gzdoom-gles/src/g_hexen/a_bishop.cpp

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#include "actor.h"
#include "info.h"
#include "p_local.h"
#include "s_sound.h"
#include "p_enemy.h"
#include "a_action.h"
#include "m_random.h"
#include "a_hexenglobal.h"
static FRandom pr_boom ("BishopBoom");
static FRandom pr_atk ("BishopAttack");
static FRandom pr_decide ("BishopDecide");
static FRandom pr_doblur ("BishopDoBlur");
static FRandom pr_sblur ("BishopSpawnBlur");
static FRandom pr_pain ("BishopPainBlur");
void A_BishopDecide (AActor *);
void A_BishopDoBlur (AActor *);
void A_BishopSpawnBlur (AActor *);
void A_BishopPainBlur (AActor *);
void A_BishopChase (AActor *);
void A_BishopAttack (AActor *);
void A_BishopAttack2 (AActor *);
void A_BishopPuff (AActor *);
void A_SetAltShadow (AActor *);
void A_BishopMissileWeave (AActor *);
void A_BishopMissileSeek (AActor *);
// Bishop -------------------------------------------------------------------
FState ABishop::States[] =
{
#define S_BISHOP_LOOK 0
S_NORMAL (BISH, 'A', 10, A_Look , &States[S_BISHOP_LOOK+0]),
#define S_BISHOP_BLUR (S_BISHOP_LOOK+1)
S_NORMAL (BISH, 'A', 2, A_BishopDoBlur , &States[S_BISHOP_BLUR+1]),
S_NORMAL (BISH, 'A', 4, A_BishopSpawnBlur , &States[S_BISHOP_BLUR+1]),
#define S_BISHOP_WALK (S_BISHOP_BLUR+2)
S_NORMAL (BISH, 'A', 2, A_Chase , &States[S_BISHOP_WALK+1]),
S_NORMAL (BISH, 'A', 2, A_BishopChase , &States[S_BISHOP_WALK+2]),
S_NORMAL (BISH, 'A', 2, NULL , &States[S_BISHOP_WALK+3]),
S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+4]),
S_NORMAL (BISH, 'B', 2, A_Chase , &States[S_BISHOP_WALK+5]),
S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+6]), // S_BISHOP_DECIDE
#define S_BISHOP_DECIDE (S_BISHOP_WALK+6)
S_NORMAL (BISH, 'A', 1, A_BishopDecide , &States[S_BISHOP_WALK+0]),
#define S_BISHOP_ATK (S_BISHOP_DECIDE+1)
S_NORMAL (BISH, 'A', 3, A_FaceTarget , &States[S_BISHOP_ATK+1]),
S_BRIGHT (BISH, 'D', 3, A_FaceTarget , &States[S_BISHOP_ATK+2]),
S_BRIGHT (BISH, 'E', 3, A_FaceTarget , &States[S_BISHOP_ATK+3]),
S_BRIGHT (BISH, 'F', 3, A_BishopAttack , &States[S_BISHOP_ATK+4]),
S_BRIGHT (BISH, 'F', 5, A_BishopAttack2 , &States[S_BISHOP_ATK+4]),
#define S_BISHOP_PAIN (S_BISHOP_ATK+5)
S_NORMAL (BISH, 'C', 6, A_Pain , &States[S_BISHOP_PAIN+1]),
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+2]),
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+3]),
S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+4]),
S_NORMAL (BISH, 'C', 0, NULL , &States[S_BISHOP_WALK+0]),
#define S_BISHOP_DEATH (S_BISHOP_PAIN+5)
S_NORMAL (BISH, 'G', 6, NULL , &States[S_BISHOP_DEATH+1]),
S_BRIGHT (BISH, 'H', 6, A_Scream , &States[S_BISHOP_DEATH+2]),
S_BRIGHT (BISH, 'I', 5, A_NoBlocking , &States[S_BISHOP_DEATH+3]),
S_BRIGHT (BISH, 'J', 5, A_Explode , &States[S_BISHOP_DEATH+4]),
S_BRIGHT (BISH, 'K', 5, NULL , &States[S_BISHOP_DEATH+5]),
S_BRIGHT (BISH, 'L', 4, NULL , &States[S_BISHOP_DEATH+6]),
S_BRIGHT (BISH, 'M', 4, NULL , &States[S_BISHOP_DEATH+7]),
S_NORMAL (BISH, 'N', 4, A_BishopPuff , &States[S_BISHOP_DEATH+8]),
S_NORMAL (BISH, 'O', 4, A_QueueCorpse , &States[S_BISHOP_DEATH+9]),
S_NORMAL (BISH, 'P', -1, NULL , NULL),
#define S_BISHOP_ICE (S_BISHOP_DEATH+10)
S_NORMAL (BISH, 'X', 5, A_FreezeDeath , &States[S_BISHOP_ICE+1]),
S_NORMAL (BISH, 'X', 1, A_FreezeDeathChunks , &States[S_BISHOP_ICE+1])
};
IMPLEMENT_ACTOR (ABishop, Hexen, 114, 19)
PROP_SpawnHealth (130)
PROP_RadiusFixed (22)
PROP_HeightFixed (65)
PROP_SpeedFixed (10)
PROP_PainChance (110)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY|MF_NOBLOOD)
PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_TELESTOMP)
PROP_Flags3 (MF3_DONTOVERLAP)
PROP_Flags4 (MF4_NOTARGETSWITCH)
PROP_SpawnState (S_BISHOP_LOOK)
PROP_SeeState (S_BISHOP_WALK)
PROP_PainState (S_BISHOP_PAIN)
PROP_MissileState (S_BISHOP_ATK)
PROP_DeathState (S_BISHOP_DEATH)
PROP_IDeathState (S_BISHOP_ICE)
PROP_SeeSound ("BishopSight")
PROP_AttackSound ("BishopAttack")
PROP_PainSound ("BishopPain")
