mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-15 06:51:36 +00:00
459ad5abff
SVN r4337 (scripting)
334 lines
8.2 KiB
C++
334 lines
8.2 KiB
C++
/*
|
|
#include "actor.h"
|
|
#include "info.h"
|
|
#include "p_local.h"
|
|
#include "p_enemy.h"
|
|
#include "a_action.h"
|
|
#include "s_sound.h"
|
|
#include "m_random.h"
|
|
#include "a_sharedglobal.h"
|
|
#include "gstrings.h"
|
|
#include "a_specialspot.h"
|
|
#include "thingdef/thingdef.h"
|
|
#include "g_level.h"
|
|
*/
|
|
|
|
static FRandom pr_s2fx1 ("S2FX1");
|
|
static FRandom pr_scrc1atk ("Srcr1Attack");
|
|
static FRandom pr_dst ("D'SparilTele");
|
|
static FRandom pr_s2d ("Srcr2Decide");
|
|
static FRandom pr_s2a ("Srcr2Attack");
|
|
static FRandom pr_bluespark ("BlueSpark");
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor1Pain
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Pain)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
self->special1 = 20; // Number of steps to walk fast
|
|
CALL_ACTION(A_Pain, self);
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor1Chase
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Chase)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (self->special1)
|
|
{
|
|
self->special1--;
|
|
self->tics -= 3;
|
|
}
|
|
A_Chase(stack, self);
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr1Attack
|
|
//
|
|
// Sorcerer demon attack.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
AActor *mo;
|
|
fixed_t velz;
|
|
angle_t angle;
|
|
|
|
if (!self->target)
|
|
{
|
|
return 0;
|
|
}
|
|
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NORM);
|
|
if (self->CheckMeleeRange ())
|
|
{
|
|
int damage = pr_scrc1atk.HitDice (8);
|
|
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
|
|
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
|
return 0;
|
|
}
|
|
|
|
PClassActor *fx = PClass::FindActor("SorcererFX1");
|
|
if (self->health > (self->SpawnHealth()/3)*2)
|
|
{ // Spit one fireball
|
|
P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx );
|
|
}
|
|
else
|
|
{ // Spit three fireballs
|
|
mo = P_SpawnMissileZ (self, self->z + 48*FRACUNIT, self->target, fx);
|
|
if (mo != NULL)
|
|
{
|
|
velz = mo->velz;
|
|
angle = mo->angle;
|
|
P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle-ANGLE_1*3, velz);
|
|
P_SpawnMissileAngleZ (self, self->z + 48*FRACUNIT, fx, angle+ANGLE_1*3, velz);
|
|
}
|
|
if (self->health < self->SpawnHealth()/3)
|
|
{ // Maybe attack again
|
|
if (self->special1)
|
|
{ // Just attacked, so don't attack again
|
|
self->special1 = 0;
|
|
}
|
|
else
|
|
{ // Set state to attack again
|
|
self->special1 = 1;
|
|
self->SetState (self->FindState("Missile2"));
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_SorcererRise
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_SorcererRise)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
AActor *mo;
|
|
|
|
self->flags &= ~MF_SOLID;
|
|
mo = Spawn("Sorcerer2", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
mo->Translation = self->Translation;
|
|
mo->SetState (mo->FindState("Rise"));
|
|
mo->angle = self->angle;
|
|
mo->CopyFriendliness (self, true);
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_DSparilTeleport
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_DSparilTeleport (AActor *actor)
|
|
{
|
|
fixed_t prevX;
|
|
fixed_t prevY;
|
|
fixed_t prevZ;
|
|
AActor *mo;
|
|
AActor *spot;
|
|
|
|
DSpotState *state = DSpotState::GetSpotState();
|
|
if (state == NULL) return;
|
|
|
|
spot = state->GetSpotWithMinMaxDistance(PClass::FindClass("BossSpot"), actor->x, actor->y, 128*FRACUNIT, 0);
|
|
if (spot == NULL) return;
|
|
|
|
prevX = actor->x;
|
|
prevY = actor->y;
|
|
