mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-04 01:41:56 +00:00
631 lines
16 KiB
C++
631 lines
16 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "ravenshared.h"
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#include "a_action.h"
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#include "gi.h"
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#include "w_wad.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "farchive.h"
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#define MAULATORTICS (25*35)
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static FRandom pr_minotauratk1 ("MinotaurAtk1");
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static FRandom pr_minotaurdecide ("MinotaurDecide");
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static FRandom pr_atk ("MinotaurAtk2");
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static FRandom pr_minotauratk3 ("MinotaurAtk3");
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static FRandom pr_fire ("MntrFloorFire");
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static FRandom pr_minotaurslam ("MinotaurSlam");
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static FRandom pr_minotaurroam ("MinotaurRoam");
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static FRandom pr_minotaurchase ("MinotaurChase");
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void P_MinotaurSlam (AActor *source, AActor *target);
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DECLARE_ACTION(A_MinotaurLook)
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IMPLEMENT_CLASS(AMinotaur)
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void AMinotaur::Tick ()
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{
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Super::Tick ();
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// The unfriendly Minotaur (Heretic's) is invulnerable while charging
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if (!(flags5 & MF5_SUMMONEDMONSTER))
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{
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// Get MF_SKULLFLY bit and shift it so it matches MF2_INVULNERABLE
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DWORD flying = (flags & MF_SKULLFLY) << 3;
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if ((flags2 & MF2_INVULNERABLE) != flying)
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{
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flags2 ^= MF2_INVULNERABLE;
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}
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}
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}
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bool AMinotaur::Slam (AActor *thing)
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{
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// Slamming minotaurs shouldn't move non-creatures
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if (!(thing->flags3&MF3_ISMONSTER) && !thing->player)
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{
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return false;
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}
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return Super::Slam (thing);
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}
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int AMinotaur::DoSpecialDamage (AActor *target, int damage, FName damagetype)
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{
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damage = Super::DoSpecialDamage (target, damage, damagetype);
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if ((damage != -1) && (flags & MF_SKULLFLY))
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{ // Slam only when in charge mode
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P_MinotaurSlam (this, target);
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return -1;
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}
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return damage;
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}
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// Minotaur Friend ----------------------------------------------------------
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IMPLEMENT_CLASS(AMinotaurFriend)
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void AMinotaurFriend::BeginPlay ()
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{
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Super::BeginPlay ();
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StartTime = -1;
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}
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void AMinotaurFriend::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << StartTime;
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}
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void AMinotaurFriend::Die (AActor *source, AActor *inflictor, int dmgflags)
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{
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Super::Die (source, inflictor, dmgflags);
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if (tracer && tracer->health > 0 && tracer->player)
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{
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// Search thinker list for minotaur
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TThinkerIterator<AMinotaurFriend> iterator;
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AMinotaurFriend *mo;
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while ((mo = iterator.Next()) != NULL)
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{
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if (mo->health <= 0) continue;
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// [RH] Minotaurs can't be morphed, so this isn't needed
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//if (!(mo->flags&MF_COUNTKILL)) continue; // for morphed minotaurs
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if (mo->flags&MF_CORPSE) continue;
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if (mo->StartTime >= 0 && (level.maptime - StartTime) >= MAULATORTICS) continue;
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if (mo->tracer != NULL && mo->tracer->player == tracer->player) break;
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}
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if (mo == NULL)
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{
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AInventory *power = tracer->FindInventory(PClass::FindActor("PowerMinotaur"));
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if (power != NULL)
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{
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power->Destroy ();
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}
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}
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}
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}
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bool AMinotaurFriend::OkayToSwitchTarget (AActor *other)
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{
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if (other == tracer) return false; // Do not target the master
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return Super::OkayToSwitchTarget (other);
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}
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// Action functions for the minotaur ----------------------------------------
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk1
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//
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// Melee attack.
