mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 19:01:24 +00:00
211 lines
6.7 KiB
C++
211 lines
6.7 KiB
C++
#include "actor.h"
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#include "a_action.h"
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#include "a_strifeglobal.h"
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#include "m_random.h"
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#include "p_enemy.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "vectors.h"
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static FRandom pr_atk1 ("FooMelee");
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void A_SentinelBob (AActor *);
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void A_SpawnSpectre5 (AActor *);
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void A_20538 (AActor *);
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void A_20598 (AActor *);
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void A_205b0 (AActor *);
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// Loremaster (aka Priest) --------------------------------------------------
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class ALoremaster : public AActor
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{
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DECLARE_ACTOR (ALoremaster, AActor)
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public:
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void NoBlockingSet ();
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};
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FState ALoremaster::States[] =
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{
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#define S_PRIEST_STND 0
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S_NORMAL (PRST, 'A', 10, A_Look, &States[S_PRIEST_STND+1]),
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S_NORMAL (PRST, 'B', 10, A_SentinelBob, &States[S_PRIEST_STND]),
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#define S_PRIEST_RUN (S_PRIEST_STND+2)
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S_NORMAL (PRST, 'A', 4, A_Chase, &States[S_PRIEST_RUN+1]),
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S_NORMAL (PRST, 'A', 4, A_SentinelBob, &States[S_PRIEST_RUN+2]),
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S_NORMAL (PRST, 'B', 4, A_Chase, &States[S_PRIEST_RUN+3]),
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S_NORMAL (PRST, 'B', 4, A_SentinelBob, &States[S_PRIEST_RUN+4]),
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S_NORMAL (PRST, 'C', 4, A_Chase, &States[S_PRIEST_RUN+5]),
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S_NORMAL (PRST, 'C', 4, A_SentinelBob, &States[S_PRIEST_RUN+6]),
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S_NORMAL (PRST, 'D', 4, A_Chase, &States[S_PRIEST_RUN+7]),
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S_NORMAL (PRST, 'D', 4, A_SentinelBob, &States[S_PRIEST_RUN]),
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#define S_PRIEST_MELEE (S_PRIEST_RUN+8)
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S_NORMAL (PRST, 'E', 4, A_FaceTarget, &States[S_PRIEST_MELEE+1]),
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S_NORMAL (PRST, 'F', 4, A_20538, &States[S_PRIEST_MELEE+2]),
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S_NORMAL (PRST, 'E', 4, A_SentinelBob, &States[S_PRIEST_RUN]),
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#define S_PRIEST_MISSILE (S_PRIEST_MELEE+3)
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S_NORMAL (PRST, 'E', 4, A_FaceTarget, &States[S_PRIEST_MISSILE+1]),
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S_NORMAL (PRST, 'F', 4, A_20598, &States[S_PRIEST_MISSILE+2]),
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S_NORMAL (PRST, 'E', 4, A_SentinelBob, &States[S_PRIEST_RUN]),
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#define S_PRIEST_DIE (S_PRIEST_MISSILE+3)
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S_NORMAL (PDED, 'A', 6, NULL, &States[S_PRIEST_DIE+1]),
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S_NORMAL (PDED, 'B', 6, A_Scream, &States[S_PRIEST_DIE+2]),
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S_NORMAL (PDED, 'C', 6, NULL, &States[S_PRIEST_DIE+3]),
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S_NORMAL (PDED, 'D', 6, A_NoBlocking, &States[S_PRIEST_DIE+4]),
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S_NORMAL (PDED, 'E', 6, NULL, &States[S_PRIEST_DIE+5]),
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S_NORMAL (PDED, 'F', 5, NULL, &States[S_PRIEST_DIE+6]),
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S_NORMAL (PDED, 'G', 5, NULL, &States[S_PRIEST_DIE+7]),
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S_NORMAL (PDED, 'H', 5, NULL, &States[S_PRIEST_DIE+8]),
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S_NORMAL (PDED, 'I', 5, NULL, &States[S_PRIEST_DIE+9]),
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S_NORMAL (PDED, 'J', 5, NULL, &States[S_PRIEST_DIE+10]),
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S_NORMAL (PDED, 'K', 5, NULL, &States[S_PRIEST_DIE+11]),
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S_NORMAL (PDED, 'L', 5, NULL, &States[S_PRIEST_DIE+12]),
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S_NORMAL (PDED, 'M', 4, NULL, &States[S_PRIEST_DIE+13]),
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S_NORMAL (PDED, 'N', 4, NULL, &States[S_PRIEST_DIE+14]),
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S_NORMAL (PDED, 'O', 4, NULL, &States[S_PRIEST_DIE+15]),
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S_NORMAL (PDED, 'P', 4, NULL, &States[S_PRIEST_DIE+16]),
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S_NORMAL (PDED, 'Q', 4, A_SpawnSpectre5, &States[S_PRIEST_DIE+17]),
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S_NORMAL (PDED, 'R', 4, NULL, &States[S_PRIEST_DIE+18]),
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S_NORMAL (PDED, 'S', 4, NULL, &States[S_PRIEST_DIE+19]),
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S_NORMAL (PDED, 'T', -1, NULL, NULL),
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};
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IMPLEMENT_ACTOR (ALoremaster, Strife, 12, 0)
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PROP_StrifeType (66)
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PROP_StrifeTeaserType (63)
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PROP_StrifeTeaserType2 (64)
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PROP_SpawnHealth (800)
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PROP_SpawnState (S_PRIEST_STND)
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PROP_SeeState (S_PRIEST_RUN)
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PROP_MeleeState (S_PRIEST_MELEE)
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PROP_MissileState (S_PRIEST_MISSILE)
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PROP_DeathState (S_PRIEST_DIE)
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PROP_SpeedFixed (10)
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PROP_RadiusFixed (15)
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PROP_HeightFixed (56)
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PROP_FloatSpeed (5)
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PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_NOGRAVITY|MF_FLOAT|
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MF_NOBLOOD|MF_COUNTKILL|MF_NOTDMATCH)
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PROP_Flags2 (MF2_FLOORCLIP|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_MCROSS)
