qzdoom/src/g_hexen/a_heresiarch.cpp
Christoph Oelckers cd3cebf340 SVN r25 (trunk)
2006-04-10 21:54:50 +00:00

1379 lines
41 KiB
C++

#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
#include "i_system.h"
#include "p_acs.h"
//============================================================================
//
// Sorcerer stuff
//
// Sorcerer Variables
// special1 Angle of ball 1 (all others relative to that)
// StopBall which ball to stop at in stop mode (MT_???)
// args[0] Denfense time
// args[1] Number of full rotations since stopping mode
// args[2] Target orbit speed for acceleration/deceleration
// args[3] Movement mode (see SORC_ macros)
// args[4] Current ball orbit speed
// Sorcerer Ball Variables
// special1 Previous angle of ball (for woosh)
// special2 Countdown of rapid fire (FX4)
//============================================================================
#define SORCBALL_INITIAL_SPEED 7
#define SORCBALL_TERMINAL_SPEED 25
#define SORCBALL_SPEED_ROTATIONS 5
#define SORC_DEFENSE_TIME 255
#define SORC_DEFENSE_HEIGHT 45
#define BOUNCE_TIME_UNIT (35/2)
#define SORCFX4_RAPIDFIRE_TIME (6*3) // 3 seconds
#define SORCFX4_SPREAD_ANGLE 20
#define SORC_DECELERATE 0
#define SORC_ACCELERATE 1
#define SORC_STOPPING 2
#define SORC_FIRESPELL 3
#define SORC_STOPPED 4
#define SORC_NORMAL 5
#define SORC_FIRING_SPELL 6
#define BALL1_ANGLEOFFSET 0
#define BALL2_ANGLEOFFSET (ANGLE_MAX/3)
#define BALL3_ANGLEOFFSET ((ANGLE_MAX/3)*2)
void A_SorcBallPop (AActor *actor);
void A_SorcBallOrbit (AActor *actor);
void A_SorcSpinBalls (AActor *actor);
void A_SpeedBalls (AActor *actor);
void A_SlowBalls (AActor *actor);
void A_StopBalls (AActor *actor);
void A_AccelBalls (AActor *actor);
void A_DecelBalls (AActor *actor);
void A_SorcBossAttack (AActor *actor);
void A_SpawnFizzle (AActor *actor);
void A_BounceCheck (AActor *actor);
void A_DoBounceCheck (AActor *actor, const char *sound);
void A_SorcFX1Seek (AActor *actor);
void A_SorcOffense2 (AActor *actor);
void A_SorcFX2Split (AActor *actor);
void A_SorcFX2Orbit (AActor *actor);
void A_SorcererBishopEntry (AActor *actor);
void A_SpawnBishop (AActor *actor);
void A_SorcFX4Check (AActor *actor);
static FRandom pr_heresiarch ("Heresiarch");
// The Heresiarch him/itself ------------------------------------------------
FState AHeresiarch::States[] =
{
#define S_SORC_SPAWN1 0
S_NORMAL (SORC, 'A', 3, NULL , &States[S_SORC_SPAWN1+1]),
S_NORMAL (SORC, 'A', 2, A_SorcSpinBalls , &States[S_SORC_SPAWN1+2]),
S_NORMAL (SORC, 'A', 10, A_Look , &States[S_SORC_SPAWN1+2]),
#define S_SORC_WALK1 (S_SORC_SPAWN1+3)
S_NORMAL (SORC, 'A', 5, A_Chase , &States[S_SORC_WALK1+1]),
S_NORMAL (SORC, 'B', 5, A_Chase , &States[S_SORC_WALK1+2]),
S_NORMAL (SORC, 'C', 5, A_Chase , &States[S_SORC_WALK1+3]),
S_NORMAL (SORC, 'D', 5, A_Chase , &States[S_SORC_WALK1]),
#define S_SORC_PAIN1 (S_SORC_WALK1+4)
S_NORMAL (SORC, 'G', 8, NULL , &States[S_SORC_PAIN1+1]),
S_NORMAL (SORC, 'G', 8, A_Pain , &States[S_SORC_WALK1]),
#define S_SORC_ATK2_1 (S_SORC_PAIN1+2)
S_BRIGHT (SORC, 'F', 6, A_FaceTarget , &States[S_SORC_ATK2_1+1]),
S_BRIGHT (SORC, 'F', 6, A_SpeedBalls , &States[S_SORC_ATK2_1+2]),
S_BRIGHT (SORC, 'F', 6, A_FaceTarget , &States[S_SORC_ATK2_1+2]),
