mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-21 09:51:18 +00:00
9e42cdaf08
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
451 lines
13 KiB
C++
451 lines
13 KiB
C++
#include "actor.h"
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#include "info.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "p_enemy.h"
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#include "a_action.h"
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#include "m_random.h"
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#include "a_hexenglobal.h"
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static FRandom pr_boom ("BishopBoom");
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static FRandom pr_atk ("BishopAttack");
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static FRandom pr_decide ("BishopDecide");
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static FRandom pr_doblur ("BishopDoBlur");
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static FRandom pr_sblur ("BishopSpawnBlur");
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static FRandom pr_pain ("BishopPainBlur");
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void A_BishopDecide (AActor *);
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void A_BishopDoBlur (AActor *);
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void A_BishopSpawnBlur (AActor *);
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void A_BishopPainBlur (AActor *);
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void A_BishopChase (AActor *);
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void A_BishopAttack (AActor *);
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void A_BishopAttack2 (AActor *);
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void A_BishopPuff (AActor *);
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void A_SetAltShadow (AActor *);
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void A_BishopMissileWeave (AActor *);
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void A_BishopMissileSeek (AActor *);
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// Bishop -------------------------------------------------------------------
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FState ABishop::States[] =
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{
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#define S_BISHOP_LOOK 0
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S_NORMAL (BISH, 'A', 10, A_Look , &States[S_BISHOP_LOOK+0]),
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#define S_BISHOP_BLUR (S_BISHOP_LOOK+1)
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S_NORMAL (BISH, 'A', 2, A_BishopDoBlur , &States[S_BISHOP_BLUR+1]),
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S_NORMAL (BISH, 'A', 4, A_BishopSpawnBlur , &States[S_BISHOP_BLUR+1]),
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#define S_BISHOP_WALK (S_BISHOP_BLUR+2)
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S_NORMAL (BISH, 'A', 2, A_Chase , &States[S_BISHOP_WALK+1]),
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S_NORMAL (BISH, 'A', 2, A_BishopChase , &States[S_BISHOP_WALK+2]),
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S_NORMAL (BISH, 'A', 2, NULL , &States[S_BISHOP_WALK+3]),
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S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+4]),
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S_NORMAL (BISH, 'B', 2, A_Chase , &States[S_BISHOP_WALK+5]),
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S_NORMAL (BISH, 'B', 2, A_BishopChase , &States[S_BISHOP_WALK+6]), // S_BISHOP_DECIDE
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#define S_BISHOP_DECIDE (S_BISHOP_WALK+6)
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S_NORMAL (BISH, 'A', 1, A_BishopDecide , &States[S_BISHOP_WALK+0]),
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#define S_BISHOP_ATK (S_BISHOP_DECIDE+1)
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S_NORMAL (BISH, 'A', 3, A_FaceTarget , &States[S_BISHOP_ATK+1]),
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S_BRIGHT (BISH, 'D', 3, A_FaceTarget , &States[S_BISHOP_ATK+2]),
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S_BRIGHT (BISH, 'E', 3, A_FaceTarget , &States[S_BISHOP_ATK+3]),
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S_BRIGHT (BISH, 'F', 3, A_BishopAttack , &States[S_BISHOP_ATK+4]),
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S_BRIGHT (BISH, 'F', 5, A_BishopAttack2 , &States[S_BISHOP_ATK+4]),
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#define S_BISHOP_PAIN (S_BISHOP_ATK+5)
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S_NORMAL (BISH, 'C', 6, A_Pain , &States[S_BISHOP_PAIN+1]),
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S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+2]),
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S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+3]),
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S_NORMAL (BISH, 'C', 6, A_BishopPainBlur , &States[S_BISHOP_PAIN+4]),
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S_NORMAL (BISH, 'C', 0, NULL , &States[S_BISHOP_WALK+0]),
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#define S_BISHOP_DEATH (S_BISHOP_PAIN+5)
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S_NORMAL (BISH, 'G', 6, NULL , &States[S_BISHOP_DEATH+1]),
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S_BRIGHT (BISH, 'H', 6, A_Scream , &States[S_BISHOP_DEATH+2]),
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S_BRIGHT (BISH, 'I', 5, A_NoBlocking , &States[S_BISHOP_DEATH+3]),
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S_BRIGHT (BISH, 'J', 5, A_Explode , &States[S_BISHOP_DEATH+4]),
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S_BRIGHT (BISH, 'K', 5, NULL , &States[S_BISHOP_DEATH+5]),
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S_BRIGHT (BISH, 'L', 4, NULL , &States[S_BISHOP_DEATH+6]),
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S_BRIGHT (BISH, 'M', 4, NULL , &States[S_BISHOP_DEATH+7]),
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S_NORMAL (BISH, 'N', 4, A_BishopPuff , &States[S_BISHOP_DEATH+8]),
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S_NORMAL (BISH, 'O', 4, A_QueueCorpse , &States[S_BISHOP_DEATH+9]),
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S_NORMAL (BISH, 'P', -1, NULL , NULL),
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#define S_BISHOP_ICE (S_BISHOP_DEATH+10)
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S_NORMAL (BISH, 'X', 5, A_FreezeDeath , &States[S_BISHOP_ICE+1]),
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S_NORMAL (BISH, 'X', 1, A_FreezeDeathChunks , &States[S_BISHOP_ICE+1])
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};
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IMPLEMENT_ACTOR (ABishop, Hexen, 114, 19)
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PROP_SpawnHealth (130)
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PROP_RadiusFixed (22)
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PROP_HeightFixed (65)
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PROP_SpeedFixed (10)
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PROP_PainChance (110)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL|MF_FLOAT|MF_NOGRAVITY|MF_NOBLOOD)
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PROP_Flags2 (MF2_PASSMOBJ|MF2_PUSHWALL|MF2_TELESTOMP)
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PROP_Flags3 (MF3_DONTOVERLAP)
