(parent->angle - actor->AngleOffset);
|
|
}
|
|
else
|
|
{
|
|
actor->SorcUpdateBallAngle ();
|
|
}
|
|
break;
|
|
|
|
case SORC_FIRESPELL: // Casting spell
|
|
if (parent->StopBall == RUNTIME_TYPE(actor))
|
|
{
|
|
// Put sorcerer into special throw spell anim
|
|
if (parent->health > 0)
|
|
parent->SetStateNF (&AHeresiarch::States[S_SORC_ATTACK1]);
|
|
|
|
actor->DoFireSpell ();
|
|
}
|
|
break;
|
|
|
|
case SORC_FIRING_SPELL:
|
|
if (parent->StopBall == RUNTIME_TYPE(actor))
|
|
{
|
|
if (actor->special2-- <= 0)
|
|
{
|
|
// Done rapid firing
|
|
parent->args[3] = SORC_STOPPED;
|
|
// Back to orbit balls
|
|
if (parent->health > 0)
|
|
parent->SetStateNF (&AHeresiarch::States[S_SORC_ATTACK1+3]);
|
|
}
|
|
else
|
|
{
|
|
// Do rapid fire spell
|
|
A_SorcOffense2(actor);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case SORC_STOPPED: // Balls stopped
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if ((angle < prevangle) && (parent->args[4]==SORCBALL_TERMINAL_SPEED))
|
|
{
|
|
parent->args[1]++; // Bump rotation counter
|
|
// Completed full rotation - make woosh sound
|
|
S_Sound (actor, CHAN_BODY, "SorcererBallWoosh", 1, ATTN_NORM);
|
|
}
|
|
actor->special1 = angle; // Set previous angle
|
|
x = parent->x + FixedMul(dist, finecosine[angle]);
|
|
y = parent->y + FixedMul(dist, finesine[angle]);
|
|
actor->SetOrigin (x, y, parent->z - parent->floorclip + parent->height);
|
|
actor->floorz = parent->floorz;
|
|
actor->ceilingz = parent->ceilingz;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SpeedBalls
|
|
//
|
|
// Set balls to speed mode - actor is sorcerer
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SpeedBalls(AActor *actor)
|
|
{
|
|
actor->args[3] = SORC_ACCELERATE; // speed mode
|
|
actor->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SlowBalls
|
|
//
|
|
// Set balls to slow mode - actor is sorcerer
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SlowBalls(AActor *actor)
|
|
{
|
|
actor->args[3] = SORC_DECELERATE; // slow mode
|
|
actor->args[2] = SORCBALL_INITIAL_SPEED; // target speed
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_StopBalls
|
|
//
|
|
// Instant stop when rotation gets to ball in special2
|
|
// actor is sorcerer
|
|
//
|
|
//============================================================================
|
|
|
|
void A_StopBalls(AActor *scary)
|
|
{
|
|
AHeresiarch *actor = static_cast<AHeresiarch *> (scary);
|
|
int chance = pr_heresiarch();
|
|
actor->args[3] = SORC_STOPPING; // stopping mode
|
|
actor->args[1] = 0; // Reset rotation counter
|
|
|
|
if ((actor->args[0] <= 0) && (chance < 200))
|
|
{
|
|
actor->StopBall = RUNTIME_CLASS(ASorcBall2); // Blue
|
|
}
|
|
else if((actor->health < (actor->GetDefault()->health >> 1)) &&
|
|
(chance < 200))
|
|
{
|
|
actor->StopBall = RUNTIME_CLASS(ASorcBall3); // Green
|
|
}
|
|
else
|
|
{
|
|
actor->StopBall = RUNTIME_CLASS(ASorcBall1); // Yellow
