mirror of
https://github.com/ZDoom/qzdoom.git
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760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
529 lines
13 KiB
C++
529 lines
13 KiB
C++
//===========================================================================
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// Korax Variables
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// tracer last teleport destination
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// special2 set if "below half" script not yet run
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//
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// Korax Scripts (reserved)
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// 249 Tell scripts that we are below half health
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// 250-254 Control scripts (254 is only used when less than half health)
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// 255 Death script
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//
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// Korax TIDs (reserved)
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// 245 Reserved for Korax himself
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// 248 Initial teleport destination
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// 249 Teleport destination
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// 250-254 For use in respective control scripts
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// 255 For use in death script (spawn spots)
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//===========================================================================
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/*
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#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "s_sound.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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*/
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const int KORAX_SPIRIT_LIFETIME = 5*TICRATE/5; // 5 seconds
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const int KORAX_COMMAND_HEIGHT = 120;
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const int KORAX_COMMAND_OFFSET = 27;
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const int KORAX_TID = 245;
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const int KORAX_FIRST_TELEPORT_TID = 248;
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const int KORAX_TELEPORT_TID = 249;
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const int KORAX_DELTAANGLE = 85*ANGLE_1;
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const int KORAX_ARM_EXTENSION_SHORT = 40;
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const int KORAX_ARM_EXTENSION_LONG = 55;
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const int KORAX_ARM1_HEIGHT = 108*FRACUNIT;
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const int KORAX_ARM2_HEIGHT = 82*FRACUNIT;
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const int KORAX_ARM3_HEIGHT = 54*FRACUNIT;
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const int KORAX_ARM4_HEIGHT = 104*FRACUNIT;
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const int KORAX_ARM5_HEIGHT = 86*FRACUNIT;
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const int KORAX_ARM6_HEIGHT = 53*FRACUNIT;
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const int KORAX_BOLT_HEIGHT = 48*FRACUNIT;
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const int KORAX_BOLT_LIFETIME = 3;
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static FRandom pr_koraxchase ("KoraxChase");
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static FRandom pr_kspiritinit ("KSpiritInit");
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static FRandom pr_koraxdecide ("KoraxDecide");
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static FRandom pr_koraxmissile ("KoraxMissile");
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static FRandom pr_koraxcommand ("KoraxCommand");
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static FRandom pr_kspiritweave ("KSpiritWeave");
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static FRandom pr_kspiritseek ("KSpiritSeek");
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static FRandom pr_kspiritroam ("KSpiritRoam");
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static FRandom pr_kmissile ("SKoraxMissile");
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void A_KoraxChase (AActor *);
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void A_KoraxStep (AActor *);
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void A_KoraxStep2 (AActor *);
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void A_KoraxDecide (AActor *);
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void A_KoraxBonePop (AActor *);
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void A_KoraxMissile (AActor *);
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void A_KoraxCommand (AActor *);
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void A_KSpiritRoam (AActor *);
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void A_KBolt (AActor *);
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void A_KBoltRaise (AActor *);
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void KoraxFire (AActor *actor, const PClass *type, int arm);
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void KSpiritInit (AActor *spirit, AActor *korax);
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AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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AActor *source, AActor *dest, const PClass *type);
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extern void SpawnSpiritTail (AActor *spirit);
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//============================================================================
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//
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// A_KoraxChase
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
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{
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AActor *spot;
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if ((!self->special2) && (self->health <= (self->GetDefault()->health/2)))
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{
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FActorIterator iterator (KORAX_FIRST_TELEPORT_TID);
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spot = iterator.Next ();
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if (spot != NULL)
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{
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P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
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}
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P_StartScript (self, NULL, 249, NULL, 0, 0, 0, 0, 0, false);
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self->special2 = 1; // Don't run again
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return;
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}
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if (!self->target) return;
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if (pr_koraxchase()<30)
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{
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self->SetState (self->MissileState);
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}
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else if (pr_koraxchase()<30)
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{
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S_Sound (self, CHAN_VOICE, "KoraxActive", 1, ATTN_NONE);
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}
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// Teleport away
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if (self->health < (self->GetDefault()->health>>1))
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{
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if (pr_koraxchase()<10)
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{
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FActorIterator iterator (KORAX_TELEPORT_TID);
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if (self->tracer != NULL)
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{ // Find the previous teleport destination
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do
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{
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spot = iterator.Next ();
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} while (spot != NULL && spot != self->tracer);
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}
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// Go to the next teleport destination
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spot = iterator.Next ();
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self->tracer = spot;
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if (spot)
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{
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P_Teleport (self, spot->x, spot->y, ONFLOORZ, spot->angle, true, true, false);
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}
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}
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}
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}
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//============================================================================
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//
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// A_KoraxBonePop
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KoraxBonePop)
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{
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AActor *mo;
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int i;
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// Spawn 6 spirits equalangularly
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for (i = 0; i < 6; ++i)
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{
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mo = P_SpawnMissileAngle (self, PClass::FindClass("KoraxSpirit"), ANGLE_60*i, 5*FRACUNIT);
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if (mo) KSpiritInit (mo, self);
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}
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P_StartScript (self, NULL, 255, NULL, 0, 0, 0, 0, false, false); // Death script
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}
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//============================================================================
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//
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// KSpiritInit
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//
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//============================================================================
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void KSpiritInit (AActor *spirit, AActor *korax)