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDeath)
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{
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PARAM_ACTION_PROLOGUE;
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if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 &&
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Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0)
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self->SetState(self->FindState ("FadeOut"));
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk1)
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{
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PARAM_ACTION_PROLOGUE;
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player_t *player;
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if (!self->target)
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "minotaur/melee", 1, ATTN_NORM);
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if (self->CheckMeleeRange())
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{
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int damage = pr_minotauratk1.HitDice (4);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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if ((player = self->target->player) != NULL &&
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player->mo == self->target)
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{ // Squish the player
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player->deltaviewheight = -16*FRACUNIT;
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}
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurDecide
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//
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// Choose a missile attack.
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//
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//----------------------------------------------------------------------------
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#define MNTR_CHARGE_SPEED (13*FRACUNIT)
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
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{
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PARAM_ACTION_PROLOGUE;
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bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);
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angle_t angle;
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AActor *target;
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int dist;
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target = self->target;
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if (!target)
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{
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return 0;
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}
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if (!friendly)
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{
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S_Sound (self, CHAN_WEAPON, "minotaur/sight", 1, ATTN_NORM);
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}
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dist = self->AproxDistance (target);
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if (target->Top() > self->Z()
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&& target->Top() < self->Top()
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&& dist < (friendly ? 16*64*FRACUNIT : 8*64*FRACUNIT)
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&& dist > 1*64*FRACUNIT
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&& pr_minotaurdecide() < 150)
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{ // Charge attack
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// Don't call the state function right away
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self->SetState (self->FindState ("Charge"), true);
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self->flags |= MF_SKULLFLY;
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if (!friendly)
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{ // Heretic's Minotaur is invulnerable during charge attack
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self->flags2 |= MF2_INVULNERABLE;
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}
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A_FaceTarget (self);
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angle = self->angle>>ANGLETOFINESHIFT;
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self->velx = FixedMul (MNTR_CHARGE_SPEED, finecosine[angle]);
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self->vely = FixedMul (MNTR_CHARGE_SPEED, finesine[angle]);
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self->special1 = TICRATE/2; // Charge duration
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}
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else if (target->Z() == target->floorz
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&& dist < 9*64*FRACUNIT
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&& pr_minotaurdecide() < (friendly ? 100 : 220))
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{ // Floor fire attack
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self->SetState (self->FindState ("Hammer"));
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self->special2 = 0;
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}
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else
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{ // Swing attack
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A_FaceTarget (self);
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// Don't need to call P_SetMobjState because the current state
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// falls through to the swing attack
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurCharge
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *puff;
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if (self->target == NULL)
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{
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return 0;
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}
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if (self->special1 > 0)
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{
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PClassActor *type;
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if (gameinfo.gametype == GAME_Heretic)
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{
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type = PClass::FindActor("PhoenixPuff");
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}
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else
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{
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type = PClass::FindActor("PunchPuff");
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}
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puff = Spawn (type, self->Pos(), ALLOW_REPLACE);
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puff->velz = 2*FRACUNIT;
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self->special1--;
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}
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else
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{
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self->flags &= ~MF_SKULLFLY;
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self->flags2 &= ~MF2_INVULNERABLE;
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self->SetState (self->SeeState);
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk2
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//
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// Swing attack.
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *mo;
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angle_t angle;
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fixed_t velz;
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fixed_t z;
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bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);
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if (self->target == NULL)
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{
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return 0;
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}
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S_Sound (self, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
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if (self->CheckMeleeRange())
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{
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int damage;
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damage = pr_atk.HitDice (friendly ? 3 : 5);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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return 0;
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}
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z = self->Z() + 40*FRACUNIT;
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PClassActor *fx = PClass::FindActor("MinotaurFX1");
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if (fx)
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{
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mo = P_SpawnMissileZ (self, z, self->target, fx);
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if (mo != NULL)
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{
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// S_Sound (mo, CHAN_WEAPON, "minotaur/attack2", 1, ATTN_NORM);
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velz = mo->velz;
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angle = mo->angle;
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P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/8), velz);
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P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/8), velz);
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P_SpawnMissileAngleZ (self, z, fx, angle-(ANG45/16), velz);
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P_SpawnMissileAngleZ (self, z, fx, angle+(ANG45/16), velz);
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}
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurAtk3
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//
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// Floor fire attack.