#define S_SORC_ATTACK1 (S_SORC_ATK2_1+3)
S_BRIGHT (SORC, 'E', 6, NULL , &States[S_SORC_ATTACK1+1]),
S_BRIGHT (SORC, 'E', 6, A_SpawnFizzle , &States[S_SORC_ATTACK1+2]),
S_BRIGHT (SORC, 'E', 5, A_FaceTarget , &States[S_SORC_ATTACK1+1]),
S_BRIGHT (SORC, 'E', 2, NULL , &States[S_SORC_ATTACK1+4]),
S_BRIGHT (SORC, 'E', 2, A_SorcBossAttack , &States[S_SORC_WALK1]),
#define S_SORC_DIE1 (S_SORC_ATTACK1+5)
S_BRIGHT (SORC, 'H', 5, NULL , &States[S_SORC_DIE1+1]),
S_BRIGHT (SORC, 'I', 5, A_FaceTarget , &States[S_SORC_DIE1+2]),
S_BRIGHT (SORC, 'J', 5, A_Scream , &States[S_SORC_DIE1+3]),
S_BRIGHT (SORC, 'K', 5, NULL , &States[S_SORC_DIE1+4]),
S_BRIGHT (SORC, 'L', 5, NULL , &States[S_SORC_DIE1+5]),
S_BRIGHT (SORC, 'M', 5, NULL , &States[S_SORC_DIE1+6]),
S_BRIGHT (SORC, 'N', 5, NULL , &States[S_SORC_DIE1+7]),
S_BRIGHT (SORC, 'O', 5, NULL , &States[S_SORC_DIE1+8]),
S_BRIGHT (SORC, 'P', 5, NULL , &States[S_SORC_DIE1+9]),
S_BRIGHT (SORC, 'Q', 5, NULL , &States[S_SORC_DIE1+10]),
S_BRIGHT (SORC, 'R', 5, NULL , &States[S_SORC_DIE1+11]),
S_BRIGHT (SORC, 'S', 5, NULL , &States[S_SORC_DIE1+12]),
S_BRIGHT (SORC, 'T', 5, NULL , &States[S_SORC_DIE1+13]),
S_BRIGHT (SORC, 'U', 5, A_NoBlocking , &States[S_SORC_DIE1+14]),
S_BRIGHT (SORC, 'V', 5, NULL , &States[S_SORC_DIE1+15]),
S_BRIGHT (SORC, 'W', 5, NULL , &States[S_SORC_DIE1+16]),
S_BRIGHT (SORC, 'X', 5, NULL , &States[S_SORC_DIE1+17]),
S_BRIGHT (SORC, 'Y', 5, NULL , &States[S_SORC_DIE1+18]),
S_BRIGHT (SORC, 'Z', -1, NULL , NULL),
};
IMPLEMENT_ACTOR (AHeresiarch, Hexen, 10080, 0)
PROP_SpawnHealth (5000)
PROP_PainChance (10)
PROP_SpeedFixed (16)
PROP_RadiusFixed (40)
PROP_HeightFixed (110)
PROP_Mass (500)
PROP_Damage (9)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_BOSS|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH|MF3_NOTARGET)
PROP_Flags4 (MF4_NOICEDEATH|MF4_DEFLECT)
PROP_SpawnState (S_SORC_SPAWN1)
PROP_SeeState (S_SORC_WALK1)
PROP_PainState (S_SORC_PAIN1)
PROP_MissileState (S_SORC_ATK2_1)
PROP_DeathState (S_SORC_DIE1)
PROP_SeeSound ("SorcererSight")
PROP_PainSound ("SorcererPain")
PROP_DeathSound ("SorcererDeathScream")
PROP_ActiveSound ("SorcererActive")
END_DEFAULTS
void AHeresiarch::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << StopBall;
}
void AHeresiarch::Die (AActor *source, AActor *inflictor)
{
// The heresiarch just executes a script instead of a special upon death
int script = special;
special = 0;
Super::Die (source, inflictor);
if (script != 0)
{
P_StartScript (this, NULL, script, level.mapname, 0, 0, 0, 0, 0, false);
}
}
// Base class for the balls flying around the Heresiarch's head -------------
class ASorcBall : public AActor
{
DECLARE_STATELESS_ACTOR (ASorcBall, AActor)
public:
virtual void DoFireSpell ();
virtual void SorcUpdateBallAngle ();
virtual void CastSorcererSpell ();
angle_t AngleOffset;
void Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << AngleOffset;
}
void GetExplodeParms (int &damage, int &distance, bool &hurtSource)
{
distance = 255;
damage = 255;
SeeSound = 0; // don't play bounce
}
bool SpecialBlastHandling (AActor *source, fixed_t strength)
{ // don't blast sorcerer balls
return false;
}
};
IMPLEMENT_STATELESS_ACTOR (ASorcBall, Hexen, -1, 0)
PROP_SpeedFixed (10)
