mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
8244d1ea07
which crushing mode is used: 0 uses the game's default for compatibility, 1 uses Doom's mode (crushers continue to move while damaging any actors ) and 2 uses Hexen's mode (crushers stay at blocking actor's top until they die). Since Generic_Crusher already used all 5 args I created a second version for Hexen crushing mode. - Added PICKUP flag to DECORATE. SVN r817 (trunk)
587 lines
18 KiB
C++
587 lines
18 KiB
C++
#include "actor.h"
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#include "m_random.h"
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#include "a_action.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "a_strifeglobal.h"
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#include "c_console.h"
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#include "gstrings.h"
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static FRandom pr_spectrespawn ("AlienSpectreSpawn");
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static FRandom pr_212e4 ("212e4");
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void A_SentinelBob (AActor *);
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void A_20538 (AActor *);
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void A_SpotLightning (AActor *);
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void A_212e4 (AActor *);
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void A_2134c (AActor *);
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void A_204d0 (AActor *);
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void A_204a4 (AActor *);
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void A_20314 (AActor *);
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void A_20334 (AActor *);
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void A_AlienSpectreDeath (AActor *);
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void A_AlertMonsters (AActor *);
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void A_Tracer2 (AActor *);
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AActor *P_SpawnSubMissile (AActor *source, PClass *type, AActor *target);
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// Alien Spectre 1 -----------------------------------------------------------
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FState AAlienSpectre1::States[] =
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{
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#define S_ALIEN_STND 0 // 796
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S_NORMAL (ALN1, 'A', 10, A_Look, &States[S_ALIEN_STND+1]),
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S_NORMAL (ALN1, 'B', 10, A_SentinelBob, &States[S_ALIEN_STND]),
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#define S_ALIEN_CHASE (S_ALIEN_STND+2) // 798
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S_BRIGHT (ALN1, 'A', 4, A_Chase, &States[S_ALIEN_CHASE+1]),
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S_BRIGHT (ALN1, 'B', 4, A_Chase, &States[S_ALIEN_CHASE+2]),
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S_BRIGHT (ALN1, 'C', 4, A_SentinelBob, &States[S_ALIEN_CHASE+3]),
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S_BRIGHT (ALN1, 'D', 4, A_Chase, &States[S_ALIEN_CHASE+4]),
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S_BRIGHT (ALN1, 'E', 4, A_Chase, &States[S_ALIEN_CHASE+5]),
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S_BRIGHT (ALN1, 'F', 4, A_Chase, &States[S_ALIEN_CHASE+6]),
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S_BRIGHT (ALN1, 'G', 4, A_SentinelBob, &States[S_ALIEN_CHASE+7]),
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S_BRIGHT (ALN1, 'H', 4, A_Chase, &States[S_ALIEN_CHASE+8]),
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S_BRIGHT (ALN1, 'I', 4, A_Chase, &States[S_ALIEN_CHASE+9]),
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S_BRIGHT (ALN1, 'J', 4, A_Chase, &States[S_ALIEN_CHASE+10]),
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S_BRIGHT (ALN1, 'K', 4, A_SentinelBob, &States[S_ALIEN_CHASE]),
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#define S_ALIEN_MELEE (S_ALIEN_CHASE+11) // 809
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S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MELEE+1]),
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S_BRIGHT (ALN1, 'I', 4, A_20538, &States[S_ALIEN_MELEE+2]),
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S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+2]),
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#define S_ALIEN_MISSILE (S_ALIEN_MELEE+3) // 812
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S_BRIGHT (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN_MISSILE+1]),
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S_BRIGHT (ALN1, 'I', 4, A_SpotLightning, &States[S_ALIEN_MISSILE+2]),
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S_BRIGHT (ALN1, 'H', 4, NULL, &States[S_ALIEN_CHASE+10]),
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#define S_ALIEN_PAIN (S_ALIEN_MISSILE+3) // 815
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S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN_CHASE+6]),
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#define S_ALIEN_DIE (S_ALIEN_PAIN+1) // 816
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S_BRIGHT (AL1P, 'A', 6, A_212e4, &States[S_ALIEN_DIE+1]),
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S_BRIGHT (AL1P, 'B', 6, A_Scream, &States[S_ALIEN_DIE+2]),
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S_BRIGHT (AL1P, 'C', 6, A_212e4, &States[S_ALIEN_DIE+3]),
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S_BRIGHT (AL1P, 'D', 6, NULL, &States[S_ALIEN_DIE+4]),
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S_BRIGHT (AL1P, 'E', 6, NULL, &States[S_ALIEN_DIE+5]),
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S_BRIGHT (AL1P, 'F', 6, A_212e4, &States[S_ALIEN_DIE+6]),
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S_BRIGHT (AL1P, 'G', 6, NULL, &States[S_ALIEN_DIE+7]),
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S_BRIGHT (AL1P, 'H', 6, A_212e4, &States[S_ALIEN_DIE+8]),
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S_BRIGHT (AL1P, 'I', 6, NULL, &States[S_ALIEN_DIE+9]),
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S_BRIGHT (AL1P, 'J', 6, NULL, &States[S_ALIEN_DIE+10]),
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S_BRIGHT (AL1P, 'K', 6, NULL, &States[S_ALIEN_DIE+11]),
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S_BRIGHT (AL1P, 'L', 5, NULL, &States[S_ALIEN_DIE+12]),
