gzdoom-gles/src/g_doom/a_revenant.cpp
Christoph Oelckers 01441cd4f0 - Converted the stealth monsters to DECORATE.
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
  string or a LANGUAGE identifier. The only reason I did the mixed format
  in the first place were Hexen's lock messages but they have been 
  replaced by unique strings in the mean time so the feature isn't needed 
  any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only 
  ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
  This allows a relatively simple means of setting all the new flags
  directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
  other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.

SVN r110 (trunk)
2006-05-11 17:56:35 +00:00

286 lines
8.2 KiB
C++

#include "templates.h"
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "gstrings.h"
#include "a_action.h"
#include "a_doomglobal.h"
static FRandom pr_tracer ("Tracer");
static FRandom pr_skelfist ("SkelFist");
void A_SkelMissile (AActor *);
void A_Tracer (AActor *);
void A_SkelWhoosh (AActor *);
void A_SkelFist (AActor *);
class ARevenant : public AActor
{
DECLARE_ACTOR (ARevenant, AActor)
public:
const char *GetObituary () { return GStrings("OB_UNDEAD"); }
const char *GetHitObituary () { return GStrings("OB_UNDEADHIT"); }
};
FState ARevenant::States[] =
{
#define S_SKEL_STND 0
S_NORMAL (SKEL, 'A', 10, A_Look , &States[S_SKEL_STND+1]),
S_NORMAL (SKEL, 'B', 10, A_Look , &States[S_SKEL_STND]),
#define S_SKEL_RUN (S_SKEL_STND+2)
S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+1]),
S_NORMAL (SKEL, 'A', 2, A_Chase , &States[S_SKEL_RUN+2]),
S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+3]),
S_NORMAL (SKEL, 'B', 2, A_Chase , &States[S_SKEL_RUN+4]),
S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+5]),
S_NORMAL (SKEL, 'C', 2, A_Chase , &States[S_SKEL_RUN+6]),
S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+7]),
S_NORMAL (SKEL, 'D', 2, A_Chase , &States[S_SKEL_RUN+8]),
S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+9]),
S_NORMAL (SKEL, 'E', 2, A_Chase , &States[S_SKEL_RUN+10]),
S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+11]),
S_NORMAL (SKEL, 'F', 2, A_Chase , &States[S_SKEL_RUN+0]),
#define S_SKEL_FIST (S_SKEL_RUN+12)
S_NORMAL (SKEL, 'G', 0, A_FaceTarget , &States[S_SKEL_FIST+1]),
S_NORMAL (SKEL, 'G', 6, A_SkelWhoosh , &States[S_SKEL_FIST+2]),
S_NORMAL (SKEL, 'H', 6, A_FaceTarget , &States[S_SKEL_FIST+3]),
S_NORMAL (SKEL, 'I', 6, A_SkelFist , &States[S_SKEL_RUN+0]),
#define S_SKEL_MISS (S_SKEL_FIST+4)
S_BRIGHT (SKEL, 'J', 0, A_FaceTarget , &States[S_SKEL_MISS+1]),
S_BRIGHT (SKEL, 'J', 10, A_FaceTarget , &States[S_SKEL_MISS+2]),
S_NORMAL (SKEL, 'K', 10, A_SkelMissile , &States[S_SKEL_MISS+3]),
S_NORMAL (SKEL, 'K', 10, A_FaceTarget , &States[S_SKEL_RUN+0]),
#define S_SKEL_PAIN (S_SKEL_MISS+4)
S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_PAIN+1]),
S_NORMAL (SKEL, 'L', 5, A_Pain , &States[S_SKEL_RUN+0]),
#define S_SKEL_DIE (S_SKEL_PAIN+2)
S_NORMAL (SKEL, 'L', 7, NULL , &States[S_SKEL_DIE+1]),
S_NORMAL (SKEL, 'M', 7, NULL , &States[S_SKEL_DIE+2]),
S_NORMAL (SKEL, 'N', 7, A_Scream , &States[S_SKEL_DIE+3]),
S_NORMAL (SKEL, 'O', 7, A_NoBlocking , &States[S_SKEL_DIE+4]),
S_NORMAL (SKEL, 'P', 7, NULL , &States[S_SKEL_DIE+5]),
S_NORMAL (SKEL, 'Q', -1, NULL , NULL),
#define S_SKEL_RAISE (S_SKEL_DIE+6)
S_NORMAL (SKEL, 'Q', 5, NULL , &States[S_SKEL_RAISE+1]),
S_NORMAL (SKEL, 'P', 5, NULL , &States[S_SKEL_RAISE+2]),
S_NORMAL (SKEL, 'O', 5, NULL , &States[S_SKEL_RAISE+3]),
S_NORMAL (SKEL, 'N', 5, NULL , &States[S_SKEL_RAISE+4]),
S_NORMAL (SKEL, 'M', 5, NULL , &States[S_SKEL_RAISE+5]),
S_NORMAL (SKEL, 'L', 5, NULL , &States[S_SKEL_RUN+0])
};
IMPLEMENT_ACTOR (ARevenant, Doom, 66, 20)
PROP_SpawnHealth (300)
PROP_RadiusFixed (20)
PROP_HeightFixed (56)
PROP_Mass (500)
PROP_SpeedFixed (10)
PROP_PainChance (100)
PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
PROP_Flags4 (MF4_LONGMELEERANGE|MF4_MISSILEMORE)
PROP_SpawnState (S_SKEL_STND)
PROP_SeeState (S_SKEL_RUN)
PROP_PainState (S_SKEL_PAIN)