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *mo;
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player_t *player;
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bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);
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if (!self->target)
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{
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return 0;
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}
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S_Sound (self, CHAN_VOICE, "minotaur/attack3", 1, ATTN_NORM);
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if (self->CheckMeleeRange())
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{
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int damage;
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damage = pr_minotauratk3.HitDice (friendly ? 3 : 5);
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int newdam = P_DamageMobj (self->target, self, self, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, self->target, self);
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if ((player = self->target->player) != NULL &&
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player->mo == self->target)
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{ // Squish the player
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player->deltaviewheight = -16*FRACUNIT;
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}
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}
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else
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{
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if (self->floorclip > 0 && (i_compatflags & COMPATF_MINOTAUR))
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{
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// only play the sound.
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S_Sound (self, CHAN_WEAPON, "minotaur/fx2hit", 1, ATTN_NORM);
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}
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else
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{
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mo = P_SpawnMissile (self, self->target, PClass::FindActor("MinotaurFX2"));
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if (mo != NULL)
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{
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S_Sound (mo, CHAN_WEAPON, "minotaur/attack1", 1, ATTN_NORM);
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}
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}
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}
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if (pr_minotauratk3() < 192 && self->special2 == 0)
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{
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self->SetState (self->FindState ("HammerLoop"));
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self->special2 = 1;
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MntrFloorFire
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire)
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{
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PARAM_ACTION_PROLOGUE;
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AActor *mo;
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self->SetZ(self->floorz);
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fixedvec2 pos = self->Vec2Offset(
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(pr_fire.Random2 () << 10),
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(pr_fire.Random2 () << 10));
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mo = Spawn("MinotaurFX3", pos.x, pos.y, self->floorz, ALLOW_REPLACE);
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mo->target = self->target;
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mo->velx = 1; // Force block checking
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P_CheckMissileSpawn (mo, self->radius);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_MinotaurSlam
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//
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//---------------------------------------------------------------------------
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void P_MinotaurSlam (AActor *source, AActor *target)
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{
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angle_t angle;
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fixed_t thrust;
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int damage;
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angle = source->AngleTo(target);
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angle >>= ANGLETOFINESHIFT;
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thrust = 16*FRACUNIT+(pr_minotaurslam()<<10);
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target->velx += FixedMul (thrust, finecosine[angle]);
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target->vely += FixedMul (thrust, finesine[angle]);
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damage = pr_minotaurslam.HitDice (static_cast<AMinotaur *>(source) ? 4 : 6);
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int newdam = P_DamageMobj (target, NULL, NULL, damage, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : damage, target, angle, 0);
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if (target->player)
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{
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target->reactiontime = 14+(pr_minotaurslam()&7);
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}
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}
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//----------------------------------------------------------------------------
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//
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// Minotaur variables
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//
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// special1 charge duration countdown
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// special2 internal to minotaur AI
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// StartTime minotaur start time
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// tracer pointer to player that spawned it
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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//
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// A_MinotaurRoam
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//
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//----------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam)
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{
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PARAM_ACTION_PROLOGUE;
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// In case pain caused him to skip his fade in.