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S_BRIGHT (AL1P, 'M', 5, NULL, &States[S_ALIEN_DIE+13]),
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S_BRIGHT (AL1P, 'N', 5, A_2134c, &States[S_ALIEN_DIE+14]),
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S_BRIGHT (AL1P, 'O', 5, NULL, &States[S_ALIEN_DIE+15]),
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S_BRIGHT (AL1P, 'P', 5, NULL, &States[S_ALIEN_DIE+16]),
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S_BRIGHT (AL1P, 'Q', 5, NULL, &States[S_ALIEN_DIE+17]),
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S_BRIGHT (AL1P, 'R', 5, A_AlienSpectreDeath, NULL),
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#define S_ALIEN2_MISSILE (S_ALIEN_DIE+18) // 852
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S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN2_MISSILE+1]),
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S_NORMAL (ALN1, 'I', 4, A_204d0, &States[S_ALIEN2_MISSILE+2]),
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S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
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#define S_ALIEN4_MISSILE (S_ALIEN2_MISSILE+3) // 884
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S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN4_MISSILE+1]),
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S_NORMAL (ALN1, 'I', 4, A_204a4, &States[S_ALIEN4_MISSILE+2]),
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S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE+10]),
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#define S_ALIEN5_MISSILE (S_ALIEN4_MISSILE+3) // 887
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S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN5_MISSILE+1]),
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S_NORMAL (ALN1, 'I', 4, A_20314, &States[S_ALIEN5_MISSILE+2]),
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S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN_CHASE])
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};
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IMPLEMENT_ACTOR (AAlienSpectre1, Strife, 129, 0)
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PROP_StrifeType (67)
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PROP_SpawnState (S_ALIEN_STND)
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PROP_SpawnHealth (1000)
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PROP_SeeState (S_ALIEN_CHASE)
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PROP_PainState (S_ALIEN_PAIN)
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PROP_PainChance (250)
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PROP_MeleeState (S_ALIEN_MELEE)
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PROP_MissileState (S_ALIEN_MISSILE)
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PROP_DeathState (S_ALIEN_DIE)
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PROP_SpeedFixed (12)
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PROP_RadiusFixed (64)
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PROP_HeightFixed (64)
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PROP_FloatSpeed (5)
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PROP_Mass (1000)
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PROP_Flags (MF_SPECIAL|MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|
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MF_FLOAT|MF_SHADOW|MF_COUNTKILL|MF_NOTDMATCH|MF_STRIFEx8000000)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_SPECTRAL|MF4_NOICEDEATH)
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PROP_MinMissileChance (150)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (TRANSLUC66)
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PROP_SeeSound ("alienspectre/sight")
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PROP_AttackSound ("alienspectre/blade")
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PROP_PainSound ("alienspectre/pain")
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PROP_DeathSound ("alienspectre/death")
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PROP_ActiveSound ("alienspectre/active")
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PROP_Obituary ("$OB_ALIENSPECTE")
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END_DEFAULTS
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void AAlienSpectre1::Touch (AActor *toucher)
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{
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P_DamageMobj (toucher, this, this, 5, NAME_Melee);
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}
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// Alien Spectre 2 -----------------------------------------------------------
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class AAlienSpectre2 : public AAlienSpectre1
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{
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DECLARE_STATELESS_ACTOR (AAlienSpectre2, AAlienSpectre1)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (AAlienSpectre2, Strife, 75, 0)
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PROP_StrifeType (70)
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PROP_SpawnHealth (1200)
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PROP_PainChance (50)
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PROP_MissileState (S_ALIEN2_MISSILE)
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PROP_RadiusFixed (24)
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END_DEFAULTS
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//============================================================================
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//
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// AAlienSpectre2 :: NoBlockingSet
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//
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//============================================================================
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void AAlienSpectre2::NoBlockingSet ()
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{
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P_DropItem (this, "Sigil2", -1, 256);
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}
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// Alien Spectre 3 ----------------------------------------------------------
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// This is the Oracle's personal spectre, so it's a little different.
