gzdoom-gles/src/g_hexen/a_iceguy.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"
static FRandom pr_iceguylook ("IceGuyLook");
static FRandom pr_iceguychase ("IceGuyChase");
void A_IceGuyLook (AActor *);
void A_IceGuyChase (AActor *);
void A_IceGuyAttack (AActor *);
void A_IceGuyDie (AActor *);
void A_IceGuyMissilePuff (AActor *);
void A_IceGuyMissileExplode (AActor *);
// Ice Guy ------------------------------------------------------------------
class AIceGuy : public AActor
{
DECLARE_ACTOR (AIceGuy, AActor)
public:
void Deactivate (AActor *activator);
};
FState AIceGuy::States[] =
{
#define S_ICEGUY_LOOK 0
S_NORMAL (ICEY, 'A', 10, A_IceGuyLook , &States[S_ICEGUY_LOOK]),
#define S_ICEGUY_WALK1 (S_ICEGUY_LOOK+1)
S_NORMAL (ICEY, 'A', 4, A_Chase , &States[S_ICEGUY_WALK1+1]),
S_NORMAL (ICEY, 'B', 4, A_IceGuyChase , &States[S_ICEGUY_WALK1+2]),
S_NORMAL (ICEY, 'C', 4, A_Chase , &States[S_ICEGUY_WALK1+3]),
S_NORMAL (ICEY, 'D', 4, A_Chase , &States[S_ICEGUY_WALK1]),
#define S_ICEGUY_PAIN1 (S_ICEGUY_WALK1+4)
S_NORMAL (ICEY, 'A', 1, A_Pain , &States[S_ICEGUY_WALK1]),
#define S_ICEGUY_ATK1 (S_ICEGUY_PAIN1+1)
S_NORMAL (ICEY, 'E', 3, A_FaceTarget , &States[S_ICEGUY_ATK1+1]),
S_NORMAL (ICEY, 'F', 3, A_FaceTarget , &States[S_ICEGUY_ATK1+2]),
S_BRIGHT (ICEY, 'G', 8, A_IceGuyAttack , &States[S_ICEGUY_ATK1+3]),
S_NORMAL (ICEY, 'F', 4, A_FaceTarget , &States[S_ICEGUY_WALK1]),
#define S_ICEGUY_DEATH (S_ICEGUY_ATK1+4)
S_NORMAL (ICEY, 'A', 1, A_IceGuyDie , NULL),
#define S_ICEGUY_DORMANT (S_ICEGUY_DEATH+1)
S_NORMAL (ICEY, 'A', -1, NULL , &States[S_ICEGUY_LOOK]),
};
IMPLEMENT_ACTOR (AIceGuy, Hexen, 8020, 20)
PROP_SpawnHealth (120)
PROP_PainChance (144)
PROP_SpeedFixed (14)
PROP_RadiusFixed (22)
PROP_HeightFixed (75)
PROP_Mass (150)
PROP_DamageType (MOD_ICE)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOBLOOD|MF_COUNTKILL)
PROP_Flags2 (MF2_PASSMOBJ|MF2_TELESTOMP|MF2_PUSHWALL|MF2_MCROSS)
PROP_Flags4 (MF4_NOICEDEATH)
PROP_SpawnState (S_ICEGUY_LOOK)
PROP_SeeState (S_ICEGUY_WALK1)
PROP_PainState (S_ICEGUY_PAIN1)
PROP_MissileState (S_ICEGUY_ATK1)
PROP_DeathState (S_ICEGUY_DEATH)
PROP_SeeSound ("IceGuySight")
PROP_AttackSound ("IceGuyAttack")
PROP_ActiveSound ("IceGuyActive")
END_DEFAULTS
void AIceGuy::Deactivate (AActor *activator)
{
Super::Deactivate (activator);
SetState (&States[S_ICEGUY_DORMANT]);
}
// Ice Guy Projectile -------------------------------------------------------
class AIceGuyFX : public AActor
{
DECLARE_ACTOR (AIceGuyFX, AActor)
};
FState AIceGuyFX::States[] =
{
#define S_ICEGUY_FX1 0
S_BRIGHT (ICPR, 'A', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1+1]),
S_BRIGHT (ICPR, 'B', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1+2]),
S_BRIGHT (ICPR, 'C', 3, A_IceGuyMissilePuff , &States[S_ICEGUY_FX1]),
#define S_ICEGUY_FX_X1 (S_ICEGUY_FX1+3)
S_BRIGHT (ICPR, 'D', 4, NULL , &States[S_ICEGUY_FX_X1+1]),
S_BRIGHT (ICPR, 'E', 4, A_IceGuyMissileExplode , &States[S_ICEGUY_FX_X1+2]),
S_BRIGHT (ICPR, 'F', 4, NULL , &States[S_ICEGUY_FX_X1+3]),
S_BRIGHT (ICPR, 'G', 4, NULL , &States[S_ICEGUY_FX_X1+4]),
S_BRIGHT (ICPR, 'H', 3, NULL , NULL),
};
IMPLEMENT_ACTOR (AIceGuyFX, Hexen, -1, 0)
PROP_SpeedFixed (14)
PROP_RadiusFixed (8)
PROP_HeightFixed (10)
PROP_Damage (1)