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PROP_Flags4 (MF4_NOTARGETSWITCH)
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PROP_SpawnState (S_BISHOP_LOOK)
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PROP_SeeState (S_BISHOP_WALK)
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PROP_PainState (S_BISHOP_PAIN)
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PROP_MissileState (S_BISHOP_ATK)
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PROP_DeathState (S_BISHOP_DEATH)
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PROP_IDeathState (S_BISHOP_ICE)
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PROP_SeeSound ("BishopSight")
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PROP_AttackSound ("BishopAttack")
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PROP_PainSound ("BishopPain")
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PROP_DeathSound ("BishopDeath")
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PROP_ActiveSound ("BishopActiveSounds")
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PROP_Obituary("$OB_BISHOP")
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END_DEFAULTS
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void ABishop::GetExplodeParms (int &damage, int &distance, bool &hurtSource)
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{ // Bishop radius death
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damage = 25 + (pr_boom() & 15);
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}
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// Bishop puff --------------------------------------------------------------
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class ABishopPuff : public AActor
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{
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DECLARE_ACTOR (ABishopPuff, AActor)
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};
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FState ABishopPuff::States[] =
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{
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S_NORMAL (BISH, 'Q', 5, NULL , &States[1]),
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S_NORMAL (BISH, 'R', 5, NULL , &States[2]),
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S_NORMAL (BISH, 'S', 5, NULL , &States[3]),
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S_NORMAL (BISH, 'T', 5, NULL , &States[4]),
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S_NORMAL (BISH, 'U', 6, NULL , &States[5]),
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S_NORMAL (BISH, 'V', 6, NULL , &States[6]),
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S_NORMAL (BISH, 'W', 5, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABishopPuff, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Bishop blur --------------------------------------------------------------
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class ABishopBlur : public AActor
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{
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DECLARE_ACTOR (ABishopBlur, AActor)
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};
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FState ABishopBlur::States[] =
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{
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S_NORMAL (BISH, 'A', 16, NULL , &States[1]),
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S_NORMAL (BISH, 'A', 8, A_SetAltShadow , NULL)
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};
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IMPLEMENT_ACTOR (ABishopBlur, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Bishop pain blur ---------------------------------------------------------
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class ABishopPainBlur : public AActor
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{
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DECLARE_ACTOR (ABishopPainBlur, AActor)
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};
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FState ABishopPainBlur::States[] =
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{
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S_NORMAL (BISH, 'C', 8, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABishopPainBlur, Hexen, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_RenderStyle (STYLE_Translucent)
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PROP_Alpha (HX_SHADOW)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Bishop FX ----------------------------------------------------------------
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class ABishopFX : public AActor
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{
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DECLARE_ACTOR (ABishopFX, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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FState ABishopFX::States[] =
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{
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#define S_BISHFX1 0
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S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+1]),
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S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+2]),
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S_BRIGHT (BPFX, 'A', 1, A_BishopMissileWeave , &States[S_BISHFX1+3]),
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S_BRIGHT (BPFX, 'B', 1, A_BishopMissileWeave , &States[S_BISHFX1+4]),
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S_BRIGHT (BPFX, 'B', 0, A_BishopMissileSeek , &States[S_BISHFX1+0]),
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#define S_BISHFXI1 (S_BISHFX1+5)
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S_BRIGHT (BPFX, 'C', 4, NULL , &States[S_BISHFXI1+1]),
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S_BRIGHT (BPFX, 'D', 4, NULL , &States[S_BISHFXI1+2]),
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S_BRIGHT (BPFX, 'E', 4, NULL , &States[S_BISHFXI1+3]),
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S_BRIGHT (BPFX, 'F', 4, NULL , &States[S_BISHFXI1+4]),
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S_BRIGHT (BPFX, 'G', 3, NULL , &States[S_BISHFXI1+5]),
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S_BRIGHT (BPFX, 'H', 3, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ABishopFX, Hexen, -1, 0)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (6)
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PROP_SpeedFixed (10)
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PROP_Damage (1)
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PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_SEEKERMISSILE)
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PROP_RenderStyle (STYLE_Add)
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PROP_SpawnState (S_BISHFX1)
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PROP_DeathState (S_BISHFXI1)
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PROP_DeathSound ("BishopMissileExplode")
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END_DEFAULTS
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int ABishopFX::DoSpecialDamage (AActor *target, int damage)
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{ // Bishops are just too nasty
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return damage >> 1;
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}
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//============================================================================