PROP_RadiusFixed (5)
PROP_HeightFixed (5)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_MISSILE)
PROP_Flags2 (MF2_HEXENBOUNCE|MF2_NOTELEPORT)
PROP_Flags3 (MF3_FULLVOLDEATH|MF3_CANBOUNCEWATER|MF3_NOWALLBOUNCESND)
PROP_SeeSound ("SorcererBallBounce")
PROP_DeathSound ("SorcererBigBallExplode")
END_DEFAULTS
// First ball (purple) - fires projectiles ----------------------------------
class ASorcBall1 : public ASorcBall
{
DECLARE_ACTOR (ASorcBall1, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL1_ANGLEOFFSET;
}
virtual void DoFireSpell ();
virtual void SorcUpdateBallAngle ();
virtual void CastSorcererSpell ();
};
FState ASorcBall1::States[] =
{
#define S_SORCBALL1_1 0
S_NORMAL (SBMP, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+1]),
S_NORMAL (SBMP, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+2]),
S_NORMAL (SBMP, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+3]),
S_NORMAL (SBMP, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+4]),
S_NORMAL (SBMP, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+5]),
S_NORMAL (SBMP, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+6]),
S_NORMAL (SBMP, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+7]),
S_NORMAL (SBMP, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+8]),
S_NORMAL (SBMP, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+9]),
S_NORMAL (SBMP, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+10]),
S_NORMAL (SBMP, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+11]),
S_NORMAL (SBMP, 'L', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+12]),
S_NORMAL (SBMP, 'M', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+13]),
S_NORMAL (SBMP, 'N', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+14]),
S_NORMAL (SBMP, 'O', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1+15]),
S_NORMAL (SBMP, 'P', 2, A_SorcBallOrbit , &States[S_SORCBALL1_1]),
#define S_SORCBALL1_D1 (S_SORCBALL1_1+16)
S_NORMAL (SBMP, 'A', 5, A_SorcBallPop , &States[S_SORCBALL1_D1+1]),
S_NORMAL (SBMP, 'B', 2, A_BounceCheck , &States[S_SORCBALL1_D1+1]),
#define S_SORCBALL1_D5 (S_SORCBALL1_D1+2)
S_NORMAL (SBS4, 'D', 5, A_Explode , &States[S_SORCBALL1_D5+1]),
S_NORMAL (SBS4, 'E', 5, NULL , &States[S_SORCBALL1_D5+2]),
S_NORMAL (SBS4, 'F', 6, NULL , &States[S_SORCBALL1_D5+3]),
S_NORMAL (SBS4, 'G', 6, NULL , &States[S_SORCBALL1_D5+4]),
S_NORMAL (SBS4, 'H', 6, NULL , NULL),
};
IMPLEMENT_ACTOR (ASorcBall1, Hexen, -1, 0)
PROP_SpawnState (S_SORCBALL1_1)
PROP_PainState (S_SORCBALL1_D1)
PROP_DeathState (S_SORCBALL1_D5)
END_DEFAULTS
// Second ball (blue) - generates the shield --------------------------------
class ASorcBall2 : public ASorcBall
{
DECLARE_ACTOR (ASorcBall2, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL2_ANGLEOFFSET;
}
virtual void CastSorcererSpell ();
};
FState ASorcBall2::States[] =
{
#define S_SORCBALL2_1 0
S_NORMAL (SBMB, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+1]),
S_NORMAL (SBMB, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+2]),
S_NORMAL (SBMB, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+3]),
S_NORMAL (SBMB, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+4]),
S_NORMAL (SBMB, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+5]),
