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Diffstat (limited to 'src/hexen/p_pspr.c')
-rw-r--r-- | src/hexen/p_pspr.c | 2481 |
1 files changed, 2481 insertions, 0 deletions
diff --git a/src/hexen/p_pspr.c b/src/hexen/p_pspr.c new file mode 100644 index 00000000..42e8842c --- /dev/null +++ b/src/hexen/p_pspr.c @@ -0,0 +1,2481 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// Copyright(C) 2008 Simon Howard +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +//----------------------------------------------------------------------------- + + +// HEADER FILES ------------------------------------------------------------ + +#include "h2def.h" +#include "m_random.h" +#include "p_local.h" +#include "s_sound.h" + +// MACROS ------------------------------------------------------------------ + +#define LOWERSPEED FRACUNIT*6 +#define RAISESPEED FRACUNIT*6 +#define WEAPONBOTTOM 128*FRACUNIT +#define WEAPONTOP 32*FRACUNIT + +// TYPES ------------------------------------------------------------------- + +// EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- + +extern void P_ExplodeMissile(mobj_t * mo); +extern void A_UnHideThing(mobj_t * actor); + +// PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- + +// PRIVATE FUNCTION PROTOTYPES --------------------------------------------- + +// EXTERNAL DATA DECLARATIONS ---------------------------------------------- + +extern fixed_t FloatBobOffsets[64]; + +// PUBLIC DATA DEFINITIONS ------------------------------------------------- + +fixed_t bulletslope; + +weaponinfo_t WeaponInfo[NUMWEAPONS][NUMCLASSES] = { + { // First Weapons + { // Fighter First Weapon - Punch + MANA_NONE, // mana + S_PUNCHUP, // upstate + S_PUNCHDOWN, // downstate + S_PUNCHREADY, // readystate + S_PUNCHATK1_1, // atkstate + S_PUNCHATK1_1, // holdatkstate + S_NULL // flashstate + }, + { // Cleric First Weapon - Mace + MANA_NONE, // mana + S_CMACEUP, // upstate + S_CMACEDOWN, // downstate + S_CMACEREADY, // readystate + S_CMACEATK_1, // atkstate + S_CMACEATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Mage First Weapon - Wand + MANA_NONE, + S_MWANDUP, + S_MWANDDOWN, + S_MWANDREADY, + S_MWANDATK_1, + S_MWANDATK_1, + S_NULL}, + { // Pig - Snout + MANA_NONE, // mana + S_SNOUTUP, // upstate + S_SNOUTDOWN, // downstate + S_SNOUTREADY, // readystate + S_SNOUTATK1, // atkstate + S_SNOUTATK1, // holdatkstate + S_NULL // flashstate + } + }, + { // Second Weapons + { // Fighter - Axe + MANA_NONE, // mana + S_FAXEUP, // upstate + S_FAXEDOWN, // downstate + S_FAXEREADY, // readystate + S_FAXEATK_1, // atkstate + S_FAXEATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Cleric - Serpent Staff + MANA_1, // mana + S_CSTAFFUP, // upstate + S_CSTAFFDOWN, // downstate + S_CSTAFFREADY, // readystate + S_CSTAFFATK_1, // atkstate + S_CSTAFFATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Mage - Cone of shards + MANA_1, // mana + S_CONEUP, // upstate + S_CONEDOWN, // downstate + S_CONEREADY, // readystate + S_CONEATK1_1, // atkstate + S_CONEATK1_3, // holdatkstate + S_NULL // flashstate + }, + { // Pig - Snout + MANA_NONE, // mana + S_SNOUTUP, // upstate + S_SNOUTDOWN, // downstate + S_SNOUTREADY, // readystate + S_SNOUTATK1, // atkstate + S_SNOUTATK1, // holdatkstate + S_NULL // flashstate + } + }, + { // Third Weapons + { // Fighter - Hammer + MANA_NONE, // mana + S_FHAMMERUP, // upstate + S_FHAMMERDOWN, // downstate + S_FHAMMERREADY, // readystate + S_FHAMMERATK_1, // atkstate + S_FHAMMERATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Cleric - Flame Strike + MANA_2, // mana + S_CFLAMEUP, // upstate + S_CFLAMEDOWN, // downstate + S_CFLAMEREADY1, // readystate + S_CFLAMEATK_1, // atkstate + S_CFLAMEATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Mage - Lightning + MANA_2, // mana + S_MLIGHTNINGUP, // upstate + S_MLIGHTNINGDOWN, // downstate + S_MLIGHTNINGREADY, // readystate + S_MLIGHTNINGATK_1, // atkstate + S_MLIGHTNINGATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Pig - Snout + MANA_NONE, // mana + S_SNOUTUP, // upstate + S_SNOUTDOWN, // downstate + S_SNOUTREADY, // readystate + S_SNOUTATK1, // atkstate + S_SNOUTATK1, // holdatkstate + S_NULL // flashstate + } + }, + { // Fourth Weapons + { // Fighter - Rune Sword + MANA_BOTH, // mana + S_FSWORDUP, // upstate + S_FSWORDDOWN, // downstate + S_FSWORDREADY, // readystate + S_FSWORDATK_1, // atkstate + S_FSWORDATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Cleric - Holy Symbol + MANA_BOTH, // mana + S_CHOLYUP, // upstate + S_CHOLYDOWN, // downstate + S_CHOLYREADY, // readystate + S_CHOLYATK_1, // atkstate + S_CHOLYATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Mage - Staff + MANA_BOTH, // mana + S_MSTAFFUP, // upstate + S_MSTAFFDOWN, // downstate + S_MSTAFFREADY, // readystate + S_MSTAFFATK_1, // atkstate + S_MSTAFFATK_1, // holdatkstate + S_NULL // flashstate + }, + { // Pig - Snout + MANA_NONE, // mana + S_SNOUTUP, // upstate + S_SNOUTDOWN, // downstate + S_SNOUTREADY, // readystate + S_SNOUTATK1, // atkstate + S_SNOUTATK1, // holdatkstate + S_NULL // flashstate + } + } +}; + +// PRIVATE DATA DEFINITIONS ------------------------------------------------ + +static int WeaponManaUse[NUMCLASSES][NUMWEAPONS] = { + {0, 2, 3, 14}, + {0, 1, 4, 18}, + {0, 3, 5, 15}, + {0, 0, 0, 0} +}; + +// CODE -------------------------------------------------------------------- + +//--------------------------------------------------------------------------- +// +// PROC P_SetPsprite +// +//--------------------------------------------------------------------------- + +void P_SetPsprite(player_t * player, int position, statenum_t stnum) +{ + pspdef_t *psp; + state_t *state; + + psp = &player->psprites[position]; + do + { + if (!stnum) + { // Object removed itself. + psp->state = NULL; + break; + } + state = &states[stnum]; + psp->state = state; + psp->tics = state->tics; // could be 0 + if (state->misc1) + { // Set coordinates. + psp->sx = state->misc1 << FRACBITS; + } + if (state->misc2) + { + psp->sy = state->misc2 << FRACBITS; + } + if (state->action) + { // Call action routine. + state->action(player, psp); + if (!psp->state) + { + break; + } + } + stnum = psp->state->nextstate; + } + while (!psp->tics); // An initial state of 0 could cycle through. +} + +//--------------------------------------------------------------------------- +// +// PROC P_SetPspriteNF +// +// Identical to P_SetPsprite, without calling the action function +//--------------------------------------------------------------------------- + +void P_SetPspriteNF(player_t * player, int position, statenum_t stnum) +{ + pspdef_t *psp; + state_t *state; + + psp = &player->psprites[position]; + do + { + if (!stnum) + { // Object removed itself. + psp->state = NULL; + break; + } + state = &states[stnum]; + psp->state = state; + psp->tics = state->tics; // could be 0 + if (state->misc1) + { // Set coordinates. + psp->sx = state->misc1 << FRACBITS; + } + if (state->misc2) + { + psp->sy = state->misc2 << FRACBITS; + } + stnum = psp->state->nextstate; + } + while (!psp->tics); // An initial state of 0 could cycle through. +} + +/* +================= += += P_CalcSwing += +================= +*/ + +/* +fixed_t swingx, swingy; +void P_CalcSwing (player_t *player) +{ + fixed_t swing; + int angle; + +// OPTIMIZE: tablify this + + swing = player->bob; + + angle = (FINEANGLES/70*leveltime)&FINEMASK; + swingx = FixedMul ( swing, finesine[angle]); + + angle = (FINEANGLES/70*leveltime+FINEANGLES/2)&FINEMASK; + swingy = -FixedMul ( swingx, finesine[angle]); +} +*/ + +//--------------------------------------------------------------------------- +// +// PROC P_ActivateMorphWeapon +// +//--------------------------------------------------------------------------- + +void P_ActivateMorphWeapon(player_t * player) +{ + player->pendingweapon = WP_NOCHANGE; + player->psprites[ps_weapon].sy = WEAPONTOP; + player->readyweapon = WP_FIRST; // Snout is the first weapon + P_SetPsprite(player, ps_weapon, S_SNOUTREADY); +} + + +//--------------------------------------------------------------------------- +// +// PROC P_PostMorphWeapon +// +//--------------------------------------------------------------------------- + +void P_PostMorphWeapon(player_t * player, weapontype_t weapon) +{ + player->pendingweapon = WP_NOCHANGE; + player->readyweapon = weapon; + player->psprites[ps_weapon].sy = WEAPONBOTTOM; + P_SetPsprite(player, ps_weapon, + WeaponInfo[weapon][player->class].upstate); +} + +//--------------------------------------------------------------------------- +// +// PROC P_BringUpWeapon +// +// Starts bringing the pending weapon up from the bottom of the screen. +// +//--------------------------------------------------------------------------- + +void P_BringUpWeapon(player_t * player) +{ + statenum_t new; + + if (player->pendingweapon == WP_NOCHANGE) + { + player->pendingweapon = player->readyweapon; + } + if (player->class == PCLASS_FIGHTER && player->pendingweapon == WP_SECOND + && player->mana[MANA_1]) + { + new = S_FAXEUP_G; + } + else + { + new = WeaponInfo[player->pendingweapon][player->class].upstate; + } + player->pendingweapon = WP_NOCHANGE; + player->psprites[ps_weapon].sy = WEAPONBOTTOM; + P_SetPsprite(player, ps_weapon, new); +} + +//--------------------------------------------------------------------------- +// +// FUNC P_CheckMana +// +// Returns true if there is enough mana to shoot. If not, selects the +// next weapon to use. +// +//--------------------------------------------------------------------------- + +boolean P_CheckMana(player_t * player) +{ + manatype_t mana; + int count; + + mana = WeaponInfo[player->readyweapon][player->class].mana; + count = WeaponManaUse[player->class][player->readyweapon]; + if (mana == MANA_BOTH) + { + if (player->mana[MANA_1] >= count && player->mana[MANA_2] >= count) + { + return true; + } + } + else if (mana == MANA_NONE || player->mana[mana] >= count) + { + return (true); + } + // out of mana, pick a weapon to change to + do + { + if (player->weaponowned[WP_THIRD] + && player->mana[MANA_2] >= WeaponManaUse[player->class][WP_THIRD]) + { + player->pendingweapon = WP_THIRD; + } + else if (player->weaponowned[WP_SECOND] + && player->mana[MANA_1] >= + WeaponManaUse[player->class][WP_SECOND]) + { + player->pendingweapon = WP_SECOND; + } + else if (player->weaponowned[WP_FOURTH] + && player->mana[MANA_1] >= + WeaponManaUse[player->class][WP_FOURTH] + && player->mana[MANA_2] >= + WeaponManaUse[player->class][WP_FOURTH]) + { + player->pendingweapon = WP_FOURTH; + } + else + { + player->pendingweapon = WP_FIRST; + } + } + while (player->pendingweapon == WP_NOCHANGE); + P_SetPsprite(player, ps_weapon, + WeaponInfo[player->readyweapon][player->class].downstate); + return (false); +} + +//--------------------------------------------------------------------------- +// +// PROC P_FireWeapon +// +//--------------------------------------------------------------------------- + +void P_FireWeapon(player_t * player) +{ + statenum_t attackState; + + if (!P_CheckMana(player)) + { + return; + } + P_SetMobjState(player->mo, PStateAttack[player->class]); // S_PLAY_ATK1); + if (player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND + && player->mana[MANA_1] > 0) + { // Glowing axe + attackState = S_FAXEATK_G1; + } + else + { + attackState = player->refire ? + WeaponInfo[player->readyweapon][player->class].holdatkstate + : WeaponInfo[player->readyweapon][player->class].atkstate; + } + P_SetPsprite(player, ps_weapon, attackState); + P_NoiseAlert(player->mo, player->mo); +} + +//--------------------------------------------------------------------------- +// +// PROC P_DropWeapon +// +// The player died, so put the weapon away. +// +//--------------------------------------------------------------------------- + +void P_DropWeapon(player_t * player) +{ + P_SetPsprite(player, ps_weapon, + WeaponInfo[player->readyweapon][player->class].downstate); +} + +//--------------------------------------------------------------------------- +// +// PROC A_WeaponReady +// +// The player can fire the weapon or change to another weapon at this time. +// +//--------------------------------------------------------------------------- + +void A_WeaponReady(player_t * player, pspdef_t * psp) +{ + int angle; + + // Change player from attack state + if (player->mo->state >= &states[PStateAttack[player->class]] + && player->mo->state <= &states[PStateAttackEnd[player->class]]) + { + P_SetMobjState(player->mo, PStateNormal[player->class]); + } + // Put the weapon away if the player has a pending weapon or has + // died. + if (player->pendingweapon != WP_NOCHANGE || !player->health) + { + P_SetPsprite(player, ps_weapon, + WeaponInfo[player->readyweapon][player->class]. + downstate); + return; + } + + // Check for fire. + if (player->cmd.buttons & BT_ATTACK) + { + player->attackdown = true; + P_FireWeapon(player); + return; + } + else + { + player->attackdown = false; + } + + if (!player->morphTics) + { + // Bob the weapon based on movement speed. + angle = (128 * leveltime) & FINEMASK; + psp->sx = FRACUNIT + FixedMul(player->bob, finecosine[angle]); + angle &= FINEANGLES / 2 - 1; + psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]); + } +} + +//--------------------------------------------------------------------------- +// +// PROC A_ReFire +// +// The player can re fire the weapon without lowering it entirely. +// +//--------------------------------------------------------------------------- + +void A_ReFire(player_t * player, pspdef_t * psp) +{ + if ((player->cmd.buttons & BT_ATTACK) + && player->pendingweapon == WP_NOCHANGE && player->health) + { + player->refire++; + P_FireWeapon(player); + } + else + { + player->refire = 0; + P_CheckMana(player); + } +} + +//--------------------------------------------------------------------------- +// +// PROC A_Lower +// +//--------------------------------------------------------------------------- + +void A_Lower(player_t * player, pspdef_t * psp) +{ + if (player->morphTics) + { + psp->sy = WEAPONBOTTOM; + } + else + { + psp->sy += LOWERSPEED; + } + if (psp->sy < WEAPONBOTTOM) + { // Not lowered all the way yet + return; + } + if (player->playerstate == PST_DEAD) + { // Player is dead, so don't bring up a pending weapon + psp->sy = WEAPONBOTTOM; + return; + } + if (!player->health) + { // Player is dead, so keep the weapon off screen + P_SetPsprite(player, ps_weapon, S_NULL); + return; + } + player->readyweapon = player->pendingweapon; + P_BringUpWeapon(player); +} + +//--------------------------------------------------------------------------- +// +// PROC A_Raise +// +//--------------------------------------------------------------------------- + +void A_Raise(player_t * player, pspdef_t * psp) +{ + psp->sy -= RAISESPEED; + if (psp->sy > WEAPONTOP) + { // Not raised all the way yet + return; + } + psp->sy = WEAPONTOP; + if (player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND + && player->mana[MANA_1]) + { + P_SetPsprite(player, ps_weapon, S_FAXEREADY_G); + } + else + { + P_SetPsprite(player, ps_weapon, + WeaponInfo[player->readyweapon][player->class]. + readystate); + } +} + +/* +=============== += += P_BulletSlope += += Sets a slope so a near miss is at aproximately the height of the += intended target += +=============== +*/ + +/* +void P_BulletSlope (mobj_t *mo) +{ + angle_t an; + +// +// see which target is to be aimed at +// + an = mo->angle; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + if (!linetarget) + { + an += 1<<26; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + if (!linetarget) + { + an -= 2<<26; + bulletslope = P_AimLineAttack (mo, an, 16*64*FRACUNIT); + } + if (!linetarget) + { + an += 1<<26; + bulletslope = (mo->player->lookdir<<FRACBITS)/173; + } + } +} +*/ + +// +// WEAPON ATTACKS +// + +//============================================================================ +// +// AdjustPlayerAngle +// +//============================================================================ + +#define MAX_ANGADJUST (5*ANG1) + +void AdjustPlayerAngle(mobj_t * pmo) +{ + angle_t angle; + int difference; + + angle = R_PointToAngle2(pmo->x, pmo->y, linetarget->x, linetarget->y); + difference = (int) angle - (int) pmo->angle; + if (abs(difference) > MAX_ANGADJUST) + { + pmo->angle += difference > 0 ? MAX_ANGADJUST : -MAX_ANGADJUST; + } + else + { + pmo->angle = angle; + } +} + +//============================================================================ +// +// A_SnoutAttack +// +//============================================================================ + +void A_SnoutAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + int damage; + int slope; + + damage = 3 + (P_Random() & 3); + angle = player->mo->angle; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + PuffType = MT_SNOUTPUFF; + PuffSpawned = NULL; + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + S_StartSound(player->mo, SFX_PIG_ACTIVE1 + (P_Random() & 1)); + if (linetarget) + { + AdjustPlayerAngle(player->mo); +// player->mo->angle = R_PointToAngle2(player->mo->x, +// player->mo->y, linetarget->x, linetarget->y); + if (PuffSpawned) + { // Bit something + S_StartSound(player->mo, SFX_PIG_ATTACK); + } + } +} + +//============================================================================ +// +// A_FHammerAttack +// +//============================================================================ + +#define HAMMER_RANGE (MELEERANGE+MELEERANGE/2) + +void A_FHammerAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + mobj_t *pmo = player->mo; + int damage; + fixed_t power; + int slope; + int i; + + damage = 60 + (P_Random() & 63); + power = 10 * FRACUNIT; + PuffType = MT_HAMMERPUFF; + for (i = 0; i < 16; i++) + { + angle = pmo->angle + i * (ANG45 / 32); + slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage); + AdjustPlayerAngle(pmo); + if (linetarget->flags & MF_COUNTKILL || linetarget->player) + { + P_ThrustMobj(linetarget, angle, power); + } + pmo->special1 = false; // Don't throw a hammer + goto hammerdone; + } + angle = pmo->angle - i * (ANG45 / 32); + slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage); + AdjustPlayerAngle(pmo); + if (linetarget->flags & MF_COUNTKILL || linetarget->player) + { + P_ThrustMobj(linetarget, angle, power); + } + pmo->special1 = false; // Don't throw a hammer + goto hammerdone; + } + } + // didn't find any targets in meleerange, so set to throw out a hammer + PuffSpawned = NULL; + angle = pmo->angle; + slope = P_AimLineAttack(pmo, angle, HAMMER_RANGE); + P_LineAttack(pmo, angle, HAMMER_RANGE, slope, damage); + if (PuffSpawned) + { + pmo->special1 = false; + } + else + { + pmo->special1 = true; + } + hammerdone: + if (player->mana[MANA_2] < + WeaponManaUse[player->class][player->readyweapon]) + { // Don't spawn a hammer if the player doesn't have enough mana + pmo->special1 = false; + } + return; +} + +//============================================================================ +// +// A_FHammerThrow +// +//============================================================================ + +void A_FHammerThrow(player_t * player, pspdef_t * psp) +{ + mobj_t *mo; + + if (!player->mo->special1) + { + return; + } + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + mo = P_SpawnPlayerMissile(player->mo, MT_HAMMER_MISSILE); + if (mo) + { + mo->special1 = 0; + } +} + +//============================================================================ +// +// A_FSwordAttack +// +//============================================================================ + +void A_FSwordAttack(player_t * player, pspdef_t * psp) +{ + mobj_t *pmo; + + player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon]; + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + pmo = player->mo; + P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z - 10 * FRACUNIT, + MT_FSWORD_MISSILE, pmo->angle + ANG45 / 4); + P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z - 5 * FRACUNIT, + MT_FSWORD_MISSILE, pmo->angle + ANG45 / 8); + P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z, MT_FSWORD_MISSILE, pmo->angle); + P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z + 5 * FRACUNIT, + MT_FSWORD_MISSILE, pmo->angle - ANG45 / 8); + P_SPMAngleXYZ(pmo, pmo->x, pmo->y, pmo->z + 10 * FRACUNIT, + MT_FSWORD_MISSILE, pmo->angle - ANG45 / 4); + S_StartSound(pmo, SFX_FIGHTER_SWORD_FIRE); +} + +//============================================================================ +// +// A_FSwordAttack2 +// +//============================================================================ + +void A_FSwordAttack2(mobj_t * actor) +{ + angle_t angle = actor->angle; + + P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle + ANG45 / 4, 0); + P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle + ANG45 / 8, 0); + P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle, 0); + P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle - ANG45 / 8, 0); + P_SpawnMissileAngle(actor, MT_FSWORD_MISSILE, angle - ANG45 / 4, 0); + S_StartSound(actor, SFX_FIGHTER_SWORD_FIRE); +} + +//============================================================================ +// +// A_FSwordFlames +// +//============================================================================ + +void A_FSwordFlames(mobj_t * actor) +{ + int i; + + for (i = 1 + (P_Random() & 3); i; i--) + { + P_SpawnMobj(actor->x + ((P_Random() - 128) << 12), actor->y + + ((P_Random() - 128) << 12), + actor->z + ((P_Random() - 128) << 11), MT_FSWORD_FLAME); + } +} + +//============================================================================ +// +// A_MWandAttack +// +//============================================================================ + +void A_MWandAttack(player_t * player, pspdef_t * psp) +{ + mobj_t *mo; + + mo = P_SpawnPlayerMissile(player->mo, MT_MWAND_MISSILE); + if (mo) + { + mo->thinker.function = P_BlasterMobjThinker; + } + S_StartSound(player->mo, SFX_MAGE_WAND_FIRE); +} + +// ===== Mage Lightning Weapon ===== + +//============================================================================ +// +// A_LightningReady +// +//============================================================================ + +void A_LightningReady(player_t * player, pspdef_t * psp) +{ + A_WeaponReady(player, psp); + if (P_Random() < 160) + { + S_StartSound(player->mo, SFX_MAGE_LIGHTNING_READY); + } +} + +//============================================================================ +// +// A_LightningClip +// +//============================================================================ + +#define ZAGSPEED FRACUNIT + +void