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self->RenderStyle = STYLE_Normal;
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if (self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
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{
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AMinotaurFriend *self1 = static_cast<AMinotaurFriend *> (self);
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if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS)
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{
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P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None);
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return 0;
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}
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}
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if (pr_minotaurroam() < 30)
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CALL_ACTION(A_MinotaurLook, self); // adjust to closest target
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if (pr_minotaurroam() < 6)
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{
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//Choose new direction
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self->movedir = pr_minotaurroam() % 8;
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FaceMovementDirection (self);
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}
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if (!P_Move(self))
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{
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// Turn
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if (pr_minotaurroam() & 1)
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self->movedir = (self->movedir + 1) % 8;
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else
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self->movedir = (self->movedir + 7) % 8;
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FaceMovementDirection (self);
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}
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// PROC A_MinotaurLook
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//
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// Look for enemy of player
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//----------------------------------------------------------------------------
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#define MINOTAUR_LOOK_DIST (16*54*FRACUNIT)
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DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
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{
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PARAM_ACTION_PROLOGUE;
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if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
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{
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CALL_ACTION(A_Look, self);
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return 0;
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}
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AActor *mo = NULL;
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player_t *player;
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fixed_t dist;
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int i;
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AActor *master = self->tracer;
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self->target = NULL;
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if (deathmatch) // Quick search for players
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i]) continue;
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player = &players[i];
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mo = player->mo;
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if (mo == master) continue;
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if (mo->health <= 0) continue;
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dist = self->AproxDistance(mo);
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if (dist > MINOTAUR_LOOK_DIST) continue;
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self->target = mo;
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break;
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}
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}
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if (!self->target) // Near player monster search
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{
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if (master && (master->health>0) && (master->player))
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mo = P_RoughMonsterSearch(master, 20);
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else
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mo = P_RoughMonsterSearch(self, 20);
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self->target = mo;
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}
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if (!self->target) // Normal monster search
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{
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FActorIterator iterator (0);
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while ((mo = iterator.Next()) != NULL)
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{
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if (!(mo->flags3 & MF3_ISMONSTER)) continue;
|
|
if (mo->health <= 0) continue;
|
|
if (!(mo->flags & MF_SHOOTABLE)) continue;
|
|
dist = self->AproxDistance(mo);
|
|
if (dist > MINOTAUR_LOOK_DIST) continue;
|
|
if ((mo == master) || (mo == self)) continue;
|
|
if ((mo->flags5 & MF5_SUMMONEDMONSTER) && (mo->tracer == master)) continue;
|
|
self->target = mo;
|
|
break; // Found actor to attack
|
|
}
|
|
}
|
|
|
|
if (self->target)
|
|
{
|
|
self->SetState (self->SeeState, true);
|
|
}
|
|
else
|
|
{
|
|
self->SetState (self->FindState ("Roam"), true);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurChase)
|
|
{
|
|
PARAM_ACTION_PROLOGUE;
|
|
|
|
if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
|
|
{
|
|
A_Chase (stack, self);
|
|
return 0;
|
|
}
|
|
|
|
AMinotaurFriend *self1 = static_cast<AMinotaurFriend *> (self);
|
|
|
|
// In case pain caused him to skip his fade in.
|
|
self1->RenderStyle = STYLE_Normal;
|
|
|
|
if (self1->StartTime >= 0 && (level.maptime - self1->StartTime) >= MAULATORTICS)
|
|
{
|
|
P_DamageMobj (self1, NULL, NULL, TELEFRAG_DAMAGE, NAME_None);
|
|
return 0;
|
|
}
|
|
|
|
if (pr_minotaurchase() < 30)
|
|
CALL_ACTION(A_MinotaurLook, self1); // adjust to closest target
|
|
|
|
if (!self1->target || (self1->target->health <= 0) ||
|
|
!(self1->target->flags&MF_SHOOTABLE))
|
|
{ // look for a new target
|
|
self1->SetIdle();
|
|
return 0;
|
|
}
|
|
|
|
FaceMovementDirection (self1);
|
|
self1->reactiontime = 0;
|
|
|
|
// Melee attack
|
|
if (self1->MeleeState && self1->CheckMeleeRange ())
|
|
{
|
|
if (self1->AttackSound)
|
|
{
|
|
S_Sound (self1, CHAN_WEAPON, self1->AttackSound, 1, ATTN_NORM);
|
|
}
|
|
self1->SetState (self1->MeleeState);
|
|
return 0;
|
|
}
|
|
|
|
// Missile attack
|
|
if (self1->MissileState && P_CheckMissileRange(self1))
|
|
{
|
|
self1->SetState (self1->MissileState);
|
|
return 0;
|
|
}
|
|
|
|
// chase towards target
|
|
if (!P_Move (self1))
|
|
{
|
|
P_NewChaseDir (self1);
|
|
FaceMovementDirection (self1);
|
|
}
|
|
|
|
// Active sound
|
|
if (pr_minotaurchase() < 6)
|
|
{
|
|
self1->PlayActiveSound ();
|
|
}
|
|
return 0;
|
|
}
|
|
|