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_AccelBalls
|
|
//
|
|
// Increase ball orbit speed - actor is ball
|
|
//
|
|
//============================================================================
|
|
|
|
void A_AccelBalls(AActor *actor)
|
|
{
|
|
AActor *sorc = actor->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 *actor)
|
|
{
|
|
AActor *sorc = actor->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 ()
|
|
{
|
|
target->special1 += ANGLE_1*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->SetStateNF (&AHeresiarch::States[S_SORC_ATTACK1+3]);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// ASorcBall2::CastSorcererSpell
|
|
//
|
|
// Defensive
|
|
//
|
|
//============================================================================
|
|
|
|
void ASorcBall2::CastSorcererSpell ()
|
|
{
|
|
Super::CastSorcererSpell ();
|
|
|
|
AActor *parent = target;
|
|
AActor *mo;
|
|
|
|
fixed_t z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
|
|
mo = Spawn<ASorcFX2> (x, y, z);
|
|
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;
|
|
angle_t ang1, ang2;
|
|
AActor *parent = target;
|
|
|
|
ang1 = angle - ANGLE_45;
|
|
ang2 = angle + ANGLE_45;
|
|
if (health < (GetDefault()->health/3))
|
|
{ // Spawn 2 at a time
|
|
mo = P_SpawnMissileAngle(parent, RUNTIME_CLASS(ASorcFX3), ang1, 4*FRACUNIT);
|
|
if (mo) mo->target = parent;
|
|
mo = P_SpawnMissileAngle(parent, RUNTIME_CLASS(ASorcFX3), ang2, 4*FRACUNIT);
|
|
if (mo) mo->target = parent;
|
|
}
|
|
else
|
|
{
|
|
if (pr_heresiarch() < 128)
|
|
ang1 = ang2;
|
|
mo = P_SpawnMissileAngle(parent, RUNTIME_CLASS(ASorcFX3), ang1, 4*FRACUNIT);
|
|
if (mo) mo->target = parent;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
void A_SpawnReinforcements(AActor *actor)
|
|
{
|
|
AActor *parent = actor->target;
|
|
AActor *mo;
|
|
angle_t ang;
|
|
|
|
ang = ANGLE_1 * P_Random();
|
|
mo = P_SpawnMissileAngle(actor, MT_SORCFX3, ang, 5*FRACUNIT);
|
|
if (mo) mo->target = parent;
|
|
}
|
|
*/
|
|
|
|
//============================================================================
|
|
//
|
|
// SorcBall1::CastSorcererSpell
|
|
//
|
|
// Offensive
|
|
//
|
|
//============================================================================
|
|
|
|
void ASorcBall1::CastSorcererSpell ()
|
|
{
|
|
Super::CastSorcererSpell ();
|
|
|
|
AActor *mo;
|
|
angle_t ang1, ang2;
|
|
AActor *parent = target;
|
|
|
|
ang1 = angle + ANGLE_1*70;
|
|
ang2 = angle - ANGLE_1*70;
|
|
mo = P_SpawnMissileAngle (parent, RUNTIME_CLASS(ASorcFX1), 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, RUNTIME_CLASS(ASorcFX1), 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 *actor)
|
|
{
|
|
angle_t ang1;
|
|
AActor *mo;
|
|
int delta, index;
|
|
AActor *parent = actor->target;
|
|
AActor *dest = parent->target;
|
|
int dist;
|
|
|
|
// [RH] If no enemy, then don't try to shoot.