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FState AAlienSpectre3::States[] =
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{
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#define S_ALIEN3_STND 0 // 855
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S_NORMAL (ALN1, 'A', 5, NULL, &States[S_ALIEN3_STND+1]),
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S_NORMAL (ALN1, 'B', 5, NULL, &States[S_ALIEN3_STND+2]),
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S_NORMAL (ALN1, 'C', 5, NULL, &States[S_ALIEN3_STND+3]),
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S_NORMAL (ALN1, 'D', 5, NULL, &States[S_ALIEN3_STND+4]),
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S_NORMAL (ALN1, 'E', 5, NULL, &States[S_ALIEN3_STND+5]),
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S_NORMAL (ALN1, 'F', 5, NULL, &States[S_ALIEN3_STND+6]),
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S_NORMAL (ALN1, 'G', 5, NULL, &States[S_ALIEN3_STND+7]),
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S_NORMAL (ALN1, 'H', 5, NULL, &States[S_ALIEN3_STND+8]),
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S_NORMAL (ALN1, 'I', 5, NULL, &States[S_ALIEN3_STND+9]),
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S_NORMAL (ALN1, 'J', 5, NULL, &States[S_ALIEN3_STND+10]),
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S_NORMAL (ALN1, 'K', 5, NULL, &States[S_ALIEN3_STND]),
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#define S_ALIEN3_CHASE (S_ALIEN3_STND+11) // 866
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S_NORMAL (ALN1, 'A', 5, A_Chase, &States[S_ALIEN3_CHASE+1]),
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S_NORMAL (ALN1, 'B', 5, A_Chase, &States[S_ALIEN3_CHASE+2]),
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S_NORMAL (ALN1, 'C', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+3]),
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S_NORMAL (ALN1, 'D', 5, A_Chase, &States[S_ALIEN3_CHASE+4]),
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S_NORMAL (ALN1, 'E', 5, A_Chase, &States[S_ALIEN3_CHASE+5]),
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S_NORMAL (ALN1, 'F', 5, A_Chase, &States[S_ALIEN3_CHASE+6]),
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S_NORMAL (ALN1, 'G', 5, A_SentinelBob, &States[S_ALIEN3_CHASE+7]),
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S_NORMAL (ALN1, 'H', 5, A_Chase, &States[S_ALIEN3_CHASE+8]),
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S_NORMAL (ALN1, 'I', 5, A_Chase, &States[S_ALIEN3_CHASE+9]),
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S_NORMAL (ALN1, 'J', 5, A_Chase, &States[S_ALIEN3_CHASE+10]),
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S_NORMAL (ALN1, 'K', 5, A_SentinelBob, &States[S_ALIEN3_CHASE]),
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#define S_ALIEN3_MELEE (S_ALIEN3_CHASE+11) // 877
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S_NORMAL (ALN1, 'J', 4, A_FaceTarget, &States[S_ALIEN3_MELEE+1]),
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S_NORMAL (ALN1, 'I', 4, A_20538, &States[S_ALIEN3_MELEE+2]),
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S_NORMAL (ALN1, 'C', 4, NULL, &States[S_ALIEN3_CHASE+2]),
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#define S_ALIEN3_MISSILE (S_ALIEN3_MELEE+3) // 880
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S_NORMAL (ALN1, 'F', 4, A_FaceTarget, &States[S_ALIEN3_MISSILE+1]),
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S_NORMAL (ALN1, 'I', 4, A_20334, &States[S_ALIEN3_MISSILE+2]),
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S_NORMAL (ALN1, 'E', 4, NULL, &States[S_ALIEN3_CHASE+10]),
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#define S_ALIEN3_PAIN (S_ALIEN3_MISSILE+3) // 883
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S_NORMAL (ALN1, 'J', 2, A_Pain, &States[S_ALIEN3_CHASE+6])
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};
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IMPLEMENT_ACTOR (AAlienSpectre3, Strife, 76, 0)
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PROP_StrifeType (71)
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PROP_SpawnState (S_ALIEN3_STND)
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PROP_SpawnHealth (1500)
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PROP_SeeState (S_ALIEN3_CHASE)
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PROP_PainState (S_ALIEN3_PAIN)
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PROP_PainChance (50)
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PROP_MeleeState (S_ALIEN3_MELEE)
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PROP_MissileState (S_ALIEN3_MISSILE)
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PROP_RadiusFixed (24)
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PROP_FlagsSet (MF_SPAWNCEILING)
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PROP_Flags3 (MF3_DONTMORPH|MF3_NOBLOCKMONST)
