#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); } } mo = Spawn (actor->x, actor->y, actor->z); 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; mo = Spawn (actor->x, actor->y, actor->z + 40*FRACUNIT); 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); mo = Spawn (x, y, z); if (mo) { mo->angle = actor->angle; } } //========================================================================== // // A_SetAltShadow // //========================================================================== void A_SetAltShadow (AActor *actor) { actor->alpha = HX_ALTSHADOW; actor->RenderStyle = STYLE_Translucent; }