|
|
if (dest == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
index = actor->args[4] << 5;
|
|
actor->args[4] += 15;
|
|
delta = (finesine[index])*SORCFX4_SPREAD_ANGLE;
|
|
delta = (delta>>FRACBITS)*ANGLE_1;
|
|
ang1 = actor->angle + delta;
|
|
mo = P_SpawnMissileAngle(parent, RUNTIME_CLASS(ASorcFX4), ang1, 0);
|
|
if (mo)
|
|
{
|
|
mo->special2 = 35*5/2; // 5 seconds
|
|
dist = P_AproxDistance(dest->x - mo->x, dest->y - mo->y);
|
|
dist = dist/mo->Speed;
|
|
if(dist < 1) dist = 1;
|
|
mo->momz = (dest->z-mo->z)/dist;
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcBossAttack
|
|
//
|
|
// Resume ball spinning
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcBossAttack(AActor *actor)
|
|
{
|
|
actor->args[3] = SORC_ACCELERATE;
|
|
actor->args[2] = SORCBALL_INITIAL_SPEED;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SpawnFizzle
|
|
//
|
|
// spell cast magic fizzle
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SpawnFizzle(AActor *actor)
|
|
{
|
|
fixed_t x,y,z;
|
|
fixed_t dist = 5*FRACUNIT;
|
|
angle_t angle = actor->angle >> ANGLETOFINESHIFT;
|
|
fixed_t speed = actor->Speed;
|
|
angle_t rangle;
|
|
AActor *mo;
|
|
int ix;
|
|
|
|
x = actor->x + FixedMul(dist,finecosine[angle]);
|
|
y = actor->y + FixedMul(dist,finesine[angle]);
|
|
z = actor->z - actor->floorclip + (actor->height>>1);
|
|
for (ix=0; ix<5; ix++)
|
|
{
|
|
mo = Spawn<ASorcSpark1> (x, y, z);
|
|
if (mo)
|
|
{
|
|
rangle = angle + ((pr_heresiarch()%5) << 1);
|
|
mo->momx = FixedMul(pr_heresiarch()%speed,finecosine[rangle]);
|
|
mo->momy = FixedMul(pr_heresiarch()%speed,finesine[rangle]);
|
|
mo->momz = FRACUNIT*2;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcFX1Seek
|
|
//
|
|
// Yellow spell - offense
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcFX1Seek(AActor *actor)
|
|
{
|
|
A_DoBounceCheck (actor, "SorcererHeadScream");
|
|
P_SeekerMissile (actor,ANGLE_1*2,ANGLE_1*6);
|
|
}
|
|
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcFX2Split
|
|
//
|
|
// Blue spell - defense
|
|
//
|
|
//============================================================================
|
|
//
|
|
// FX2 Variables
|
|
// special1 current angle
|
|
// special2
|
|
// args[0] 0 = CW, 1 = CCW
|
|
// args[1]
|
|
//============================================================================
|
|
|
|
// Split ball in two
|
|
void A_SorcFX2Split(AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
|
|
mo = Spawn<ASorcFX2> (actor->x, actor->y, actor->z);
|
|
if (mo)
|
|
{
|
|
mo->target = actor->target;
|
|
mo->args[0] = 0; // CW
|
|
mo->special1 = actor->angle; // Set angle
|
|
mo->SetStateNF (&ASorcFX2::States[S_SORCFX2_ORBIT1]);
|
|
}
|
|
mo = Spawn<ASorcFX2> (actor->x, actor->y, actor->z);
|
|
if (mo)
|
|
{
|
|
mo->target = actor->target;
|
|
mo->args[0] = 1; // CCW
|
|
mo->special1 = actor->angle; // Set angle
|
|
mo->SetStateNF (&ASorcFX2::States[S_SORCFX2_ORBIT1]);
|
|
}
|
|
actor->Destroy ();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcFX2Orbit
|
|
//
|
|
// Orbit FX2 about sorcerer
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcFX2Orbit (AActor *actor)
|
|
{
|
|
angle_t angle;
|
|
fixed_t x,y,z;
|
|
AActor *parent = actor->target;
|
|
|
|
// [RH] If no parent, then disappear
|
|
if (parent == NULL)
|
|
{
|
|
actor->Destroy();
|
|
return;
|
|
}
|
|
|
|
fixed_t dist = parent->radius;
|
|
|
|
if ((parent->health <= 0) || // Sorcerer is dead
|
|
(!parent->args[0])) // Time expired
|
|
{
|
|
actor->SetStateNF (actor->DeathState);
|
|
parent->args[0] = 0;
|
|
parent->flags2 &= ~MF2_REFLECTIVE;
|
|
parent->flags2 &= ~MF2_INVULNERABLE;
|
|
}
|
|
|
|
if (actor->args[0] && (parent->args[0]-- <= 0)) // Time expired
|
|
{
|
|
actor->SetStateNF (actor->DeathState);
|
|
parent->args[0] = 0;
|
|
parent->flags2 &= ~MF2_REFLECTIVE;
|
|
}
|
|
|
|
// Move to new position based on angle
|
|
if (actor->args[0]) // Counter clock-wise