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END_DEFAULTS
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//============================================================================
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//
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// AAlienSpectre3 :: NoBlockingSet
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//
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//============================================================================
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void AAlienSpectre3::NoBlockingSet ()
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{
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P_DropItem (this, "Sigil3", -1, 256);
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}
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// Alien Spectre 4 -----------------------------------------------------------
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class AAlienSpectre4 : public AAlienSpectre1
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{
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DECLARE_STATELESS_ACTOR (AAlienSpectre4, AAlienSpectre1)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (AAlienSpectre4, Strife, 167, 0)
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PROP_StrifeType (72)
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PROP_SpawnHealth (1700)
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PROP_PainChance (50)
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PROP_MissileState (S_ALIEN4_MISSILE)
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PROP_RadiusFixed (24)
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END_DEFAULTS
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//============================================================================
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//
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// AAlienSpectre4 :: NoBlockingSet
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//
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//============================================================================
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void AAlienSpectre4::NoBlockingSet ()
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{
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P_DropItem (this, "Sigil4", -1, 256);
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}
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// Alien Spectre 5 -----------------------------------------------------------
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class AAlienSpectre5 : public AAlienSpectre1
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{
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DECLARE_STATELESS_ACTOR (AAlienSpectre5, AAlienSpectre1)
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public:
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void NoBlockingSet ();
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};
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IMPLEMENT_STATELESS_ACTOR (AAlienSpectre5, Strife, 168, 0)
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PROP_StrifeType (73)
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PROP_SpawnHealth (2000)
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PROP_PainChance (50)
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PROP_MissileState (S_ALIEN5_MISSILE)
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PROP_RadiusFixed (24)
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END_DEFAULTS
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//============================================================================
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//
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// AAlienSpectre5 :: NoBlockingSet
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//
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//============================================================================
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void AAlienSpectre5::NoBlockingSet ()
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{
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P_DropItem (this, "Sigil5", -1, 256);
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}
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// Small Alien Chunk --------------------------------------------------------
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class AAlienChunkSmall : public AActor
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{
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DECLARE_ACTOR (AAlienChunkSmall, AActor)
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};
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FState AAlienChunkSmall::States[] =
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{