PROP_MeleeState (S_SKEL_FIST)
PROP_MissileState (S_SKEL_MISS)
PROP_DeathState (S_SKEL_DIE)
PROP_RaiseState (S_SKEL_RAISE)
PROP_SeeSound ("skeleton/sight")
PROP_PainSound ("skeleton/pain")
PROP_DeathSound ("skeleton/death")
PROP_ActiveSound ("skeleton/active")
END_DEFAULTS
class ARevenantTracer : public AActor
{
DECLARE_ACTOR (ARevenantTracer, AActor)
};
FState ARevenantTracer::States[] =
{
#define S_TRACER 0
S_BRIGHT (FATB, 'A', 2, A_Tracer , &States[S_TRACER+1]),
S_BRIGHT (FATB, 'B', 2, A_Tracer , &States[S_TRACER]),
#define S_TRACEEXP (S_TRACER+2)
S_BRIGHT (FBXP, 'A', 8, NULL , &States[S_TRACEEXP+1]),
S_BRIGHT (FBXP, 'B', 6, NULL , &States[S_TRACEEXP+2]),
S_BRIGHT (FBXP, 'C', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ARevenantTracer, Doom, -1, 53)
PROP_RadiusFixed (11)
PROP_HeightFixed (8)
PROP_SpeedFixed (10)
PROP_Damage (10)
PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT|MF2_SEEKERMISSILE)
PROP_Flags4 (MF4_RANDOMIZE)
PROP_RenderStyle (STYLE_Add)
PROP_SpawnState (S_TRACER)
PROP_DeathState (S_TRACEEXP)
PROP_SeeSound ("skeleton/attack")
PROP_DeathSound ("skeleton/tracex")
END_DEFAULTS
class ARevenantTracerSmoke : public AActor
{
DECLARE_ACTOR (ARevenantTracerSmoke, AActor)
};
FState ARevenantTracerSmoke::States[] =
{
S_NORMAL (PUFF, 'B', 4, NULL , &States[1]),
S_NORMAL (PUFF, 'C', 4, NULL , &States[2]),
S_NORMAL (PUFF, 'B', 4, NULL , &States[3]),
S_NORMAL (PUFF, 'C', 4, NULL , &States[4]),
S_NORMAL (PUFF, 'D', 4, NULL , NULL)
};
IMPLEMENT_ACTOR (ARevenantTracerSmoke, Doom, -1, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (TRANSLUC50)
PROP_SpawnState (0)
END_DEFAULTS
//
// A_SkelMissile
//
void A_SkelMissile (AActor *self)
{
AActor *missile;
if (!self->target)
return;
A_FaceTarget (self);
missile = P_SpawnMissileZ (self, self->z + 48*FRACUNIT,
self->target, RUNTIME_CLASS(ARevenantTracer));
if (missile != NULL)
{
missile->x += missile->momx;
missile->y += missile->momy;
missile->tracer = self->target;
}
}
#define TRACEANGLE (0xc000000)
void A_Tracer (AActor *self)
{
angle_t exact;
fixed_t dist;
fixed_t slope;
AActor *dest;
AActor *smoke;
// killough 1/18/98: this is why some missiles do not have smoke
// and some do. Also, internal demos start at random gametics, thus
// the bug in which revenants cause internal demos to go out of sync.
//
// killough 3/6/98: fix revenant internal demo bug by subtracting
// levelstarttic from gametic:
//
// [RH] level.time is always 0-based, so nothing special to do here.
if (level.time & 3)
return;
// spawn a puff of smoke behind the rocket
P_SpawnPuff (RUNTIME_CLASS(ABulletPuff), self->x, self->y, self->z, 0, 3);
smoke = Spawn<ARevenantTracerSmoke> (self->x - self->momx,
self->y - self->momy, self->z);
smoke->momz = FRACUNIT;
smoke->tics -= pr_tracer()&3;
if (smoke->tics < 1)
smoke->tics = 1;
// adjust direction
dest = self->tracer;
if (!dest || dest->health <= 0)
return;
// change angle
exact = R_PointToAngle2 (self->x, self->y, dest->x, dest->y);
if (exact != self->angle)
{
if (exact - self->angle > 0x80000000)
{
self->angle -= TRACEANGLE;
if (exact - self->angle < 0x80000000)
self->angle = exact;
}
else
{
self->angle += TRACEANGLE;
if (exact - self->angle > 0x80000000)
self->angle = exact;
}
}
exact = self->angle>>ANGLETOFINESHIFT;
self->momx = FixedMul (self->Speed, finecosine[exact]);
self->momy = FixedMul (self->Speed, finesine[exact]);
// change slope
dist = P_AproxDistance (dest->x - self->x,
dest->y - self->y);
dist = dist / self->Speed;
if (dist < 1)
dist = 1;
slope = (dest->z+40*FRACUNIT - self->z) / dist;
if (slope < self->momz)
self->momz -= FRACUNIT/8;
else
self->momz += FRACUNIT/8;
}
void A_SkelWhoosh (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "skeleton/swing", 1, ATTN_NORM);
}
void A_SkelFist (AActor *self)
{
if (!self->target)
return;
A_FaceTarget (self);
if (self->CheckMeleeRange ())
{
int damage = ((pr_skelfist()%10)+1)*6;
S_Sound (self, CHAN_WEAPON, "skeleton/melee", 1, ATTN_NORM);
P_DamageMobj (self->target, self, self, damage, MOD_HIT);
P_TraceBleed (damage, self->target, self);
}
}