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PROP_Flags3 (MF3_NOBLOCKMONST)
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PROP_Flags4 (MF4_INCOMBAT|MF4_LOOKALLAROUND|MF4_FIRERESIST|MF4_NOICEDEATH)
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PROP_MinMissileChance (150)
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PROP_Tag ("PRIEST")
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PROP_SeeSound ("loremaster/sight")
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PROP_AttackSound ("loremaster/attack")
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PROP_PainSound ("loremaster/pain")
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PROP_DeathSound ("loremaster/death")
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PROP_ActiveSound ("loremaster/active")
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END_DEFAULTS
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//============================================================================
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//
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// ALoremaster :: NoBlockingSet
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//
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//============================================================================
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void ALoremaster::NoBlockingSet ()
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{
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P_DropItem (this, "Junk", -1, 256);
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}
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// Loremaster Projectile ----------------------------------------------------
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class ALoreShot : public AActor
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{
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DECLARE_ACTOR (ALoreShot, 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 ALoreShot::States[] =
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{
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S_NORMAL (OCLW, 'A', 2, A_205b0, &States[0]),
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S_NORMAL (CCLW, 'A', 6, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ALoreShot, Strife, -1, 0)
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PROP_StrifeType (97)
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PROP_SpawnState (0)
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PROP_DeathState (1)
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PROP_SpeedFixed (20)
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PROP_RadiusFixed (10)
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PROP_HeightFixed (14)
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PROP_Damage (2)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
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PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
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PROP_Flags4 (MF4_STRIFEDAMAGE)
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PROP_MaxStepHeight (4)
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PROP_SeeSound ("loremaster/chain")
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PROP_ActiveSound ("loremaster/swish")
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END_DEFAULTS
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int ALoreShot::DoSpecialDamage (AActor *target, int damage)
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{
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vec3_t thrust;
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thrust[0] = float(this->target->x - target->x);
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thrust[1] = float(this->target->y - target->y);
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thrust[2] = float(this->target->z - target->z);
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VectorNormalize (thrust);
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VectorScale (thrust, float((255*50*FRACUNIT) / (target->Mass ? target->Mass : 1)), thrust);
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target->momx += fixed_t(thrust[0]);
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target->momy += fixed_t(thrust[1]);
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target->momz += fixed_t(thrust[2]);
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return damage;
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}
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// Loremaster Subprojectile -------------------------------------------------
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class ALoreShot2 : public AActor
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{
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DECLARE_ACTOR (ALoreShot2, AActor)
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};
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FState ALoreShot2::States[] =
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{
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S_NORMAL (TEND, 'A', 20, NULL, NULL)
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};
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IMPLEMENT_ACTOR (ALoreShot2, Strife, -1, 0)
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PROP_StrifeType (98)
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PROP_SpawnState (0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_SeeSound ("loremaster/active")
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END_DEFAULTS
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void A_20538 (AActor *self)
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{
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int damage;
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if (self->target == NULL)
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return;
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damage = (pr_atk1() & 9) * 5;
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P_DamageMobj (self->target, self, self, damage, MOD_UNKNOWN);
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P_TraceBleed (damage, self->target, self);
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}
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void A_20598 (AActor *self)
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{
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if (self->target != NULL)
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{
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P_SpawnMissile (self, self->target, RUNTIME_CLASS(ALoreShot));
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}
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}
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void A_205b0 (AActor *self)
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{
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S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
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Spawn<ALoreShot2> (self->x, self->y, self->z);
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Spawn<ALoreShot2> (self->x - (self->momx >> 1), self->y - (self->momy >> 1), self->z - (self->momz >> 1));
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Spawn<ALoreShot2> (self->x - self->momx, self->y - self->momy, self->z - self->momz);
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}
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