qzdoom/src/g_hexen/a_korax.cpp
2009-07-04 18:17:44 +00:00

529 lines
13 KiB
C++

//===========================================================================
// Korax Variables
// tracer last teleport destination
// special2 set if "below half" script not yet run
//
// Korax Scripts (reserved)
// 249 Tell scripts that we are below half health
// 250-254 Control scripts (254 is only used when less than half health)
// 255 Death script
//
// Korax TIDs (reserved)
// 245 Reserved for Korax himself
// 248 Initial teleport destination
// 249 Teleport destination
// 250-254 For use in respective control scripts
// 255 For use in death script (spawn spots)
//===========================================================================
/*
#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "p_spec.h"
#include "s_sound.h"
#include "a_action.h"
#include "m_random.h"
#include "i_system.h"
#include "thingdef/thingdef.h"
#include "g_level.h"
*/
const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
const int KORAX_COMMAND_HEIGHT = 120;
const int KORAX_COMMAND_OFFSET = 27;
const int KORAX_TID = 245;
const int KORAX_FIRST_TELEPORT_TID = 248;
const int KORAX_TELEPORT_TID = 249;
const int KORAX_DELTAANGLE = 85*ANGLE_1;
const int KORAX_ARM_EXTENSION_SHORT = 40;
const int KORAX_ARM_EXTENSION_LONG = 55;
const int KORAX_ARM1_HEIGHT = 108*FRACUNIT;
const int KORAX_ARM2_HEIGHT = 82*FRACUNIT;
const int KORAX_ARM3_HEIGHT = 54*FRACUNIT;
const int KORAX_ARM4_HEIGHT = 104*FRACUNIT;
const int KORAX_ARM5_HEIGHT = 86*FRACUNIT;
const int KORAX_ARM6_HEIGHT = 53*FRACUNIT;
const int KORAX_BOLT_HEIGHT = 48*FRACUNIT;
const int KORAX_BOLT_LIFETIME = 3;
static FRandom pr_koraxchase ("KoraxChase");
static FRandom pr_kspiritinit ("KSpiritInit");
static FRandom pr_koraxdecide ("KoraxDecide");
static FRandom pr_koraxmissile ("KoraxMissile");
static FRandom pr_koraxcommand ("KoraxCommand");
static FRandom pr_kspiritweave ("KSpiritWeave");
static FRandom pr_kspiritseek ("KSpiritSeek");
static FRandom pr_kspiritroam ("KSpiritRoam");
static FRandom pr_kmissile ("SKoraxMissile");
void A_KoraxChase (AActor *);
void A_KoraxStep (AActor *);
void A_KoraxStep2 (AActor *);
void A_KoraxDecide (AActor *);
void A_KoraxBonePop (AActor *);
void A_KoraxMissile (AActor *);
void A_KoraxCommand (AActor *);
void A_KSpiritRoam (AActor *);
void A_KBolt (AActor *);
void A_KBoltRaise (AActor *);
void KoraxFire (AActor *actor, const PClass *type, int arm);
void KSpiritInit (AActor *spirit, AActor *korax);
AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, const PClass *type);
extern void SpawnSpiritTail (AActor *spirit);
//============================================================================
//
// A_KoraxChase
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
{
AActor *spot;
if ((!self->special2) && (self->health <= (self->SpawnHealth()/2)))
{
FActorIterator iterator (KORAX_FIRST_TELEPORT_TID);
spot = iterator.Next ();
if (spot != NULL)
{
P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
}
P_StartScript (self, NULL, 249, NULL, 0, 0, 0, 0, 0, false);
self->special2 = 1; // Don't run again
return;
}
if (!self->target) return;
if (pr_koraxchase()<30)
{
self->SetState (self->MissileState);
}
else if (pr_koraxchase()<30)
{
S_Sound (self, CHAN_VOICE, "KoraxActive", 1, ATTN_NONE);
}
// Teleport away
if (self->health < (self->SpawnHealth()>>1))
{
if (pr_koraxchase()<10)
{
FActorIterator iterator (KORAX_TELEPORT_TID);
if (self->tracer != NULL)
{ // Find the previous teleport destination
do
{
spot = iterator.Next ();
} while (spot != NULL && spot != self->tracer);
}
// Go to the next teleport destination
spot = iterator.Next ();
self->tracer = spot;
if (spot)
{
P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
}
}
}
}
//============================================================================
//
// A_KoraxBonePop
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KoraxBonePop)
{
AActor *mo;
int i;
// Spawn 6 spirits equalangularly