A_LightningClip(mobj_t * actor) +{ + mobj_t *cMo; + mobj_t *target = NULL; + int zigZag; + + if (actor->type == MT_LIGHTNING_FLOOR) + { + actor->z = actor->floorz; + target = (mobj_t *) ((mobj_t *) actor->special2)->special1; + } + else if (actor->type == MT_LIGHTNING_CEILING) + { + actor->z = actor->ceilingz - actor->height; + target = (mobj_t *) actor->special1; + } + if (actor->type == MT_LIGHTNING_FLOOR) + { // floor lightning zig-zags, and forces the ceiling lightning to mimic + cMo = (mobj_t *) actor->special2; + zigZag = P_Random(); + if ((zigZag > 128 && actor->special1 < 2) || actor->special1 < -2) + { + P_ThrustMobj(actor, actor->angle + ANG90, ZAGSPEED); + if (cMo) + { + P_ThrustMobj(cMo, actor->angle + ANG90, ZAGSPEED); + } + actor->special1++; + } + else + { + P_ThrustMobj(actor, actor->angle - ANG90, ZAGSPEED); + if (cMo) + { + P_ThrustMobj(cMo, cMo->angle - ANG90, ZAGSPEED); + } + actor->special1--; + } + } + if (target) + { + if (target->health <= 0) + { + P_ExplodeMissile(actor); + } + else + { + actor->angle = R_PointToAngle2(actor->x, actor->y, target->x, + target->y); + actor->momx = 0; + actor->momy = 0; + P_ThrustMobj(actor, actor->angle, actor->info->speed >> 1); + } + } +} + +//============================================================================ +// +// A_LightningZap +// +//============================================================================ + +void A_LightningZap(mobj_t * actor) +{ + mobj_t *mo; + fixed_t deltaZ; + + A_LightningClip(actor); + + actor->health -= 8; + if (actor->health <= 0) + { + P_SetMobjState(actor, actor->info->deathstate); + return; + } + if (actor->type == MT_LIGHTNING_FLOOR) + { + deltaZ = 10 * FRACUNIT; + } + else + { + deltaZ = -10 * FRACUNIT; + } + mo = P_SpawnMobj(actor->x + ((P_Random() - 128) * actor->radius / 256), + actor->y + ((P_Random() - 128) * actor->radius / 256), + actor->z + deltaZ, MT_LIGHTNING_ZAP); + if (mo) + { + mo->special2 = (int) actor; + mo->momx = actor->momx; + mo->momy = actor->momy; + mo->target = actor->target; + if (actor->type == MT_LIGHTNING_FLOOR) + { + mo->momz = 20 * FRACUNIT; + } + else + { + mo->momz = -20 * FRACUNIT; + } + } +/* + mo = P_SpawnMobj(actor->x+((P_Random()-128)*actor->radius/256), + actor->y+((P_Random()-128)*actor->radius/256), + actor->z+deltaZ, MT_LIGHTNING_ZAP); + if(mo) + { + mo->special2 = (int)actor; + mo->momx = actor->momx; + mo->momy = actor->momy; + mo->target = actor->target; + if(actor->type == MT_LIGHTNING_FLOOR) + { + mo->momz = 16*FRACUNIT; + } + else + { + mo->momz = -16*FRACUNIT; + } + } +*/ + if (actor->type == MT_LIGHTNING_FLOOR && P_Random() < 160) + { + S_StartSound(actor, SFX_MAGE_LIGHTNING_CONTINUOUS); + } +} + +//============================================================================ +// +// A_MLightningAttack2 +// +//============================================================================ + +void A_MLightningAttack2(mobj_t * actor) +{ + mobj_t *fmo, *cmo; + + fmo = P_SpawnPlayerMissile(actor, MT_LIGHTNING_FLOOR); + cmo = P_SpawnPlayerMissile(actor, MT_LIGHTNING_CEILING); + if (fmo) + { + fmo->special1 = 0; + fmo->special2 = (int) cmo; + A_LightningZap(fmo); + } + if (cmo) + { + cmo->special1 = 0; // mobj that it will track + cmo->special2 = (int) fmo; + A_LightningZap(cmo); + } + S_StartSound(actor, SFX_MAGE_LIGHTNING_FIRE); +} + +//============================================================================ +// +// A_MLightningAttack +// +//============================================================================ + +void A_MLightningAttack(player_t * player, pspdef_t * psp) +{ + A_MLightningAttack2(player->mo); + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; +} + +//============================================================================ +// +// A_ZapMimic +// +//============================================================================ + +void A_ZapMimic(mobj_t * actor) +{ + mobj_t *mo; + + mo = (mobj_t *) actor->special2; + if (mo) + { + if (mo->state >= &states[mo->info->deathstate] + || mo->state == &states[S_FREETARGMOBJ]) + { + P_ExplodeMissile(actor); + } + else + { + actor->momx = mo->momx; + actor->momy = mo->momy; + } + } +} + +//============================================================================ +// +// A_LastZap +// +//============================================================================ + +void A_LastZap(mobj_t * actor) +{ + mobj_t *mo; + + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_LIGHTNING_ZAP); + if (mo) + { + P_SetMobjState(mo, S_LIGHTNING_ZAP_X1); + mo->momz = 40 * FRACUNIT; + } +} + +//============================================================================ +// +// A_LightningRemove +// +//============================================================================ + +void A_LightningRemove(mobj_t * actor) +{ + mobj_t *mo; + + mo = (mobj_t *) actor->special2; + if (mo) + { + mo->special2 = 0; + P_ExplodeMissile(mo); + } +} + + +//============================================================================ +// +// MStaffSpawn +// +//============================================================================ +void MStaffSpawn(mobj_t * pmo, angle_t angle) +{ + mobj_t *mo; + + mo = P_SPMAngle(pmo, MT_MSTAFF_FX2, angle); + if (mo) + { + mo->target = pmo; + mo->special1 = (int) P_RoughMonsterSearch(mo, 10); + } +} + +//============================================================================ +// +// A_MStaffAttack +// +//============================================================================ + +void A_MStaffAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + mobj_t *pmo; + + player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon]; + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + pmo = player->mo; + angle = pmo->angle; + + MStaffSpawn(pmo, angle); + MStaffSpawn(pmo, angle - ANG1 * 5); + MStaffSpawn(pmo, angle + ANG1 * 5); + S_StartSound(player->mo, SFX_MAGE_STAFF_FIRE); + if (player == &players[consoleplayer]) + { + player->damagecount = 0; + player->bonuscount = 0; + I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"), + PU_CACHE) + + STARTSCOURGEPAL * 768); + } +} + +//============================================================================ +// +// A_MStaffPalette +// +//============================================================================ + +void A_MStaffPalette(player_t * player, pspdef_t * psp) +{ + int pal; + + if (player == &players[consoleplayer]) + { + pal = STARTSCOURGEPAL + psp->state - (&states[S_MSTAFFATK_2]); + if (pal == STARTSCOURGEPAL + 3) + { // reset back to original playpal + pal = 0; + } + I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"), + PU_CACHE) + pal * 768); + } +} + +//============================================================================ +// +// A_MStaffWeave +// +//============================================================================ + +void A_MStaffWeave(mobj_t * actor) +{ + fixed_t newX, newY; + int weaveXY, weaveZ; + int angle; + + weaveXY = actor->special2 >> 16; + weaveZ = actor->special2 & 0xFFFF; + angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT; + newX = actor->x - FixedMul(finecosine[angle], + FloatBobOffsets[weaveXY] << 2); + newY = actor->y - FixedMul(finesine[angle], + FloatBobOffsets[weaveXY] << 2); + weaveXY = (weaveXY + 6) & 63; + newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 2); + newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 2); + P_TryMove(actor, newX, newY); + actor->z -= FloatBobOffsets[weaveZ] << 1; + weaveZ = (weaveZ + 3) & 63; + actor->z += FloatBobOffsets[weaveZ] << 1; + if (actor->z <= actor->floorz) + { + actor->z = actor->floorz + FRACUNIT; + } + actor->special2 = weaveZ + (weaveXY << 16); +} + + +//============================================================================ +// +// A_MStaffTrack +// +//============================================================================ + +void A_MStaffTrack(mobj_t * actor) +{ + if ((actor->special1 == 0) && (P_Random() < 50)) + { + actor->special1 = (int) P_RoughMonsterSearch(actor, 10); + } + P_SeekerMissile(actor, ANG1 * 2, ANG1 * 10); +} + + +//============================================================================ +// +// MStaffSpawn2 - for use by mage class boss +// +//============================================================================ + +void MStaffSpawn2(mobj_t * actor, angle_t angle) +{ + mobj_t *mo; + + mo = P_SpawnMissileAngle(actor, MT_MSTAFF_FX2, angle, 0); + if (mo) + { + mo->target = actor; + mo->special1 = (int) P_RoughMonsterSearch(mo, 10); + } +} + +//============================================================================ +// +// A_MStaffAttack2 - for use by mage class boss +// +//============================================================================ + +void A_MStaffAttack2(mobj_t * actor) +{ + angle_t angle; + angle = actor->angle; + MStaffSpawn2(actor, angle); + MStaffSpawn2(actor, angle - ANG1 * 5); + MStaffSpawn2(actor, angle + ANG1 * 5); + S_StartSound(actor, SFX_MAGE_STAFF_FIRE); +} + +//============================================================================ +// +// A_FPunchAttack +// +//============================================================================ + +void A_FPunchAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + int damage; + int slope; + mobj_t *pmo = player->mo; + fixed_t power; + int i; + + damage = 40 + (P_Random() & 15); + power = 2 * FRACUNIT; + PuffType = MT_PUNCHPUFF; + for (i = 0; i < 16; i++) + { + angle = pmo->angle + i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, 2 * MELEERANGE); + if (linetarget) + { + player->mo->special1++; + if (pmo->special1 == 3) + { + damage <<= 1; + power = 6 * FRACUNIT; + PuffType = MT_HAMMERPUFF; + } + P_LineAttack(pmo, angle, 2 * MELEERANGE, slope, damage); + if (linetarget->flags & MF_COUNTKILL || linetarget->player) + { + P_ThrustMobj(linetarget, angle, power); + } + AdjustPlayerAngle(pmo); + goto punchdone; + } + angle = pmo->angle - i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, 2 * MELEERANGE); + if (linetarget) + { + pmo->special1++; + if (pmo->special1 == 3) + { + damage <<= 1; + power = 6 * FRACUNIT; + PuffType = MT_HAMMERPUFF; + } + P_LineAttack(pmo, angle, 2 * MELEERANGE, slope, damage); + if (linetarget->flags & MF_COUNTKILL || linetarget->player) + { + P_ThrustMobj(linetarget, angle, power); + } + AdjustPlayerAngle(pmo); + goto punchdone; + } + } + // didn't find any creatures, so try to strike any walls + pmo->special1 = 0; + + angle = pmo->angle; + slope = P_AimLineAttack(pmo, angle, MELEERANGE); + P_LineAttack(pmo, angle, MELEERANGE, slope, damage); + + punchdone: + if (pmo->special1 == 3) + { + pmo->special1 = 0; + P_SetPsprite(player, ps_weapon, S_PUNCHATK2_1); + S_StartSound(pmo, SFX_FIGHTER_GRUNT); + } + return; +} + +//============================================================================ +// +// A_FAxeAttack +// +//============================================================================ + +#define AXERANGE 2.25*MELEERANGE + +void A_FAxeAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + mobj_t *pmo = player->mo; + fixed_t power; + int damage; + int slope; + int i; + int useMana; + + damage = 40 + (P_Random() & 15) + (P_Random() & 7); + power = 0; + if (player->mana[MANA_1] > 0) + { + damage <<= 1; + power = 6 * FRACUNIT; + PuffType = MT_AXEPUFF_GLOW; + useMana = 1; + } + else + { + PuffType = MT_AXEPUFF; + useMana = 0; + } + for (i = 0; i < 16; i++) + { + angle = pmo->angle + i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, AXERANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, AXERANGE, slope, damage); + if (linetarget->flags & MF_COUNTKILL || linetarget->player) + { + P_ThrustMobj(linetarget, angle, power); + } + AdjustPlayerAngle(pmo); + useMana++; + goto axedone; + } + angle = pmo->angle - i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, AXERANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, AXERANGE, slope, damage); + if (linetarget->flags & MF_COUNTKILL) + { + P_ThrustMobj(linetarget, angle, power); + } + AdjustPlayerAngle(pmo); + useMana++; + goto axedone; + } + } + // didn't find any creatures, so try to strike any walls + pmo->special1 = 0; + + angle = pmo->angle; + slope = P_AimLineAttack(pmo, angle, MELEERANGE); + P_LineAttack(pmo, angle, MELEERANGE, slope, damage); + + axedone: + if (useMana == 2) + { + player->mana[MANA_1] -= + WeaponManaUse[player->class][player->readyweapon]; + if (player->mana[MANA_1] <= 0) + { + P_SetPsprite(player, ps_weapon, S_FAXEATK_5); + } + } + return; +} + +//=========================================================================== +// +// A_CMaceAttack +// +//=========================================================================== + +void A_CMaceAttack(player_t * player, pspdef_t * psp) +{ + angle_t angle; + int damage; + int slope; + int i; + + damage = 25 + (P_Random() & 15); + PuffType = MT_HAMMERPUFF; + for (i = 0; i < 16; i++) + { + angle = player->mo->angle + i * (ANG45 / 16); + slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE); + if (linetarget) + { + P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage); + AdjustPlayerAngle(player->mo); +// player->mo->angle = R_PointToAngle2(player->mo->x, +// player->mo->y, linetarget->x, linetarget->y); + goto macedone; + } + angle = player->mo->angle - i * (ANG45 / 16); + slope = P_AimLineAttack(player->mo, angle, 2 * MELEERANGE); + if (linetarget) + { + P_LineAttack(player->mo, angle, 2 * MELEERANGE, slope, damage); + AdjustPlayerAngle(player->mo); +// player->mo->angle = R_PointToAngle2(player->mo->x, +// player->mo->y, linetarget->x, linetarget->y); + goto macedone; + } + } + // didn't find any creatures, so try to strike any walls + player->mo->special1 = 0; + + angle = player->mo->angle; + slope = P_AimLineAttack(player->mo, angle, MELEERANGE); + P_LineAttack(player->mo, angle, MELEERANGE, slope, damage); + macedone: + return; +} + +//============================================================================ +// +// A_CStaffCheck +// +//============================================================================ + +void A_CStaffCheck(player_t * player, pspdef_t * psp) +{ + mobj_t *pmo; + int damage; + int newLife; + angle_t angle; + int slope; + int i; + + pmo = player->mo; + damage = 20 + (P_Random() & 15); + PuffType = MT_CSTAFFPUFF; + for (i = 0; i < 3; i++) + { + angle = pmo->angle + i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, 1.5 * MELEERANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage); + pmo->angle = R_PointToAngle2(pmo->x, pmo->y, + linetarget->x, linetarget->y); + if ((linetarget->player || linetarget->flags & MF_COUNTKILL) + && (!(linetarget->flags2 & (MF2_DORMANT + MF2_INVULNERABLE)))) + { + newLife = player->health + (damage >> 3); + newLife = newLife > 100 ? 