gzdoom-gles/src/g_strife/a_crusader.cpp

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#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "a_strifeglobal.h"
void A_TossGib (AActor *);
// Crusader -----------------------------------------------------------------
void A_CrusaderChoose (AActor *);
void A_CrusaderSweepLeft (AActor *);
void A_CrusaderSweepRight (AActor *);
void A_CrusaderRefire (AActor *);
void A_CrusaderDeath (AActor *);
class ACrusader : public AActor
{
DECLARE_ACTOR (ACrusader, AActor)
public:
void GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 64;
}
void NoBlockingSet ()
{
2006-04-13 16:52:24 +00:00
P_DropItem (this, "EnergyPod", 20, 256);
}
};
FState ACrusader::States[] =
{
#define S_CRUSADER_STND 0
S_NORMAL (ROB2, 'Q', 10, A_Look, &States[S_CRUSADER_STND]),
#define S_CRUSADER_RUN (S_CRUSADER_STND+1)
S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+1]),
S_NORMAL (ROB2, 'A', 3, A_Chase, &States[S_CRUSADER_RUN+2]),
S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+3]),
S_NORMAL (ROB2, 'B', 3, A_Chase, &States[S_CRUSADER_RUN+4]),
S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+5]),
S_NORMAL (ROB2, 'C', 3, A_Chase, &States[S_CRUSADER_RUN+6]),
S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN+7]),
S_NORMAL (ROB2, 'D', 3, A_Chase, &States[S_CRUSADER_RUN]),
#define S_CRUSADER_ATTACK (S_CRUSADER_RUN+8)
S_NORMAL (ROB2, 'E', 3, A_FaceTarget, &States[S_CRUSADER_ATTACK+1]),
S_BRIGHT (ROB2, 'F', 2, A_CrusaderChoose, &States[S_CRUSADER_ATTACK+2]),
S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+3]),
S_BRIGHT (ROB2, 'F', 3, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+4]),
S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+5]),
S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepLeft, &States[S_CRUSADER_ATTACK+6]),
S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+7]),
S_BRIGHT (ROB2, 'F', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+8]),
S_BRIGHT (ROB2, 'E', 2, A_CrusaderSweepRight, &States[S_CRUSADER_ATTACK+9]),
S_BRIGHT (ROB2, 'F', 2, A_CrusaderRefire, &States[S_CRUSADER_ATTACK]),
#define S_CRUSADER_PAIN (S_CRUSADER_ATTACK+10)
S_NORMAL (ROB2, 'D', 1, A_Pain, &States[S_CRUSADER_RUN]),
#define S_CRUSADER_DEATH (S_CRUSADER_PAIN+1)
S_NORMAL (ROB2, 'G', 3, A_Scream, &States[S_CRUSADER_DEATH+1]),
S_NORMAL (ROB2, 'H', 5, A_TossGib, &States[S_CRUSADER_DEATH+2]),
S_BRIGHT (ROB2, 'I', 4, A_TossGib, &States[S_CRUSADER_DEATH+3]),
S_BRIGHT (ROB2, 'J', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+4]),
S_BRIGHT (ROB2, 'K', 4, A_NoBlocking, &States[S_CRUSADER_DEATH+5]),
S_NORMAL (ROB2, 'L', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+6]),
S_NORMAL (ROB2, 'M', 4, A_TossGib, &States[S_CRUSADER_DEATH+7]),
S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[S_CRUSADER_DEATH+8]),
S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[S_CRUSADER_DEATH+9]),
S_NORMAL (ROB2, 'P', -1, A_CrusaderDeath, NULL)
};
IMPLEMENT_ACTOR (ACrusader, Strife, 3005, 0)
PROP_SpawnState (S_CRUSADER_STND)
PROP_SeeState (S_CRUSADER_RUN)
PROP_MissileState (S_CRUSADER_ATTACK)
PROP_PainState (S_CRUSADER_PAIN)
PROP_DeathState (S_CRUSADER_DEATH)
PROP_SpeedFixed (8)
PROP_RadiusFixed (40)
PROP_HeightFixed (56)
PROP_Mass (400)
PROP_SpawnHealth (400)
PROP_PainChance (128)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags3 (MF3_DONTMORPH)
PROP_Flags4 (MF4_MISSILEMORE|MF4_INCOMBAT|MF4_NOICEDEATH)
PROP_MinMissileChance (120)
PROP_StrifeType (63)
PROP_MaxDropOffHeight (32)
PROP_SeeSound ("crusader/sight")
PROP_PainSound ("crusader/pain")
PROP_DeathSound ("crusader/death")
PROP_ActiveSound ("crusader/active")
END_DEFAULTS
// Fast Flame Projectile (used by Crusader) ---------------------------------
class AFastFlameMissile : public AFlameMissile
{
DECLARE_STATELESS_ACTOR (AFastFlameMissile, AFlameMissile)
};
IMPLEMENT_STATELESS_ACTOR (AFastFlameMissile, Strife, -1, 0)
PROP_Mass (50)
PROP_Damage (1)
PROP_SpeedFixed (35)
END_DEFAULTS
// Crusader Missile ---------------------------------------------------------
// This is just like the mini missile the player shoots, except it doesn't
// explode when it dies, and it does slightly less damage for a direct hit.