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S_BRIGHT (NODE, 'A', 6, NULL, &States[1]),
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S_BRIGHT (NODE, 'B', 6, NULL, &States[2]),
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S_BRIGHT (NODE, 'C', 6, NULL, &States[3]),
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S_BRIGHT (NODE, 'D', 6, NULL, &States[4]),
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S_BRIGHT (NODE, 'E', 6, NULL, &States[5]),
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S_BRIGHT (NODE, 'F', 6, NULL, &States[6]),
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S_BRIGHT (NODE, 'G', 6, NULL, NULL),
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};
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IMPLEMENT_ACTOR (AAlienChunkSmall, Strife, -1, 0)
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PROP_StrifeType (68)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
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END_DEFAULTS
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// Large Alien Chunk --------------------------------------------------------
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class AAlienChunkLarge : public AActor
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{
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DECLARE_ACTOR (AAlienChunkLarge, AActor)
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};
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FState AAlienChunkLarge::States[] =
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{
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S_BRIGHT (MTHD, 'A', 5, NULL, &States[1]),
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S_BRIGHT (MTHD, 'B', 5, NULL, &States[2]),
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S_BRIGHT (MTHD, 'C', 5, NULL, &States[3]),
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S_BRIGHT (MTHD, 'D', 5, NULL, &States[4]),
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S_BRIGHT (MTHD, 'E', 5, NULL, &States[5]),
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S_BRIGHT (MTHD, 'F', 5, NULL, &States[6]),
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S_BRIGHT (MTHD, 'G', 5, NULL, &States[7]),
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S_BRIGHT (MTHD, 'H', 5, NULL, &States[8]),
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S_BRIGHT (MTHD, 'I', 5, NULL, &States[9]),
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S_BRIGHT (MTHD, 'J', 5, NULL, &States[10]),
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S_BRIGHT (MTHD, 'K', 5, NULL, NULL),
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};
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IMPLEMENT_ACTOR (AAlienChunkLarge, Strife, -1, 0)
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PROP_StrifeType (69)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOCLIP|MF_NOTDMATCH)
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END_DEFAULTS
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//============================================================================
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static void GenericSpectreSpawn (AActor *actor, const PClass *type)
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{
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AActor *spectre = Spawn (type, actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (spectre != NULL)
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{
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spectre->momz = pr_spectrespawn() << 9;
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}
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}
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void A_SpawnSpectre1 (AActor *actor)
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{
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre1));
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}
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void A_SpawnSpectre3 (AActor *actor)
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{
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre3));
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}
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void A_SpawnSpectre4 (AActor *actor)
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{
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GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre4));
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|
}
|
|
|
|
void A_SpawnSpectre5 (AActor *actor)
|
|
{
|
|
GenericSpectreSpawn (actor, RUNTIME_CLASS(AAlienSpectre5));
|
|
}
|
|
|
|
void A_212e4 (AActor *self)
|
|
{
|
|
AActor *foo = Spawn<AAlienChunkSmall> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
|
|
|
|
if (foo != NULL)
|
|
{
|
|
int t;
|
|
|
|
t = pr_212e4() & 15;
|
|
foo->momx = (t - (pr_212e4() & 7)) << FRACBITS;
|
|
|
|
t = pr_212e4() & 15;