100 : newLife; + pmo->health = player->health = newLife; + P_SetPsprite(player, ps_weapon, S_CSTAFFATK2_1); + } + player->mana[MANA_1] -= + WeaponManaUse[player->class][player->readyweapon]; + break; + } + angle = pmo->angle - i * (ANG45 / 16); + slope = P_AimLineAttack(player->mo, angle, 1.5 * MELEERANGE); + if (linetarget) + { + P_LineAttack(pmo, angle, 1.5 * MELEERANGE, slope, damage); + pmo->angle = R_PointToAngle2(pmo->x, pmo->y, + linetarget->x, linetarget->y); + if (linetarget->player || linetarget->flags & MF_COUNTKILL) + { + newLife = player->health + (damage >> 4); + newLife = newLife > 100 ? 100 : newLife; + pmo->health = player->health = newLife; + P_SetPsprite(player, ps_weapon, S_CSTAFFATK2_1); + } + player->mana[MANA_1] -= + WeaponManaUse[player->class][player->readyweapon]; + break; + } + } +} + +//============================================================================ +// +// A_CStaffAttack +// +//============================================================================ + +void A_CStaffAttack(player_t * player, pspdef_t * psp) +{ + mobj_t *mo; + mobj_t *pmo; + + player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon]; + pmo = player->mo; + mo = P_SPMAngle(pmo, MT_CSTAFF_MISSILE, pmo->angle - (ANG45 / 15)); + if (mo) + { + mo->special2 = 32; + } + mo = P_SPMAngle(pmo, MT_CSTAFF_MISSILE, pmo->angle + (ANG45 / 15)); + if (mo) + { + mo->special2 = 0; + } + S_StartSound(player->mo, SFX_CLERIC_CSTAFF_FIRE); +} + +//============================================================================ +// +// A_CStaffMissileSlither +// +//============================================================================ + +void A_CStaffMissileSlither(mobj_t * actor) +{ + fixed_t newX, newY; + int weaveXY; + int angle; + + weaveXY = actor->special2; + angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT; + newX = actor->x - FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]); + newY = actor->y - FixedMul(finesine[angle], FloatBobOffsets[weaveXY]); + weaveXY = (weaveXY + 3) & 63; + newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY]); + newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY]); + P_TryMove(actor, newX, newY); + actor->special2 = weaveXY; +} + +//============================================================================ +// +// A_CStaffInitBlink +// +//============================================================================ + +void A_CStaffInitBlink(player_t * player, pspdef_t * psp) +{ + player->mo->special1 = (P_Random() >> 1) + 20; +} + +//============================================================================ +// +// A_CStaffCheckBlink +// +//============================================================================ + +void A_CStaffCheckBlink(player_t * player, pspdef_t * psp) +{ + if (!--player->mo->special1) + { + P_SetPsprite(player, ps_weapon, S_CSTAFFBLINK1); + player->mo->special1 = (P_Random() + 50) >> 2; + } +} + +//============================================================================ +// +// A_CFlameAttack +// +//============================================================================ + +#define FLAMESPEED (0.45*FRACUNIT) +#define CFLAMERANGE (12*64*FRACUNIT) + +void A_CFlameAttack(player_t * player, pspdef_t * psp) +{ + mobj_t *mo; + + mo = P_SpawnPlayerMissile(player->mo, MT_CFLAME_MISSILE); + if (mo) + { + mo->thinker.function = P_BlasterMobjThinker; + mo->special1 = 2; + } + + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + S_StartSound(player->mo, SFX_CLERIC_FLAME_FIRE); +} + +//============================================================================ +// +// A_CFlamePuff +// +//============================================================================ + +void A_CFlamePuff(mobj_t * actor) +{ + A_UnHideThing(actor); + actor->momx = 0; + actor->momy = 0; + actor->momz = 0; + S_StartSound(actor, SFX_CLERIC_FLAME_EXPLODE); +} + +//============================================================================ +// +// A_CFlameMissile +// +//============================================================================ + +void A_CFlameMissile(mobj_t * actor) +{ + int i; + int an, an90; + fixed_t dist; + mobj_t *mo; + + A_UnHideThing(actor); + S_StartSound(actor, SFX_CLERIC_FLAME_EXPLODE); + if (BlockingMobj && BlockingMobj->flags & MF_SHOOTABLE) + { // Hit something, so spawn the flame circle around the thing + dist = BlockingMobj->radius + 18 * FRACUNIT; + for (i = 0; i < 4; i++) + { + an = (i * ANG45) >> ANGLETOFINESHIFT; + an90 = (i * ANG45 + ANG90) >> ANGLETOFINESHIFT; + mo = P_SpawnMobj(BlockingMobj->x + FixedMul(dist, finecosine[an]), + BlockingMobj->y + FixedMul(dist, finesine[an]), + BlockingMobj->z + 5 * FRACUNIT, MT_CIRCLEFLAME); + if (mo) + { + mo->angle = an << ANGLETOFINESHIFT; + mo->target = actor->target; + mo->momx = mo->special1 = + FixedMul(FLAMESPEED, finecosine[an]); + mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]); + mo->tics -= P_Random() & 3; + } + mo = P_SpawnMobj(BlockingMobj->x - FixedMul(dist, finecosine[an]), + BlockingMobj->y - FixedMul(dist, finesine[an]), + BlockingMobj->z + 5 * FRACUNIT, MT_CIRCLEFLAME); + if (mo) + { + mo->angle = ANG180 + (an << ANGLETOFINESHIFT); + mo->target = actor->target; + mo->momx = mo->special1 = FixedMul(-FLAMESPEED, + finecosine[an]); + mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]); + mo->tics -= P_Random() & 3; + } + } + P_SetMobjState(actor, S_FLAMEPUFF2_1); + } +} + +/* +void A_CFlameAttack(player_t *player, pspdef_t *psp) +{ + mobj_t *pmo; + angle_t angle; + int damage; + int i; + int an, an90; + fixed_t dist; + mobj_t *mo; + + pmo = player->mo; + P_BulletSlope(pmo); + damage = 25+HITDICE(3); + angle = pmo->angle; + if(player->refire) + { + angle += (P_Random()-P_Random())<<17; + } + P_AimLineAttack(pmo, angle, CFLAMERANGE); // Correctly set linetarget + if(!linetarget) + { + angle += ANG1*2; + P_AimLineAttack(pmo, angle, CFLAMERANGE); + if(!linetarget) + { + angle -= ANG1*4; + P_AimLineAttack(pmo, angle, CFLAMERANGE); + if(!linetarget) + { + angle += ANG1*2; + } + } + } + if(linetarget) + { + PuffType = MT_FLAMEPUFF2; + } + else + { + PuffType = MT_FLAMEPUFF; + } + P_LineAttack(pmo, angle, CFLAMERANGE, bulletslope, damage); + if(linetarget) + { // Hit something, so spawn the flame circle around the thing + dist = linetarget->radius+18*FRACUNIT; + for(i = 0; i < 4; i++) + { + an = (i*ANG45)>>ANGLETOFINESHIFT; + an90 = (i*ANG45+ANG90)>>ANGLETOFINESHIFT; + mo = P_SpawnMobj(linetarget->x+FixedMul(dist, finecosine[an]), + linetarget->y+FixedMul(dist, finesine[an]), + linetarget->z+5*FRACUNIT, MT_CIRCLEFLAME); + if(mo) + { + mo->angle = an<<ANGLETOFINESHIFT; + mo->target = pmo; + mo->momx = mo->special1 = FixedMul(FLAMESPEED, finecosine[an]); + mo->momy = mo->special2 = FixedMul(FLAMESPEED, finesine[an]); + mo->tics -= P_Random()&3; + } + mo = P_SpawnMobj(linetarget->x-FixedMul(dist, finecosine[an]), + linetarget->y-FixedMul(dist, finesine[an]), + linetarget->z+5*FRACUNIT, MT_CIRCLEFLAME); + if(mo) + { + mo->angle = ANG180+(an<<ANGLETOFINESHIFT); + mo->target = pmo; + mo->momx = mo->special1 = FixedMul(-FLAMESPEED, + finecosine[an]); + mo->momy = mo->special2 = FixedMul(-FLAMESPEED, finesine[an]); + mo->tics -= P_Random()&3; + } + } + } +// Create a line of flames from the player to the flame puff + CFlameCreateFlames(player->mo); + + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + S_StartSound(player->mo, SFX_CLERIC_FLAME_FIRE); +} +*/ + +//============================================================================ +// +// A_CFlameRotate +// +//============================================================================ + +#define FLAMEROTSPEED 2*FRACUNIT + +void A_CFlameRotate(mobj_t * actor) +{ + int an; + + an = (actor->angle + ANG90) >> ANGLETOFINESHIFT; + actor->momx = actor->special1 + FixedMul(FLAMEROTSPEED, finecosine[an]); + actor->momy = actor->special2 + FixedMul(FLAMEROTSPEED, finesine[an]); + actor->angle += ANG90 / 15; +} + + +//============================================================================ +// +// A_CHolyAttack3 +// +// Spawns the spirits +//============================================================================ + +void A_CHolyAttack3(mobj_t * actor) +{ + P_SpawnMissile(actor, actor->target, MT_HOLY_MISSILE); + S_StartSound(actor, SFX_CHOLY_FIRE); +} + + +//============================================================================ +// +// A_CHolyAttack2 +// +// Spawns the spirits +//============================================================================ + +void A_CHolyAttack2(mobj_t * actor) +{ + int j; + int i; + mobj_t *mo; + mobj_t *tail, *next; + + for (j = 0; j < 4; j++) + { + mo = P_SpawnMobj(actor->x, actor->y, actor->z, MT_HOLY_FX); + if (!mo) + { + continue; + } + switch (j) + { // float bob index + case 0: + mo->special2 = P_Random() & 7; // upper-left + break; + case 1: + mo->special2 = 32 + (P_Random() & 7); // upper-right + break; + case 2: + mo->special2 = (32 + (P_Random() & 7)) << 16; // lower-left + break; + case 3: + mo->special2 = + ((32 + (P_Random() & 7)) << 16) + 32 + (P_Random() & 7); + break; + } + mo->z = actor->z; + mo->angle = actor->angle + (ANG45 + ANG45 / 2) - ANG45 * j; + P_ThrustMobj(mo, mo->angle, mo->info->speed); + mo->target = actor->target; + mo->args[0] = 10; // initial turn value + mo->args[1] = 0; // initial look angle + if (deathmatch) + { // Ghosts last slightly less longer in DeathMatch + mo->health = 85; + } + if (linetarget) + { + mo->special1 = (int) linetarget; + mo->flags |= MF_NOCLIP | MF_SKULLFLY; + mo->flags &= ~MF_MISSILE; + } + tail = P_SpawnMobj(mo->x, mo->y, mo->z, MT_HOLY_TAIL); + tail->special2 = (int) mo; // parent + for (i = 1; i < 3; i++) + { + next = P_SpawnMobj(mo->x, mo->y, mo->z, MT_HOLY_TAIL); + P_SetMobjState(next, next->info->spawnstate + 1); + tail->special1 = (int) next; + tail = next; + } + tail->special1 = 0; // last tail bit + } +} + +//============================================================================ +// +// A_CHolyAttack +// +//============================================================================ + +void A_CHolyAttack(player_t * player, pspdef_t * psp) +{ + mobj_t *mo; + + player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon]; + player->mana[MANA_2] -= WeaponManaUse[player->class][player->readyweapon]; + mo = P_SpawnPlayerMissile(player->mo, MT_HOLY_MISSILE); + if (player == &players[consoleplayer]) + { + player->damagecount = 0; + player->bonuscount = 0; + I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"), + PU_CACHE) + STARTHOLYPAL * 768); + } + S_StartSound(player->mo, SFX_CHOLY_FIRE); +} + +//============================================================================ +// +// A_CHolyPalette +// +//============================================================================ + +void A_CHolyPalette(player_t * player, pspdef_t * psp) +{ + int pal; + + if (player == &players[consoleplayer]) + { + pal = STARTHOLYPAL + psp->state - (&states[S_CHOLYATK_6]); + if (pal == STARTHOLYPAL + 3) + { // reset back to original playpal + pal = 0; + } + I_SetPalette((byte *) W_CacheLumpNum(W_GetNumForName("playpal"), + PU_CACHE) + pal * 768); + } +} + +//============================================================================ +// +// CHolyFindTarget +// +//============================================================================ + +static void CHolyFindTarget(mobj_t * actor) +{ + mobj_t *target; + + target = P_RoughMonsterSearch(actor, 6); + if (target != NULL) + { + actor->special1 = (int) target; + actor->flags |= MF_NOCLIP | MF_SKULLFLY; + actor->flags &= ~MF_MISSILE; + } +} + +//============================================================================ +// +// CHolySeekerMissile +// +// Similar to P_SeekerMissile, but seeks to a random Z on the target +//============================================================================ + +static void CHolySeekerMissile(mobj_t * actor, angle_t thresh, + angle_t turnMax) +{ + int dir; + int dist; + angle_t delta; + angle_t angle; + mobj_t *target; + fixed_t newZ; + fixed_t deltaZ; + + target = (mobj_t *) actor->special1; + if (target == NULL) + { + return; + } + if (!(target->flags & MF_SHOOTABLE) + || (!(target->flags & MF_COUNTKILL) && !target->player)) + { // Target died/target isn't a player or creature + actor->special1 = 0; + actor->flags &= ~(MF_NOCLIP | MF_SKULLFLY); + actor->flags |= MF_MISSILE; + CHolyFindTarget(actor); + 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->momx = FixedMul(actor->info->speed, finecosine[angle]); + actor->momy = FixedMul(actor->info->speed, finesine[angle]); + if (!(leveltime & 15) + || actor->z > target->z + (target->height) + || actor->z + actor->height < target->z) + { + newZ = target->z + ((P_Random() * target->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->info->speed; + if (dist < 1) + { + dist = 1; + } + actor->momz = deltaZ / dist; + } + return; +} + +//============================================================================ +// +// A_CHolyWeave +// +//============================================================================ + +static void CHolyWeave(mobj_t * actor) +{ + fixed_t newX, newY; + int weaveXY, weaveZ; + int angle; + + weaveXY = actor->special2 >> 16; + weaveZ = actor->special2 & 0xFFFF; + angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT; + newX = actor->x - FixedMul(finecosine[angle], + FloatBobOffsets[weaveXY] << 2); + newY = actor->y - FixedMul(finesine[angle], + FloatBobOffsets[weaveXY] << 2); + weaveXY = (weaveXY + (P_Random() % 5)) & 63; + newX += FixedMul(finecosine[angle], FloatBobOffsets[weaveXY] << 2); + newY += FixedMul(finesine[angle], FloatBobOffsets[weaveXY] << 2); + P_TryMove(actor, newX, newY); + actor->z -= FloatBobOffsets[weaveZ] << 1; + weaveZ = (weaveZ + (P_Random() % 5)) & 63; + actor->z += FloatBobOffsets[weaveZ] << 1; + actor->special2 = weaveZ + (weaveXY << 16); +} + +//============================================================================ +// +// A_CHolySeek +// +//============================================================================ + +void A_CHolySeek(mobj_t * actor) +{ + actor->health--; + if (actor->health <= 0) + { + actor->momx >>= 2; + actor->momy >>= 2; + actor->momz = 0; + P_SetMobjState(actor, actor->info->deathstate); + actor->tics -= P_Random() & 3; + return; + } + if (actor->special1) + { + CHolySeekerMissile(actor, actor->args[0] * ANG1, + actor->args[0] * ANG1 * 2); + if (!