prevZ = actor->z;
|
|
if (P_TeleportMove (actor, spot->x, spot->y, spot->z, false))
|
|
{
|
|
mo = Spawn("Sorcerer2Telefade", prevX, prevY, prevZ, ALLOW_REPLACE);
|
|
if (mo) mo->Translation = actor->Translation;
|
|
S_Sound (mo, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
|
|
actor->SetState (actor->FindState("Teleport"));
|
|
S_Sound (actor, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
|
|
actor->z = actor->floorz;
|
|
actor->angle = spot->angle;
|
|
actor->velx = actor->vely = actor->velz = 0;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr2Decide
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
static const int chance[] =
|
|
{
|
|
192, 120, 120, 120, 64, 64, 32, 16, 0
|
|
};
|
|
|
|
unsigned int chanceindex = self->health / ((self->SpawnHealth()/8 == 0) ? 1 : self->SpawnHealth()/8);
|
|
if (chanceindex >= countof(chance))
|
|
{
|
|
chanceindex = countof(chance) - 1;
|
|
}
|
|
|
|
if (pr_s2d() < chance[chanceindex])
|
|
{
|
|
P_DSparilTeleport (self);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Srcr2Attack
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
int chance;
|
|
|
|
if (!self->target)
|
|
{
|
|
return 0;
|
|
}
|
|
S_Sound (self, CHAN_BODY, self->AttackSound, 1, ATTN_NONE);
|
|
if (self->CheckMeleeRange())
|
|
{
|
|
int damage = pr_s2a.HitDice (20);
|
|
int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
|
|
P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
|
|
return 0;
|
|
}
|
|
chance = self->health < self->SpawnHealth()/2 ? 96 : 48;
|
|
if (pr_s2a() < chance)
|
|
{ // Wizard spawners
|
|
|
|
PClassActor *fx = PClass::FindActor("Sorcerer2FX2");
|
|
if (fx)
|
|
{
|
|
P_SpawnMissileAngle (self, fx, self->angle-ANG45, FRACUNIT/2);
|
|
P_SpawnMissileAngle (self, fx, self->angle+ANG45, FRACUNIT/2);
|
|
}
|
|
}
|
|
else
|
|
{ // Blue bolt
|
|
P_SpawnMissile (self, self->target, PClass::FindActor("Sorcerer2FX1"));
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_BlueSpark
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
int i;
|
|
AActor *mo;
|
|
|
|
for (i = 0; i < 2; i++)
|
|
{
|
|
mo = Spawn("Sorcerer2FXSpark", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
mo->velx = pr_bluespark.Random2() << 9;
|
|
mo->vely = pr_bluespark.Random2() << 9;
|
|
mo->velz = FRACUNIT + (pr_bluespark()<<8);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_GenWizard
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
AActor *mo;
|
|
|
|
mo = Spawn("Wizard", self->x, self->y, self->z, ALLOW_REPLACE);
|
|
if (mo != NULL)
|
|
{
|
|
mo->z -= mo->GetDefault()->height/2;
|
|
if (!P_TestMobjLocation (mo))
|
|
{ // Didn't fit
|
|
mo->ClearCounters();
|
|
mo->Destroy ();
|
|
}
|
|
else
|
|
{ // [RH] Make the new wizards inherit D'Sparil's target
|
|
mo->CopyFriendliness (self->target, true);
|
|
|
|
self->velx = self->vely = self->velz = 0;
|
|
self->SetState (self->FindState(NAME_Death));
|
|
self->flags &= ~MF_MISSILE;
|
|
mo->master = self->target;
|
|
// Heretic did not offset it by TELEFOGHEIGHT, so I won't either.
|
|
Spawn<ATeleportFog> (self->x, self->y, self->z, ALLOW_REPLACE);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor2DthInit
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthInit)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
self->special1 = 7; // Animation loop counter
|
|
P_Massacre (); // Kill monsters early
|
|
return 0;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC A_Sor2DthLoop
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthLoop)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (--self->special1)
|
|
{ // Need to loop
|
|
self->SetState (self->FindState("DeathLoop"));
|
|
}
|
|
return 0;
|
|
}
|
|
|