PROP_DamageType (MOD_ICE)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_SpawnState (S_ICEGUY_FX1)
PROP_DeathState (S_ICEGUY_FX_X1)
PROP_DeathSound ("IceGuyMissileExplode")
END_DEFAULTS
// Ice Guy Projectile's Puff ------------------------------------------------
class AIceFXPuff : public AActor
{
DECLARE_ACTOR (AIceFXPuff, AActor)
};
FState AIceFXPuff::States[] =
{
S_NORMAL (ICPR, 'I', 3, NULL , &States[1]),
S_NORMAL (ICPR, 'J', 3, NULL , &States[2]),
S_NORMAL (ICPR, 'K', 3, NULL , &States[3]),
S_NORMAL (ICPR, 'L', 2, NULL , &States[4]),
S_NORMAL (ICPR, 'M', 2, NULL , NULL),
};
IMPLEMENT_ACTOR (AIceFXPuff, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_SHADOW)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Secondary Ice Guy Projectile (ejected by the primary projectile) ---------
class AIceGuyFX2 : public AActor
{
DECLARE_ACTOR (AIceGuyFX2, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
};
FState AIceGuyFX2::States[] =
{
S_BRIGHT (ICPR, 'N', 3, NULL , &States[1]),
S_BRIGHT (ICPR, 'O', 3, NULL , &States[2]),
S_BRIGHT (ICPR, 'P', 3, NULL , &States[0]),
};
IMPLEMENT_ACTOR (AIceGuyFX2, Hexen, -1, 0)
PROP_SpeedFixed (10)
PROP_RadiusFixed (4)
PROP_HeightFixed (4)
PROP_Damage (1)
PROP_DamageType (MOD_ICE)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
int AIceGuyFX2::DoSpecialDamage (AActor *target, int damage)
{
return damage >> 1;
}
// Ice Guy Bit --------------------------------------------------------------
class AIceGuyBit : public AActor
{
DECLARE_ACTOR (AIceGuyBit, AActor)
};
FState AIceGuyBit::States[] =
{
S_BRIGHT (ICPR, 'Q', 50, NULL , NULL),
#define S_ICEGUY_BIT2 (1)
S_BRIGHT (ICPR, 'R', 50, NULL , NULL),
};
IMPLEMENT_ACTOR (AIceGuyBit, Hexen, -1, 0)
PROP_RadiusFixed (1)
PROP_HeightFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_DROPOFF)
PROP_Flags2 (MF2_LOGRAV|MF2_NOTELEPORT)
PROP_SpawnState (0)
END_DEFAULTS
// Ice Guy Wisp 1 -----------------------------------------------------------
class AIceGuyWisp1 : public AActor
{
DECLARE_ACTOR (AIceGuyWisp1, AActor)
};
FState AIceGuyWisp1::States[] =
{
S_NORMAL (ICWS, 'A', 2, NULL , &States[1]),
S_NORMAL (ICWS, 'B', 2, NULL , &States[2]),
S_NORMAL (ICWS, 'C', 2, NULL , &States[3]),
S_NORMAL (ICWS, 'D', 2, NULL , &States[4]),
S_NORMAL (ICWS, 'E', 2, NULL , &States[5]),
S_NORMAL (ICWS, 'F', 2, NULL , &States[6]),
S_NORMAL (ICWS, 'G', 2, NULL , &States[7]),
S_NORMAL (ICWS, 'H', 2, NULL , &States[8]),
S_NORMAL (ICWS, 'I', 2, NULL , NULL),
};
IMPLEMENT_ACTOR (AIceGuyWisp1, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Ice Guy Wisp 2 -----------------------------------------------------------
class AIceGuyWisp2 : public AActor
{
DECLARE_ACTOR (AIceGuyWisp2, AActor)
};
FState AIceGuyWisp2::States[] =
{
S_NORMAL (ICWS, 'J', 2, NULL , &States[1]),
S_NORMAL (ICWS, 'K', 2, NULL , &States[2]),
S_NORMAL (ICWS, 'L', 2, NULL , &States[3]),
S_NORMAL (ICWS, 'M', 2, NULL , &States[4]),
S_NORMAL (ICWS, 'N', 2, NULL , &States[5]),
S_NORMAL (ICWS, 'O', 2, NULL , &States[6]),
S_NORMAL (ICWS, 'P', 2, NULL , &States[7]),
S_NORMAL (ICWS, 'Q', 2, NULL , &States[8]),
S_NORMAL (ICWS, 'R', 2, NULL , NULL),
};
IMPLEMENT_ACTOR (AIceGuyWisp2, Hexen, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_ALTSHADOW)
PROP_SpawnState (0)
END_DEFAULTS