for (i = 0; i < 6; ++i)
{
mo = P_SpawnMissileAngle (self, PClass::FindClass("KoraxSpirit"), ANGLE_60*i, 5*FRACUNIT);
if (mo) KSpiritInit (mo, self);
}
P_StartScript (self, NULL, 255, NULL, 0, 0, 0, 0, false, false); // Death script
}
//============================================================================
//
// KSpiritInit
//
//============================================================================
void KSpiritInit (AActor *spirit, AActor *korax)
{
spirit->health = KORAX_SPIRIT_LIFETIME;
spirit->tracer = korax; // Swarm around korax
spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
spirit->args[0] = 10; // initial turn value
spirit->args[1] = 0; // initial look angle
// Spawn a tail for spirit
SpawnSpiritTail (spirit);
}
//============================================================================
//
// A_KoraxDecide
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KoraxDecide)
{
if (pr_koraxdecide()<220)
{
self->SetState (self->FindState("Attack"));
}
else
{
self->SetState (self->FindState("Command"));
}
}
//============================================================================
//
// A_KoraxMissile
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile)
{
static const struct { const char *type, *sound; } choices[6] =
{
{ "WraithFX1", "WraithMissileFire" },
{ "Demon1FX1", "DemonMissileFire" },
{ "Demon2FX1", "DemonMissileFire" },
{ "FireDemonMissile", "FireDemonAttack" },
{ "CentaurFX", "CentaurLeaderAttack" },
{ "SerpentFX", "CentaurLeaderAttack" }
};
int type = pr_koraxmissile()%6;
int i;
const PClass *info;
S_Sound (self, CHAN_VOICE, "KoraxAttack", 1, ATTN_NORM);
info = PClass::FindClass (choices[type].type);
if (info == NULL)
{
I_Error ("Unknown Korax missile: %s\n", choices[type].type);
}
// Fire all 6 missiles at once
S_Sound (self, CHAN_WEAPON, choices[type].sound, 1, ATTN_NONE);
for (i = 0; i < 6; ++i)
{
KoraxFire (self, info, i);
}
}
//============================================================================
//
// A_KoraxCommand
//
// Call action code scripts (250-254)
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
{
fixed_t x,y,z;
angle_t ang;
int numcommands;
S_Sound (self, CHAN_VOICE, "KoraxCommand", 1, ATTN_NORM);
// Shoot stream of lightning to ceiling
ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
x = self->x + KORAX_COMMAND_OFFSET * finecosine[ang];
y = self->y + KORAX_COMMAND_OFFSET * finesine[ang];
z = self->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
Spawn("KoraxBolt", x, y, z, ALLOW_REPLACE);
if (self->health <= (self->SpawnHealth() >> 1))
{
numcommands = 5;
}
else
{
numcommands = 4;
}
P_StartScript (self, NULL, 250+(pr_koraxcommand()%numcommands),
NULL, 0, 0, 0, 0, false, false);
}
//============================================================================
//
// KoraxFire
//
// Arm projectiles
// arm positions numbered:
// 1 top left
// 2 middle left
// 3 lower left
// 4 top right
// 5 middle right
// 6 lower right
//
//============================================================================
void KoraxFire (AActor *actor, const PClass *type, int arm)
{
static const int extension[6] =
{
KORAX_ARM_EXTENSION_SHORT,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_SHORT,
KORAX_ARM_EXTENSION_LONG,
KORAX_ARM_EXTENSION_LONG
};
static const fixed_t armheight[6] =
{
KORAX_ARM1_HEIGHT,
KORAX_ARM2_HEIGHT,
KORAX_ARM3_HEIGHT,
KORAX_ARM4_HEIGHT,
KORAX_ARM5_HEIGHT,
KORAX_ARM6_HEIGHT
};
angle_t ang;
fixed_t x,y,z;
ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE))
>> ANGLETOFINESHIFT;
x = actor->x + extension[arm] * finecosine[ang];
y = actor->y + extension[arm] * finesine[ang];
z = actor->z - actor->floorclip + armheight[arm];
P_SpawnKoraxMissile (x, y, z, actor, actor->target, type);
}
//============================================================================
//
// A_KSpiritWeave
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KSpiritWeave)
{
fixed_t newX, newY;
int weaveXY, weaveZ;
