gzdoom-gles/src/g_raven/a_minotaur.cpp
Christoph Oelckers 1faf68794b - fixed the merge.
2016-01-19 13:59:53 +01:00

631 lines
16 KiB
C++

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