void A_RocketInFlight (AActor *);
void A_RocketDead (AActor *);
class ACrusaderMissile : public AActor
{
DECLARE_ACTOR (ACrusaderMissile, AActor)
};
FState ACrusaderMissile::States[] =
{
S_BRIGHT (MICR, 'A', 6, A_RocketInFlight, &States[0]),
S_BRIGHT (SMIS, 'A', 5, A_RocketDead, &States[2]),
S_BRIGHT (SMIS, 'B', 5, NULL, &States[3]),
S_BRIGHT (SMIS, 'C', 4, NULL, &States[4]),
S_BRIGHT (SMIS, 'D', 2, NULL, &States[5]),
S_BRIGHT (SMIS, 'E', 2, NULL, &States[6]),
S_BRIGHT (SMIS, 'F', 2, NULL, &States[7]),
S_BRIGHT (SMIS, 'G', 2, NULL, NULL),
};
IMPLEMENT_ACTOR (ACrusaderMissile, Strife, -1, 0)
PROP_SpawnState (0)
PROP_DeathState (1)
PROP_SpeedFixed (20)
PROP_RadiusFixed (10)
PROP_HeightFixed (14)
PROP_Damage (7)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT|MF2_PCROSS|MF2_IMPACT)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_SeeSound ("crusader/misl")
PROP_DeathSound ("crusader/mislx")
END_DEFAULTS
bool Sys_1ed64 (AActor *self)
{
if (P_CheckSight (self, self->target) && self->reactiontime == 0)
{
return P_AproxDistance (self->x - self->target->x, self->y - self->target->y) < 264*FRACUNIT;
}
return false;
}
void A_CrusaderChoose (AActor *self)
{
if (self->target == NULL)
return;
if (Sys_1ed64 (self))
{
A_FaceTarget (self);
self->angle -= ANGLE_180/16;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
}
else
{
if (P_CheckMissileRange (self))
{
A_FaceTarget (self);
P_SpawnMissileZAimed (self, self->z + 56*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
self->angle -= ANGLE_45/32;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
self->angle += ANGLE_45/16;
P_SpawnMissileZAimed (self, self->z + 40*FRACUNIT, self->target, RUNTIME_CLASS(ACrusaderMissile));
self->angle -= ANGLE_45/16;
self->reactiontime += 15;
}
self->SetState (self->SeeState);
}
}
void A_CrusaderSweepLeft (AActor *self)
{
self->angle += ANGLE_90/16;
AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
if (misl != NULL)
{
misl->momz += FRACUNIT;
}
}
void A_CrusaderSweepRight (AActor *self)
{
self->angle -= ANGLE_90/16;
AActor *misl = P_SpawnMissileZAimed (self, self->z + 48*FRACUNIT, self->target, RUNTIME_CLASS(AFastFlameMissile));
if (misl != NULL)
{
misl->momz += FRACUNIT;
}
}
void A_CrusaderRefire (AActor *self)
{
if (self->target == NULL ||
self->target->health <= 0 ||
!P_CheckSight (self, self->target))
{
self->SetState (self->SeeState);
}
}
void A_CrusaderDeath (AActor *self)
{
if (CheckBossDeath (self))
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 667, FRACUNIT, 0, 0, 0);
}
}
void A_RocketDead (AActor *self)
{
self->RenderStyle = STYLE_Add;
S_StopSound (self, CHAN_VOICE);
}
// Dead Crusader ------------------------------------------------------------
class ADeadCrusader : public AActor
{
DECLARE_ACTOR (ADeadCrusader, AActor)
};
FState ADeadCrusader::States[] =
{
S_NORMAL (ROB2, 'N', 4, A_TossGib, &States[1]),
S_NORMAL (ROB2, 'O', 4, A_ExplodeAndAlert, &States[2]),
S_NORMAL (ROB2, 'P',-1, NULL, NULL)
};
IMPLEMENT_ACTOR (ADeadCrusader, Strife, 22, 0)
PROP_SpawnState (0)
PROP_StrifeType (230)
END_DEFAULTS