// Wisp types, for randomness below -----------------------------------------
static const TypeInfo *const WispTypes[2] =
{
RUNTIME_CLASS(AIceGuyWisp1),
RUNTIME_CLASS(AIceGuyWisp2)
};
//============================================================================
//
// A_IceGuyLook
//
//============================================================================
void A_IceGuyLook (AActor *actor)
{
fixed_t dist;
fixed_t an;
A_Look (actor);
if (pr_iceguylook() < 64)
{
dist = ((pr_iceguylook()-128)*actor->radius)>>7;
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
Spawn (WispTypes[pr_iceguylook()&1],
actor->x+FixedMul(dist, finecosine[an]),
actor->y+FixedMul(dist, finesine[an]),
actor->z+60*FRACUNIT);
}
}
//============================================================================
//
// A_IceGuyChase
//
//============================================================================
void A_IceGuyChase (AActor *actor)
{
fixed_t dist;
fixed_t an;
AActor *mo;
A_Chase (actor);
if (pr_iceguychase() < 128)
{
dist = ((pr_iceguychase()-128)*actor->radius)>>7;
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
mo = Spawn (WispTypes[pr_iceguychase()&1],
actor->x+FixedMul(dist, finecosine[an]),
actor->y+FixedMul(dist, finesine[an]),
actor->z+60*FRACUNIT);
if (mo)
{
mo->momx = actor->momx;
mo->momy = actor->momy;
mo->momz = actor->momz;
mo->target = actor;
}
}
}
//============================================================================
//
// A_IceGuyAttack
//
//============================================================================
void A_IceGuyAttack (AActor *actor)
{
fixed_t an;
if(!actor->target)
{
return;
}
an = (actor->angle+ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
finecosine[an]), actor->y+FixedMul(actor->radius>>1,
finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
RUNTIME_CLASS(AIceGuyFX));
an = (actor->angle-ANG90)>>ANGLETOFINESHIFT;
P_SpawnMissileXYZ(actor->x+FixedMul(actor->radius>>1,
finecosine[an]), actor->y+FixedMul(actor->radius>>1,
finesine[an]), actor->z+40*FRACUNIT, actor, actor->target,
RUNTIME_CLASS(AIceGuyFX));
S_SoundID (actor, CHAN_WEAPON, actor->AttackSound, 1, ATTN_NORM);
}
//============================================================================
//
// A_IceGuyMissilePuff
//
//============================================================================
void A_IceGuyMissilePuff (AActor *actor)
{
AActor *mo;
mo = Spawn<AIceFXPuff> (actor->x, actor->y, actor->z+2*FRACUNIT);
}
//============================================================================
//
// A_IceGuyDie
//
//============================================================================
void A_IceGuyDie (AActor *actor)
{
actor->momx = 0;
actor->momy = 0;
actor->momz = 0;
actor->height = actor->GetDefault()->height;
A_FreezeDeathChunks (actor);
}
//============================================================================
//
// A_IceGuyMissileExplode
//
//============================================================================
void A_IceGuyMissileExplode (AActor *actor)
{
AActor *mo;
int i;
for (i = 0; i < 8; i++)
{
mo = P_SpawnMissileAngleZ (actor, actor->z+3*FRACUNIT,
RUNTIME_CLASS(AIceGuyFX2),
i*ANG45, (fixed_t)(-0.3*FRACUNIT));
if (mo)
{
mo->target = actor->target;
}
}
}