PROP_DeathSound ("BishopDeath")
PROP_ActiveSound ("BishopActiveSounds")
END_DEFAULTS
void ABishop::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
{ // Bishop radius death
damage = 25 + (pr_boom() & 15);
}
// Bishop puff --------------------------------------------------------------
class ABishopPuff : public AActor
{
DECLARE_ACTOR (ABishopPuff, AActor)
};
FState ABishopPuff::States[] =
{
S_NORMAL (BISH, 'Q', 5, NULL , &States[1]),
S_NORMAL (BISH, 'R', 5, NULL , &States[2]),
S_NORMAL (BISH, 'S', 5, NULL , &States[3]),
S_NORMAL (BISH, 'T', 5, NULL , &States[4]),
S_NORMAL (BISH, 'U', 6, NULL , &States[5]),
S_NORMAL (BISH, 'V', 6, NULL , &States[6]),
S_NORMAL (BISH, 'W', 5, NULL , NULL)
};
IMPLEMENT_ACTOR (ABishopPuff, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Bishop blur --------------------------------------------------------------
class ABishopBlur : public AActor
{
DECLARE_ACTOR (ABishopBlur, AActor)
};
FState ABishopBlur::States[] =
{
S_NORMAL (BISH, 'A', 16, NULL , &States[1]),
S_NORMAL (BISH, 'A', 8, A_SetAltShadow , NULL)
};
IMPLEMENT_ACTOR (ABishopBlur, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Bishop pain blur ---------------------------------------------------------
class ABishopPainBlur : public AActor
{
DECLARE_ACTOR (ABishopPainBlur, AActor)
};
FState ABishopPainBlur::States[] =
{
S_NORMAL (BISH, 'C', 8, NULL , NULL)
};
IMPLEMENT_ACTOR (ABishopPainBlur, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Bishop FX ----------------------------------------------------------------
class ABishopFX : public AActor
{
DECLARE_ACTOR (ABishopFX, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState ABishopFX::States[] =
{
#define S_BISHFX1 0
S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+1]),
S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+2]),
S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+3]),
S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+4]),
S_BRIGHT (BPFX, 'B', 0, A_BishopMissileSeek , &States[S_BISHFX1+0]),
#define S_BISHFXI1 (S_BISHFX1+5)
S_BRIGHT (BPFX, 'C', 4, NULL , &States[S_BISHFXI1+1]),
S_BRIGHT (BPFX, 'D', 4, NULL , &States[S_BISHFXI1+2]),
S_BRIGHT (BPFX, 'E', 4, NULL , &States[S_BISHFXI1+3]),
S_BRIGHT (BPFX, 'F', 4, NULL , &States[S_BISHFXI1+4]),
S_BRIGHT (BPFX, 'G', 3, NULL , &States[S_BISHFXI1+5]),
S_BRIGHT (BPFX, 'H', 3, NULL , NULL)
};
IMPLEMENT_ACTOR (ABishopFX, Hexen, -1, 0)
PROP_RadiusFixed (10)
PROP_HeightFixed (6)
PROP_SpeedFixed (10)
PROP_Damage (1)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_BISHFX1)
PROP_DeathState (S_BISHFXI1)
PROP_DeathSound ("BishopMissileExplode")
END_DEFAULTS
int ABishopFX::DoSpecialDamage (AActor *target, int damage)
{ // Bishops are just too nasty
return damage >> 1;
}
//============================================================================
//
// A_BishopAttack
//
//============================================================================
void A_BishopAttack (AActor *actor)
{
if (!actor->target)
{
return;
}
S_SoundID (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
if (actor->CheckMeleeRange())
{
int damage = pr_atk.HitDice (4);
P_DamageMobj (actor->target, actor, actor, damage, MOD_HIT);
P_TraceBleed (damage, actor->target, actor);
return;
}
actor->special1 = (pr_atk() & 3) + 5;
}
//============================================================================
//
// A_BishopAttack2
//
// Spawns one of a string of bishop missiles
//============================================================================
void A_BishopAttack2 (AActor *actor)
{
AActor *mo;
if (!actor->target || !actor->special1)
{
actor->special1 = 0;
actor->SetState (actor->SeeState);
return;
}
mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ABishopFX));
if (mo != NULL)
{
mo->tracer = actor->target;
mo->special2 = 16; // High word == x/y, Low word == z
}
actor->special1--;
}
//============================================================================
//
// A_BishopMissileWeave
//