|
|
foo->momy = (t - (pr_212e4() & 7)) << FRACBITS;
|
|
|
|
foo->momz = (pr_212e4() & 15) << FRACBITS;
|
|
}
|
|
}
|
|
|
|
void A_2134c (AActor *self)
|
|
{
|
|
AActor *foo = Spawn<AAlienChunkLarge> (self->x, self->y, self->z + 10*FRACUNIT, ALLOW_REPLACE);
|
|
|
|
if (foo != NULL)
|
|
{
|
|
int t;
|
|
|
|
t = pr_212e4() & 7;
|
|
foo->momx = (t - (pr_212e4() & 15)) << FRACBITS;
|
|
|
|
t = pr_212e4() & 7;
|
|
foo->momy = (t - (pr_212e4() & 15)) << FRACBITS;
|
|
|
|
foo->momz = (pr_212e4() & 7) << FRACBITS;
|
|
}
|
|
|
|
}
|
|
|
|
void A_204a4 (AActor *self)
|
|
{
|
|
if (self->target != NULL)
|
|
{
|
|
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigV2));
|
|
if (missile != NULL)
|
|
{
|
|
missile->tracer = self->target;
|
|
missile->health = -2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void A_204d0 (AActor *self)
|
|
{
|
|
if (self->target != NULL)
|
|
{
|
|
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningH3));
|
|
if (missile != NULL)
|
|
{
|
|
missile->health = -2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void A_20314 (AActor *self)
|
|
{
|
|
if (self->target != NULL)
|
|
{
|
|
AActor *missile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(ASpectralLightningBigBall2));
|
|
if (missile != NULL)
|
|
{
|
|
missile->health = -2;
|
|
}
|
|
}
|
|
}
|
|
|
|
void A_20424 (AActor *self)
|
|
{
|
|
self->angle += ANGLE_90;
|
|
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
|
|
self->angle += ANGLE_180;
|
|
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
|
|
self->angle += ANGLE_90;
|
|
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningH3), self);
|
|
}
|
|
|
|
void A_20334 (AActor *self)
|
|
{
|
|
if (self->target == NULL)
|
|
return;
|
|
|
|
AActor *foo = Spawn<ASpectralLightningV2> (self->x, self->y, self->z + 32*FRACUNIT, ALLOW_REPLACE);
|
|
|
|
foo->momz = -12*FRACUNIT;
|
|
foo->target = self;
|
|
foo->health = -2;
|
|
foo->tracer = self->target;
|
|
|
|
self->angle -= ANGLE_180 / 20 * 10;
|
|
for (int i = 0; i < 20; ++i)
|
|
{
|
|
self->angle += ANGLE_180 / 20;
|
|
P_SpawnSubMissile (self, RUNTIME_CLASS(ASpectralLightningBall2), self);
|
|
}
|
|
self->angle -= ANGLE_180 / 20 * 10;
|
|
}
|
|
|
|
void A_AlienSpectreDeath (AActor *self)
|
|
{
|
|
AActor *player;
|
|
char voc[32];
|
|
int log;
|
|
int i;
|
|
|
|
A_NoBlocking (self); // [RH] Need this for Sigil rewarding
|
|
if (!CheckBossDeath (self))
|
|
{
|
|
return;
|
|
}
|
|
for (i = 0, player = NULL; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].health > 0)
|
|
{
|
|
player = players[i].mo;
|
|
break;
|
|
}
|
|
}
|
|
if (player == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre1))
|
|
{
|
|
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 999, FRACUNIT, 0, 0, 0, false);
|
|
log = 95;
|
|
}
|
|
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre2))
|
|
{
|
|
C_MidPrint(GStrings("TXT_KILLED_BISHOP"));
|
|
log = 74;
|
|
player->GiveInventoryType (QuestItemClasses[20]);
|
|
}
|
|
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre3))
|
|
{
|
|
C_MidPrint(GStrings("TXT_KILLED_ORACLE"));
|
|
// If there are any Oracles still alive, kill them.
|
|
TThinkerIterator<AOracle> it;
|
|
AOracle *oracle;
|
|
|
|
while ( (oracle = it.Next()) != NULL)
|
|
{
|
|
if (oracle->health > 0)
|
|
{
|
|
oracle->health = 0;
|
|
oracle->Die (self, self);
|
|
}
|
|
}
|
|
player->GiveInventoryType (QuestItemClasses[22]);
|
|
if (player->FindInventory (QuestItemClasses[20]))
|
|
{ // If the Bishop is dead, set quest item 22
|
|
player->GiveInventoryType (QuestItemClasses[21]);
|
|
}
|
|
if (player->FindInventory (QuestItemClasses[23]) == NULL)
|
|
{ // Macil is calling us back...
|
|
log = 87;
|
|
}
|
|
else
|
|
{ // You weild the power of the complete Sigil.
|
|
log = 85;
|
|
}
|
|
EV_DoDoor (DDoor::doorOpen, NULL, NULL, 222, 8*FRACUNIT, 0, 0, 0);
|
|
}
|
|
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre4))
|
|
{
|
|
C_MidPrint(GStrings("TXT_KILLED_MACIL"));
|
|
player->GiveInventoryType (QuestItemClasses[23]);
|
|
if (player->FindInventory (QuestItemClasses[24]) == NULL)
|
|
{ // Richter has taken over. Macil is a snake.
|
|
log = 79;
|
|
}
|
|
else
|
|
{ // Back to the factory for another Sigil!
|
|
log = 106;
|
|
}
|
|
}
|
|
else if (self->GetClass() == RUNTIME_CLASS(AAlienSpectre5))
|
|
{
|
|
C_MidPrint(GStrings("TXT_KILLED_LOREMASTER"));
|
|
ASigil *sigil;
|
|
|
|
player->GiveInventoryType (QuestItemClasses[25]);
|
|
if (!multiplayer)
|
|
{
|
|
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
|
|
player->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
|
|
}
|
|
sigil = player->FindInventory<ASigil>();
|
|
if (sigil != NULL && sigil->NumPieces == 5)
|
|
{ // You weild the power of the complete Sigil.
|
|
log = 85;
|
|
}
|
|
else
|
|
{ // Another Sigil piece. Woohoo!
|
|
log = 83;
|
|
}
|
|
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
sprintf (voc, "svox/voc%d", log);
|
|
S_Sound (CHAN_VOICE, voc, 1, ATTN_NORM);
|
|
player->player->SetLogNumber (log);
|
|
}
|