S_NORMAL (SBMB, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+6]),
S_NORMAL (SBMB, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+7]),
S_NORMAL (SBMB, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+8]),
S_NORMAL (SBMB, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+9]),
S_NORMAL (SBMB, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+10]),
S_NORMAL (SBMB, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+11]),
S_NORMAL (SBMB, 'L', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+12]),
S_NORMAL (SBMB, 'M', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+13]),
S_NORMAL (SBMB, 'N', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+14]),
S_NORMAL (SBMB, 'O', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1+15]),
S_NORMAL (SBMB, 'P', 2, A_SorcBallOrbit , &States[S_SORCBALL2_1]),
#define S_SORCBALL2_D1 (S_SORCBALL2_1+16)
S_NORMAL (SBMB, 'A', 5, A_SorcBallPop , &States[S_SORCBALL2_D1+1]),
S_NORMAL (SBMB, 'B', 2, A_BounceCheck , &States[S_SORCBALL2_D1+1]),
#define S_SORCBALL2_D5 (S_SORCBALL2_D1+2)
S_NORMAL (SBS3, 'D', 5, A_Explode , &States[S_SORCBALL2_D5+1]),
S_NORMAL (SBS3, 'E', 5, NULL , &States[S_SORCBALL2_D5+2]),
S_NORMAL (SBS3, 'F', 6, NULL , &States[S_SORCBALL2_D5+3]),
S_NORMAL (SBS3, 'G', 6, NULL , &States[S_SORCBALL2_D5+4]),
S_NORMAL (SBS3, 'H', 6, NULL , NULL),
};
IMPLEMENT_ACTOR (ASorcBall2, Hexen, -1, 0)
PROP_SpawnState (S_SORCBALL2_1)
PROP_PainState (S_SORCBALL2_D1)
PROP_DeathState (S_SORCBALL2_D5)
END_DEFAULTS
// Third ball (green) - summons Bishops -------------------------------------
class ASorcBall3 : public ASorcBall
{
DECLARE_ACTOR (ASorcBall3, ASorcBall)
public:
void BeginPlay ()
{
Super::BeginPlay ();
AngleOffset = BALL3_ANGLEOFFSET;
}
virtual void CastSorcererSpell ();
};
FState ASorcBall3::States[] =
{
#define S_SORCBALL3_1 0
S_NORMAL (SBMG, 'A', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+1]),
S_NORMAL (SBMG, 'B', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+2]),
S_NORMAL (SBMG, 'C', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+3]),
S_NORMAL (SBMG, 'D', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+4]),
S_NORMAL (SBMG, 'E', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+5]),
S_NORMAL (SBMG, 'F', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+6]),
S_NORMAL (SBMG, 'G', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+7]),
S_NORMAL (SBMG, 'H', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+8]),
S_NORMAL (SBMG, 'I', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+9]),
S_NORMAL (SBMG, 'J', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+10]),
S_NORMAL (SBMG, 'K', 2, A_SorcBallOrbit , &States[S_SORCBALL3_1+11]),
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)->Name+1);
}
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)
{
S_Sound (actor, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
actor->flags &= ~MF_NOGRAVITY;
actor->flags2 |= MF2_LOGRAV;
actor->momx = ((pr_heresiarch()%10)-5) << FRACBITS;
actor->momy = ((pr_heresiarch()%10)-5) << FRACBITS;
actor->momz = (2+(pr_heresiarch()%3)) << FRACBITS;
actor->special2 = 4*FRACUNIT; // Initial bounce factor
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");
}