|
|
{
|
|
actor->special1 += ANGLE_1*10;
|
|
angle = ((angle_t)actor->special1) >> ANGLETOFINESHIFT;
|
|
x = parent->x + FixedMul(dist, finecosine[angle]);
|
|
y = parent->y + FixedMul(dist, finesine[angle]);
|
|
z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
|
|
z += FixedMul(15*FRACUNIT,finecosine[angle]);
|
|
// Spawn trailer
|
|
Spawn<ASorcFX2T1> (x, y, z);
|
|
}
|
|
else // Clock wise
|
|
{
|
|
actor->special1 -= ANGLE_1*10;
|
|
angle = ((angle_t)actor->special1) >> ANGLETOFINESHIFT;
|
|
x = parent->x + FixedMul(dist, finecosine[angle]);
|
|
y = parent->y + FixedMul(dist, finesine[angle]);
|
|
z = parent->z - parent->floorclip + SORC_DEFENSE_HEIGHT*FRACUNIT;
|
|
z += FixedMul(20*FRACUNIT,finesine[angle]);
|
|
// Spawn trailer
|
|
Spawn<ASorcFX2T1> (x, y, z);
|
|
}
|
|
|
|
actor->SetOrigin (x, y, z);
|
|
actor->floorz = parent->floorz;
|
|
actor->ceilingz = parent->ceilingz;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SpawnBishop
|
|
//
|
|
// Green spell - spawn bishops
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SpawnBishop(AActor *actor)
|
|
{
|
|
AActor *mo;
|
|
mo = Spawn<ABishop> (actor->x, actor->y, actor->z);
|
|
if (mo)
|
|
{
|
|
if (!P_TestMobjLocation(mo))
|
|
{
|
|
mo->Destroy ();
|
|
level.total_monsters--;
|
|
}
|
|
else if (actor->target != NULL)
|
|
{ // [RH] Make the new bishops inherit the Heriarch's target
|
|
mo->CopyFriendliness (actor->target, true);
|
|
mo->master = actor->target;
|
|
}
|
|
}
|
|
actor->Destroy ();
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcererBishopEntry
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcererBishopEntry(AActor *actor)
|
|
{
|
|
Spawn<ASorcFX3Explosion> (actor->x, actor->y, actor->z);
|
|
S_SoundID (actor, CHAN_VOICE, actor->SeeSound, 1, ATTN_NORM);
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcFX4Check
|
|
//
|
|
// FX4 - rapid fire balls
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcFX4Check(AActor *actor)
|
|
{
|
|
if (actor->special2-- <= 0)
|
|
{
|
|
actor->SetStateNF (actor->DeathState);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_SorcBallPop
|
|
//
|
|
// Ball death - bounce away in a random direction
|
|
//
|
|
//============================================================================
|
|
|
|
void A_SorcBallPop(AActor *actor)
|
|
{
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|
S_Sound (actor, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
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|
actor->flags &= ~MF_NOGRAVITY;
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|
actor->flags2 |= MF2_LOGRAV;
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actor->momx = ((pr_heresiarch()%10)-5) << FRACBITS;
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|
actor->momy = ((pr_heresiarch()%10)-5) << FRACBITS;
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actor->momz = (2+(pr_heresiarch()%3)) << FRACBITS;
|
|
actor->special2 = 4*FRACUNIT; // Initial bounce factor
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|
actor->args[4] = BOUNCE_TIME_UNIT; // Bounce time unit
|
|
actor->args[3] = 5; // Bounce time in seconds
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_DoBounceCheck
|
|
//
|
|
//============================================================================
|
|
|
|
void A_DoBounceCheck (AActor *actor, const char *sound)
|
|
{
|
|
if (actor->args[4]-- <= 0)
|
|
{
|
|
if (actor->args[3]-- <= 0)
|
|
{
|
|
actor->SetState (actor->DeathState);
|
|
S_Sound (actor, CHAN_BODY, sound, 1, ATTN_NONE);
|
|
}
|
|
else
|
|
{
|
|
actor->args[4] = BOUNCE_TIME_UNIT;
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// A_BounceCheck
|
|
//
|
|
//============================================================================
|
|
|
|
void A_BounceCheck (AActor *actor)
|
|
{
|
|
A_DoBounceCheck (actor, "SorcererBigBallExplode");
|
|
}
|