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{
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spirit->health = KORAX_SPIRIT_LIFETIME;
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spirit->tracer = korax; // Swarm around korax
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spirit->special2 = 32+(pr_kspiritinit()&7); // Float bob index
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spirit->args[0] = 10; // initial turn value
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spirit->args[1] = 0; // initial look angle
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// Spawn a tail for spirit
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SpawnSpiritTail (spirit);
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}
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//============================================================================
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//
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// A_KoraxDecide
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KoraxDecide)
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{
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if (pr_koraxdecide()<220)
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{
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self->SetState (self->FindState("Attack"));
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}
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else
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{
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self->SetState (self->FindState("Command"));
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}
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}
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//============================================================================
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//
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// A_KoraxMissile
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile)
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{
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static const struct { const char *type, *sound; } choices[6] =
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{
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{ "WraithFX1", "WraithMissileFire" },
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{ "Demon1FX1", "DemonMissileFire" },
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{ "Demon2FX1", "DemonMissileFire" },
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{ "FireDemonMissile", "FireDemonAttack" },
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{ "CentaurFX", "CentaurLeaderAttack" },
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{ "SerpentFX", "CentaurLeaderAttack" }
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};
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int type = pr_koraxmissile()%6;
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int i;
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const PClass *info;
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S_Sound (self, CHAN_VOICE, "KoraxAttack", 1, ATTN_NORM);
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info = PClass::FindClass (choices[type].type);
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if (info == NULL)
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{
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I_Error ("Unknown Korax missile: %s\n", choices[type].type);
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}
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// Fire all 6 missiles at once
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S_Sound (self, CHAN_WEAPON, choices[type].sound, 1, ATTN_NONE);
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for (i = 0; i < 6; ++i)
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{
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KoraxFire (self, info, i);
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}
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}
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//============================================================================
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//
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// A_KoraxCommand
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//
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// Call action code scripts (250-254)
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
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{
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fixed_t x,y,z;
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angle_t ang;
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int numcommands;
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S_Sound (self, CHAN_VOICE, "KoraxCommand", 1, ATTN_NORM);
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// Shoot stream of lightning to ceiling
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ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
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x = self->x + KORAX_COMMAND_OFFSET * finecosine[ang];
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y = self->y + KORAX_COMMAND_OFFSET * finesine[ang];
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z = self->z + KORAX_COMMAND_HEIGHT*FRACUNIT;
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Spawn("KoraxBolt", x, y, z, ALLOW_REPLACE);
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if (self->health <= (self->GetDefault()->health >> 1))
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{
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numcommands = 5;
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}
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else
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{
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numcommands = 4;
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}
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P_StartScript (self, NULL, 250+(pr_koraxcommand()%numcommands),
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NULL, 0, 0, 0, 0, false, false);
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}
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//============================================================================
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//
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// KoraxFire
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//
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// Arm projectiles
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// arm positions numbered:
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// 1 top left
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// 2 middle left
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// 3 lower left
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// 4 top right
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// 5 middle right
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// 6 lower right
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//
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//============================================================================
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void KoraxFire (AActor *actor, const PClass *type, int arm)
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{
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static const int extension[6] =
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{
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KORAX_ARM_EXTENSION_SHORT,
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KORAX_ARM_EXTENSION_LONG,
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KORAX_ARM_EXTENSION_LONG,
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KORAX_ARM_EXTENSION_SHORT,
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KORAX_ARM_EXTENSION_LONG,
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KORAX_ARM_EXTENSION_LONG
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};
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static const fixed_t armheight[6] =
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{
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KORAX_ARM1_HEIGHT,
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KORAX_ARM2_HEIGHT,
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KORAX_ARM3_HEIGHT,
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KORAX_ARM4_HEIGHT,
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KORAX_ARM5_HEIGHT,
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KORAX_ARM6_HEIGHT
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};
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angle_t ang;
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fixed_t x,y,z;
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ang = (actor->angle + (arm < 3 ? -KORAX_DELTAANGLE : KORAX_DELTAANGLE))
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>> ANGLETOFINESHIFT;
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x = actor->x + extension[arm] * finecosine[ang];
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y = actor->y + extension[arm] * finesine[ang];
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z = actor->z - actor->floorclip + armheight[arm];
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P_SpawnKoraxMissile (x, y, z, actor, actor->target, type);
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}
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//============================================================================
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//
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// A_KSpiritWeave
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KSpiritWeave)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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weaveXY = self->special2>>16;
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weaveZ = self->special2&0xFFFF;
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angle = (self->angle+ANG90)>>ANGLETOFINESHIFT;
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newX = self->x-FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY = self->y-FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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weaveXY = (weaveXY+(pr_kspiritweave()%5))&63;
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newX += FixedMul(finecosine[angle],
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FloatBobOffsets[weaveXY]<<2);
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newY += FixedMul(finesine[angle],
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FloatBobOffsets[weaveXY]<<2);
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P_TryMove(self, newX, newY, true);
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self->z -= FloatBobOffsets[weaveZ]<<1;
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weaveZ = (weaveZ+(pr_kspiritweave()%5))&63;