//============================================================================
void A_BishopMissileWeave (AActor *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]<<1);
newY = actor->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
weaveXY = (weaveXY + 2) & 63;
newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
P_TryMove (actor, newX, newY, true);
actor->z -= FloatBobOffsets[weaveZ];
weaveZ = (weaveZ + 2) & 63;
actor->z += FloatBobOffsets[weaveZ];
actor->special2 = weaveZ + (weaveXY<<16);
}
//============================================================================
//
// A_BishopMissileSeek
//
//============================================================================
void A_BishopMissileSeek (AActor *actor)
{
P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*3);
}
//============================================================================
//
// A_BishopDecide
//
//============================================================================
void A_BishopDecide (AActor *actor)
{
if (pr_decide() < 220)
{
return;
}
else
{
actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
}
}
//============================================================================
//
// A_BishopDoBlur
//
//============================================================================
void A_BishopDoBlur (AActor *actor)
{
actor->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
if (pr_doblur() < 120)
{
P_ThrustMobj (actor, actor->angle + ANG90, 11*FRACUNIT);
}
else if (pr_doblur() > 125)
{
P_ThrustMobj (actor, actor->angle - ANG90, 11*FRACUNIT);
}
else
{ // Thrust forward
P_ThrustMobj (actor, actor->angle, 11*FRACUNIT);
}
S_Sound (actor, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
}
//============================================================================
//
// A_BishopSpawnBlur
//
//============================================================================
void A_BishopSpawnBlur (AActor *actor)
{
AActor *mo;
if (!--actor->special1)
{
actor->momx = 0;
actor->momy = 0;
if (pr_sblur() > 96)
{
actor->SetState (actor->SeeState);
}
else
{
actor->SetState (actor->MissileState);
}
}
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mo = Spawn<ABishopBlur> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
mo->angle = actor->angle;
}
}
//============================================================================
//
// A_BishopChase
//
//============================================================================
void A_BishopChase (AActor *actor)
{
actor->z -= FloatBobOffsets[actor->special2] >> 1;
actor->special2 = (actor->special2 + 4) & 63;
actor->z += FloatBobOffsets[actor->special2] >> 1;
}
//============================================================================
//
// A_BishopPuff
//
//============================================================================
void A_BishopPuff (AActor *actor)
{
AActor *mo;
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mo = Spawn<ABishopPuff> (actor->x, actor->y, actor->z + 40*FRACUNIT, ALLOW_REPLACE);
if (mo)
{
mo->momz = FRACUNIT/2;
}
}
//============================================================================
//
// A_BishopPainBlur
//
//============================================================================
void A_BishopPainBlur (AActor *actor)
{
AActor *mo;
if (pr_pain() < 64)
{
actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
return;
}
fixed_t x = actor->x + (pr_pain.Random2()<<12);
fixed_t y = actor->y + (pr_pain.Random2()<<12);
fixed_t z = actor->z + (pr_pain.Random2()<<11);
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mo = Spawn<ABishopPainBlur> (x, y, z, ALLOW_REPLACE);
if (mo)
{
mo->angle = actor->angle;
}
}
//==========================================================================
//
// A_SetAltShadow
//
//==========================================================================
void A_SetAltShadow (AActor *actor)
{
actor->alpha = HX_ALTSHADOW;
actor->RenderStyle = STYLE_Translucent;
}