int angle;
weaveXY = self->special2>>16;
weaveZ = self->special2&0xFFFF;
angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
newX = self->x-FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY = self->y-FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
weaveXY = (weaveXY+(pr_kspiritweave()%5))&63;
newX += FixedMul(finecosine[angle],
FloatBobOffsets[weaveXY]<<2);
newY += FixedMul(finesine[angle],
FloatBobOffsets[weaveXY]<<2);
P_TryMove(self, newX, newY, true);
self->z -= FloatBobOffsets[weaveZ]<<1;
weaveZ = (weaveZ+(pr_kspiritweave()%5))&63;
self->z += FloatBobOffsets[weaveZ]<<1;
self->special2 = weaveZ+(weaveXY<<16);
}
//============================================================================
//
// A_KSpiritSeeker
//
//============================================================================
void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
{
int dir;
int dist;
angle_t delta;
angle_t angle;
AActor *target;
fixed_t newZ;
fixed_t deltaZ;
target = actor->tracer;
if (target == NULL)
{
return;
}
dir = P_FaceMobj (actor, target, &delta);
if (delta > thresh)
{
delta >>= 1;
if(delta > turnMax)
{
delta = turnMax;
}
}
if(dir)
{ // Turn clockwise
actor->angle += delta;
}
else
{ // Turn counter clockwise
actor->angle -= delta;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->velx = FixedMul (actor->Speed, finecosine[angle]);
actor->vely = FixedMul (actor->Speed, finesine[angle]);
if (!(level.time&15)
|| actor->z > target->z+(target->GetDefault()->height)
|| actor->z+actor->height < target->z)
{
newZ = target->z+((pr_kspiritseek()*target->GetDefault()->height)>>8);
deltaZ = newZ-actor->z;
if (abs(deltaZ) > 15*FRACUNIT)
{
if(deltaZ > 0)
{
deltaZ = 15*FRACUNIT;
}
else
{
deltaZ = -15*FRACUNIT;
}
}
dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
dist = dist/actor->Speed;
if (dist < 1)
{
dist = 1;
}
actor->velz = deltaZ/dist;
}
return;
}
//============================================================================
//
// A_KSpiritRoam
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam)
{
if (self->health-- <= 0)
{
S_Sound (self, CHAN_VOICE, "SpiritDie", 1, ATTN_NORM);
self->SetState (self->FindState("Death"));
}
else
{
if (self->tracer)
{
A_KSpiritSeeker (self, self->args[0]*ANGLE_1,
self->args[0]*ANGLE_1*2);
}
CALL_ACTION(A_KSpiritWeave, self);
if (pr_kspiritroam()<50)
{
S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
}
}
}
//============================================================================
//
// A_KBolt
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KBolt)
{
// Countdown lifetime
if (self->special1-- <= 0)
{
self->Destroy ();
}
}
//============================================================================
//
// A_KBoltRaise
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_KBoltRaise)
{
AActor *mo;
fixed_t z;
// Spawn a child upward
z = self->z + KORAX_BOLT_HEIGHT;
if ((z + KORAX_BOLT_HEIGHT) < self->ceilingz)
{
mo = Spawn("KoraxBolt", self->x, self->y, z, ALLOW_REPLACE);
if (mo)
{
mo->special1 = KORAX_BOLT_LIFETIME;
}
}
else
{
// Maybe cap it off here
}
}
//============================================================================
//
// P_SpawnKoraxMissile
//
//============================================================================
AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
AActor *source, AActor *dest, const PClass *type)
{
AActor *th;
angle_t an;
int dist;
z -= source->floorclip;
th = Spawn (type, x, y, z, ALLOW_REPLACE);
th->target = source; // Originator
an = R_PointToAngle2(x, y, dest->x, dest->y);
if (dest->flags & MF_SHADOW)
{ // Invisible target
an += pr_kmissile.Random2()<<21;
}
th->angle = an;
an >>= ANGLETOFINESHIFT;
th->velx = FixedMul (th->Speed, finecosine[an]);
th->vely = FixedMul (th->Speed, finesine[an]);
dist = P_AproxDistance (dest->x - x, dest->y - y);
dist = dist/th->Speed;
if (dist < 1)
{
dist = 1;
}
th->velz = (dest->z-z+(30*FRACUNIT))/dist;
return (P_CheckMissileSpawn(th) ? th : NULL);
}