((leveltime + 7) & 15)) + { + actor->args[0] = 5 + (P_Random() / 20); + } + } + CHolyWeave(actor); +} + +//============================================================================ +// +// CHolyTailFollow +// +//============================================================================ + +static void CHolyTailFollow(mobj_t * actor, fixed_t dist) +{ + mobj_t *child; + int an; + fixed_t oldDistance, newDistance; + + child = (mobj_t *) actor->special1; + if (child) + { + an = R_PointToAngle2(actor->x, actor->y, child->x, + child->y) >> ANGLETOFINESHIFT; + oldDistance = + P_AproxDistance(child->x - actor->x, child->y - actor->y); + if (P_TryMove + (child, actor->x + FixedMul(dist, finecosine[an]), + actor->y + FixedMul(dist, finesine[an]))) + { + newDistance = P_AproxDistance(child->x - actor->x, + child->y - actor->y) - FRACUNIT; + if (oldDistance < FRACUNIT) + { + if (child->z < actor->z) + { + child->z = actor->z - dist; + } + else + { + child->z = actor->z + dist; + } + } + else + { + child->z = actor->z + FixedMul(FixedDiv(newDistance, + oldDistance), + child->z - actor->z); + } + } + CHolyTailFollow(child, dist - FRACUNIT); + } +} + +//============================================================================ +// +// CHolyTailRemove +// +//============================================================================ + +static void CHolyTailRemove(mobj_t * actor) +{ + mobj_t *child; + + child = (mobj_t *) actor->special1; + if (child) + { + CHolyTailRemove(child); + } + P_RemoveMobj(actor); +} + +//============================================================================ +// +// A_CHolyTail +// +//============================================================================ + +void A_CHolyTail(mobj_t * actor) +{ + mobj_t *parent; + + parent = (mobj_t *) actor->special2; + + if (parent) + { + if (parent->state >= &states[parent->info->deathstate]) + { // Ghost removed, so remove all tail parts + CHolyTailRemove(actor); + return; + } + else if (P_TryMove(actor, parent->x - FixedMul(14 * FRACUNIT, + finecosine[parent-> + angle >> + ANGLETOFINESHIFT]), + parent->y - FixedMul(14 * FRACUNIT, + finesine[parent-> + angle >> + ANGLETOFINESHIFT]))) + { + actor->z = parent->z - 5 * FRACUNIT; + } + CHolyTailFollow(actor, 10 * FRACUNIT); + } +} + +//============================================================================ +// +// A_CHolyCheckScream +// +//============================================================================ + +void A_CHolyCheckScream(mobj_t * actor) +{ + A_CHolySeek(actor); + if (P_Random() < 20) + { + S_StartSound(actor, SFX_SPIRIT_ACTIVE); + } + if (!actor->special1) + { + CHolyFindTarget(actor); + } +} + +//============================================================================ +// +// A_CHolySpawnPuff +// +//============================================================================ + +void A_CHolySpawnPuff(mobj_t * actor) +{ + P_SpawnMobj(actor->x, actor->y, actor->z, MT_HOLY_MISSILE_PUFF); +} + +//---------------------------------------------------------------------------- +// +// PROC A_FireConePL1 +// +//---------------------------------------------------------------------------- + +#define SHARDSPAWN_LEFT 1 +#define SHARDSPAWN_RIGHT 2 +#define SHARDSPAWN_UP 4 +#define SHARDSPAWN_DOWN 8 + +void A_FireConePL1(player_t * player, pspdef_t * psp) +{ + angle_t angle; + int damage; + int slope; + int i; + mobj_t *pmo, *mo; + int conedone = false; + + pmo = player->mo; + player->mana[MANA_1] -= WeaponManaUse[player->class][player->readyweapon]; + S_StartSound(pmo, SFX_MAGE_SHARDS_FIRE); + + damage = 90 + (P_Random() & 15); + for (i = 0; i < 16; i++) + { + angle = pmo->angle + i * (ANG45 / 16); + slope = P_AimLineAttack(pmo, angle, MELEERANGE); + if (linetarget) + { + pmo->flags2 |= MF2_ICEDAMAGE; + P_DamageMobj(linetarget, pmo, pmo, damage); + pmo->flags2 &= ~MF2_ICEDAMAGE; + conedone = true; + break; + } + } + + // didn't find any creatures, so fire projectiles + if (!conedone) + { + mo = P_SpawnPlayerMissile(pmo, MT_SHARDFX1); + if (mo) + { + mo->special1 = SHARDSPAWN_LEFT | SHARDSPAWN_DOWN | SHARDSPAWN_UP + | SHARDSPAWN_RIGHT; + mo->special2 = 3; // Set sperm count (levels of reproductivity) + mo->target = pmo; + mo->args[0] = 3; // Mark Initial shard as super damage + } + } +} + +void A_ShedShard(mobj_t * actor) +{ + mobj_t *mo; + int spawndir = actor->special1; + int spermcount = actor->special2; + + if (spermcount <= 0) + return; // No sperm left + actor->special2 = 0; + spermcount--; + + // every so many calls, spawn a new missile in it's set directions + if (spawndir & SHARDSPAWN_LEFT) + { + mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, + actor->angle + (ANG45 / 9), 0, + (20 + 2 * spermcount) << FRACBITS); + if (mo) + { + mo->special1 = SHARDSPAWN_LEFT; + mo->special2 = spermcount; + mo->momz = actor->momz; + mo->target = actor->target; + mo->args[0] = (spermcount == 3) ? 2 : 0; + } + } + if (spawndir & SHARDSPAWN_RIGHT) + { + mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, + actor->angle - (ANG45 / 9), 0, + (20 + 2 * spermcount) << FRACBITS); + if (mo) + { + mo->special1 = SHARDSPAWN_RIGHT; + mo->special2 = spermcount; + mo->momz = actor->momz; + mo->target = actor->target; + mo->args[0] = (spermcount == 3) ? 2 : 0; + } + } + if (spawndir & SHARDSPAWN_UP) + { + mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, actor->angle, + 0, (15 + 2 * spermcount) << FRACBITS); + if (mo) + { + mo->momz = actor->momz; + mo->z += 8 * FRACUNIT; + if (spermcount & 1) // Every other reproduction + mo->special1 = + SHARDSPAWN_UP | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; + else + mo->special1 = SHARDSPAWN_UP; + mo->special2 = spermcount; + mo->target = actor->target; + mo->args[0] = (spermcount == 3) ? 2 : 0; + } + } + if (spawndir & SHARDSPAWN_DOWN) + { + mo = P_SpawnMissileAngleSpeed(actor, MT_SHARDFX1, actor->angle, + 0, (15 + 2 * spermcount) << FRACBITS); + if (mo) + { + mo->momz = actor->momz; + mo->z -= 4 * FRACUNIT; + if (spermcount & 1) // Every other reproduction + mo->special1 = + SHARDSPAWN_DOWN | SHARDSPAWN_LEFT | SHARDSPAWN_RIGHT; + else + mo->special1 = SHARDSPAWN_DOWN; + mo->special2 = spermcount; + mo->target = actor->target; + mo->args[0] = (spermcount == 3) ? 2 : 0; + } + } +} + +//---------------------------------------------------------------------------- +// +// PROC A_HideInCeiling +// +//---------------------------------------------------------------------------- + +/* +void A_HideInCeiling(mobj_t *actor) +{ + actor->z = actor->ceilingz+4*FRACUNIT; +} +*/ + +//---------------------------------------------------------------------------- +// +// PROC A_FloatPuff +// +//---------------------------------------------------------------------------- + +/* +void A_FloatPuff(mobj_t *puff) +{ + puff->momz += 1.8*FRACUNIT; +} +*/ + +void A_Light0(player_t * player, pspdef_t * psp) +{ + player->extralight = 0; +} + +/* +void A_Light1(player_t *player, pspdef_t *psp) +{ + player->extralight = 1; +} +*/ + +/* +void A_Light2(player_t *player, pspdef_t *psp) +{ + player->extralight = 2; +} +*/ + +//------------------------------------------------------------------------ +// +// PROC P_SetupPsprites +// +// Called at start of level for each player +// +//------------------------------------------------------------------------ + +void P_SetupPsprites(player_t * player) +{ + int i; + + // Remove all psprites + for (i = 0; i < NUMPSPRITES; i++) + { + player->psprites[i].state = NULL; + } + // Spawn the ready weapon + player->pendingweapon = player->readyweapon; + P_BringUpWeapon(player); +} + +//------------------------------------------------------------------------ +// +// PROC P_MovePsprites +// +// Called every tic by player thinking routine +// +//------------------------------------------------------------------------ + +void P_MovePsprites(player_t * player) +{ + int i; + pspdef_t *psp; + state_t *state; + + psp = &player->psprites[0]; + for (i = 0; i < NUMPSPRITES; i++, psp++) + { + if ((state = psp->state) != 0) // a null state means not active + { + // drop tic count and possibly change state + if (psp->tics != -1) // a -1 tic count never changes + { + psp->tics--; + if (!psp->tics) + { + P_SetPsprite(player, i, psp->state->nextstate); + } + } + } + } + player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx; + player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy; +} |