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//
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// A_BishopAttack
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//
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//============================================================================
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void A_BishopAttack (AActor *actor)
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{
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if (!actor->target)
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{
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return;
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}
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S_Sound (actor, CHAN_BODY, actor->AttackSound, 1, ATTN_NORM);
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if (actor->CheckMeleeRange())
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{
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int damage = pr_atk.HitDice (4);
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P_DamageMobj (actor->target, actor, actor, damage, NAME_Melee);
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P_TraceBleed (damage, actor->target, actor);
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return;
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}
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actor->special1 = (pr_atk() & 3) + 5;
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}
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//============================================================================
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//
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// A_BishopAttack2
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//
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// Spawns one of a string of bishop missiles
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//============================================================================
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void A_BishopAttack2 (AActor *actor)
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{
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AActor *mo;
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if (!actor->target || !actor->special1)
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{
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actor->special1 = 0;
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actor->SetState (actor->SeeState);
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return;
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}
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mo = P_SpawnMissile (actor, actor->target, RUNTIME_CLASS(ABishopFX));
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if (mo != NULL)
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{
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mo->tracer = actor->target;
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mo->special2 = 16; // High word == x/y, Low word == z
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}
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actor->special1--;
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}
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//============================================================================
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//
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// A_BishopMissileWeave
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//
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//============================================================================
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void A_BishopMissileWeave (AActor *actor)
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{
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fixed_t newX, newY;
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int weaveXY, weaveZ;
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int angle;
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weaveXY = actor->special2 >> 16;
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weaveZ = actor->special2 & 0xFFFF;
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angle = (actor->angle + ANG90) >> ANGLETOFINESHIFT;
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newX = actor->x - FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY = actor->y - FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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weaveXY = (weaveXY + 2) & 63;
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newX += FixedMul (finecosine[angle], FloatBobOffsets[weaveXY]<<1);
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newY += FixedMul (finesine[angle], FloatBobOffsets[weaveXY]<<1);
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P_TryMove (actor, newX, newY, true);
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actor->z -= FloatBobOffsets[weaveZ];
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weaveZ = (weaveZ + 2) & 63;
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actor->z += FloatBobOffsets[weaveZ];
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actor->special2 = weaveZ + (weaveXY<<16);
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}
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//============================================================================
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//
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// A_BishopMissileSeek
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//
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//============================================================================
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void A_BishopMissileSeek (AActor *actor)
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{
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P_SeekerMissile (actor, ANGLE_1*2, ANGLE_1*3);
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}
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//============================================================================
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//
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// A_BishopDecide
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//
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//============================================================================
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void A_BishopDecide (AActor *actor)
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{
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if (pr_decide() < 220)
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{
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return;
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}
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else
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{
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actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
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}
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}
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//============================================================================
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//
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// A_BishopDoBlur