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self->z += FloatBobOffsets[weaveZ]<<1;
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self->special2 = weaveZ+(weaveXY<<16);
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}
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//============================================================================
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//
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// A_KSpiritSeeker
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//
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//============================================================================
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void A_KSpiritSeeker (AActor *actor, angle_t thresh, angle_t turnMax)
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{
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int dir;
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int dist;
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angle_t delta;
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angle_t angle;
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AActor *target;
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fixed_t newZ;
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fixed_t deltaZ;
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target = actor->tracer;
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if (target == NULL)
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{
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return;
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}
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dir = P_FaceMobj (actor, target, &delta);
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if (delta > thresh)
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{
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delta >>= 1;
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if(delta > turnMax)
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{
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delta = turnMax;
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}
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}
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if(dir)
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{ // Turn clockwise
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actor->angle += delta;
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}
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else
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{ // Turn counter clockwise
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actor->angle -= delta;
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}
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angle = actor->angle>>ANGLETOFINESHIFT;
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actor->momx = FixedMul (actor->Speed, finecosine[angle]);
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actor->momy = FixedMul (actor->Speed, finesine[angle]);
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if (!(level.time&15)
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|| actor->z > target->z+(target->GetDefault()->height)
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|| actor->z+actor->height < target->z)
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{
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newZ = target->z+((pr_kspiritseek()*target->GetDefault()->height)>>8);
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deltaZ = newZ-actor->z;
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if (abs(deltaZ) > 15*FRACUNIT)
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{
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if(deltaZ > 0)
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{
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deltaZ = 15*FRACUNIT;
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}
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else
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{
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deltaZ = -15*FRACUNIT;
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}
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}
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dist = P_AproxDistance (target->x-actor->x, target->y-actor->y);
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dist = dist/actor->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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actor->momz = deltaZ/dist;
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}
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return;
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}
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//============================================================================
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//
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// A_KSpiritRoam
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam)
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{
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if (self->health-- <= 0)
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{
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S_Sound (self, CHAN_VOICE, "SpiritDie", 1, ATTN_NORM);
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self->SetState (self->FindState("Death"));
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}
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else
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{
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if (self->tracer)
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{
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A_KSpiritSeeker (self, self->args[0]*ANGLE_1,
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self->args[0]*ANGLE_1*2);
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}
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CALL_ACTION(A_KSpiritWeave, self);
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if (pr_kspiritroam()<50)
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{
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S_Sound (self, CHAN_VOICE, "SpiritActive", 1, ATTN_NONE);
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}
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}
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}
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//============================================================================
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//
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// A_KBolt
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KBolt)
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{
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// Countdown lifetime
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if (self->special1-- <= 0)
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{
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self->Destroy ();
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}
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}
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//============================================================================
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//
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// A_KBoltRaise
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_KBoltRaise)
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{
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AActor *mo;
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fixed_t z;
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// Spawn a child upward
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z = self->z + KORAX_BOLT_HEIGHT;
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if ((z + KORAX_BOLT_HEIGHT) < self->ceilingz)
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{
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mo = Spawn("KoraxBolt", self->x, self->y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->special1 = KORAX_BOLT_LIFETIME;
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}
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}
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else
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{
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// Maybe cap it off here
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}
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}
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//============================================================================
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//
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// P_SpawnKoraxMissile
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//
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//============================================================================
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AActor *P_SpawnKoraxMissile (fixed_t x, fixed_t y, fixed_t z,
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AActor *source, AActor *dest, const PClass *type)
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{
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AActor *th;
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angle_t an;
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int dist;
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z -= source->floorclip;
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th = Spawn (type, x, y, z, ALLOW_REPLACE);
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th->target = source; // Originator
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an = R_PointToAngle2(x, y, dest->x, dest->y);
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if (dest->flags & MF_SHADOW)
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{ // Invisible target
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an += pr_kmissile.Random2()<<21;
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}
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th->angle = an;
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an >>= ANGLETOFINESHIFT;
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th->momx = FixedMul (th->Speed, finecosine[an]);
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th->momy = FixedMul (th->Speed, finesine[an]);
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dist = P_AproxDistance (dest->x - x, dest->y - y);
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dist = dist/th->Speed;
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if (dist < 1)
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{
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dist = 1;
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}
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th->momz = (dest->z-z+(30*FRACUNIT))/dist;
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return (P_CheckMissileSpawn(th) ? th : NULL);
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}
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