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//
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//============================================================================
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void A_BishopDoBlur (AActor *actor)
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{
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actor->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
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if (pr_doblur() < 120)
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{
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P_ThrustMobj (actor, actor->angle + ANG90, 11*FRACUNIT);
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}
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else if (pr_doblur() > 125)
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{
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P_ThrustMobj (actor, actor->angle - ANG90, 11*FRACUNIT);
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}
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else
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{ // Thrust forward
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P_ThrustMobj (actor, actor->angle, 11*FRACUNIT);
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}
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S_Sound (actor, CHAN_BODY, "BishopBlur", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_BishopSpawnBlur
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//
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//============================================================================
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void A_BishopSpawnBlur (AActor *actor)
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{
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AActor *mo;
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if (!--actor->special1)
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{
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actor->momx = 0;
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actor->momy = 0;
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if (pr_sblur() > 96)
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{
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actor->SetState (actor->SeeState);
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}
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else
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{
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actor->SetState (actor->MissileState);
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}
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}
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mo = Spawn<ABishopBlur> (actor->x, actor->y, actor->z, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = actor->angle;
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}
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}
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//============================================================================
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//
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// A_BishopChase
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//
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//============================================================================
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void A_BishopChase (AActor *actor)
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{
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actor->z -= FloatBobOffsets[actor->special2] >> 1;
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actor->special2 = (actor->special2 + 4) & 63;
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actor->z += FloatBobOffsets[actor->special2] >> 1;
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}
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//============================================================================
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//
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// A_BishopPuff
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//
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//============================================================================
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void A_BishopPuff (AActor *actor)
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{
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AActor *mo;
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mo = Spawn<ABishopPuff> (actor->x, actor->y, actor->z + 40*FRACUNIT, ALLOW_REPLACE);
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if (mo)
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{
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mo->momz = FRACUNIT/2;
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}
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}
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//============================================================================
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//
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// A_BishopPainBlur
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//
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//============================================================================
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void A_BishopPainBlur (AActor *actor)
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{
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AActor *mo;
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if (pr_pain() < 64)
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{
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actor->SetState (&ABishop::States[S_BISHOP_BLUR]);
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return;
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}
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fixed_t x = actor->x + (pr_pain.Random2()<<12);
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fixed_t y = actor->y + (pr_pain.Random2()<<12);
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fixed_t z = actor->z + (pr_pain.Random2()<<11);
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mo = Spawn<ABishopPainBlur> (x, y, z, ALLOW_REPLACE);
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if (mo)
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{
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mo->angle = actor->angle;
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}
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}
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//==========================================================================
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//
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// A_SetAltShadow
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//
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//==========================================================================
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void A_SetAltShadow (AActor *actor)
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{
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actor->alpha = HX_ALTSHADOW;
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actor->RenderStyle = STYLE_Translucent;
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}
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