gzdoom-gles/src/g_strife/a_spectral.cpp
Christoph Oelckers d8500150f3 SVN r52 (trunk)
2006-04-17 16:04:27 +00:00

304 lines
8.9 KiB
C++

#include "actor.h"
#include "m_random.h"
#include "a_action.h"
#include "p_local.h"
#include "p_enemy.h"
#include "s_sound.h"
#include "m_random.h"
#include "a_strifeglobal.h"
void A_201fc (AActor *);
void A_AlertMonsters (AActor *);
void A_Countdown (AActor *);
void A_Tracer2 (AActor *);
// Container for all spectral lightning deaths ------------------------------
FState ASpectralLightningBase::States[] =
{
S_NORMAL (ZAP1, 'B', 3, A_Explode, &States[1]),
S_NORMAL (ZAP1, 'A', 3, A_AlertMonsters, &States[2]),
S_NORMAL (ZAP1, 'B', 3, NULL, &States[3]),
S_NORMAL (ZAP1, 'C', 3, NULL, &States[4]),
S_NORMAL (ZAP1, 'D', 3, NULL, &States[5]),
S_NORMAL (ZAP1, 'E', 3, NULL, &States[6]),
S_NORMAL (ZAP1, 'F', 3, NULL, &States[7]),
S_NORMAL (ZAP1, 'E', 3, NULL, &States[8]),
S_NORMAL (ZAP1, 'D', 2, NULL, &States[9]),
S_NORMAL (ZAP1, 'C', 2, NULL, &States[10]),
S_NORMAL (ZAP1, 'B', 2, NULL, &States[11]),
S_NORMAL (ZAP1, 'A', 1, NULL, NULL),
};
IMPLEMENT_ACTOR (ASpectralLightningBase, Strife, -1, 0)
PROP_DeathState (0)
PROP_Flags2 (MF2_NOTELEPORT|MF2_IMPACT|MF2_PCROSS)
PROP_Flags4 (MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
PROP_RenderStyle (STYLE_Add)
PROP_SeeSound ("weapons/sigil")
PROP_DeathSound ("weapons/sigilhit")
END_DEFAULTS
void ASpectralLightningBase::GetExplodeParms (int &damage, int &dist, bool &hurtSource)
{
damage = dist = 32;
}
// Spectral Lightning death that does not explode ---------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeath1, Strife, -1, 0)
PROP_DeathState (1)
END_DEFAULTS
// Spectral Lightning death that does not alert monsters --------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeath2, Strife, -1, 0)
PROP_DeathState (2)
END_DEFAULTS
// Spectral Lightning death that is shorter than the rest -------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningDeathShort, Strife, -1, 0)
PROP_DeathState (6)
END_DEFAULTS
// Spectral Lightning (Ball Shaped #1) --------------------------------------
FState ASpectralLightningBall1::States[] =
{
S_BRIGHT (ZOT3, 'A', 4, NULL, &States[1]),
S_BRIGHT (ZOT3, 'B', 4, NULL, &States[2]),
S_BRIGHT (ZOT3, 'C', 4, NULL, &States[3]),
S_BRIGHT (ZOT3, 'D', 4, NULL, &States[4]),
S_BRIGHT (ZOT3, 'E', 4, NULL, &States[0]),
};
IMPLEMENT_ACTOR (ASpectralLightningBall1, Strife, -1, 0)
PROP_StrifeType (80)
PROP_SpawnState (0)
PROP_SpeedFixed (30)
PROP_RadiusFixed (8)
PROP_HeightFixed (16)
PROP_Damage (70)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
END_DEFAULTS
// Spectral Lightning (Ball Shaped #2) --------------------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBall2, Strife, -1, 0)
PROP_StrifeType (81)
PROP_Damage (20)
END_DEFAULTS
// Spectral Lightning (Horizontal #1) ---------------------------------------
void A_2046c (AActor *);
FState ASpectralLightningH1::States[] =
{
S_BRIGHT (ZAP6, 'A', 4, NULL, &States[1]),
S_BRIGHT (ZAP6, 'B', 4, A_2046c, &States[2]),
S_BRIGHT (ZAP6, 'C', 4, A_2046c, &States[0])
};
IMPLEMENT_ACTOR (ASpectralLightningH1, Strife, -1, 0)
PROP_StrifeType (78)
PROP_SpawnState (0)
PROP_SpeedFixed (30)
PROP_RadiusFixed (8)
PROP_HeightFixed (16)
PROP_Damage (70)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
END_DEFAULTS
// Spectral Lightning (Horizontal #2) -------------------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningH2, Strife, -1, 0)
PROP_StrifeType (79)
PROP_Damage (20)
END_DEFAULTS
// Spectral Lightning (Horizontal #3) -------------------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningH3, Strife, -1, 0)
PROP_StrifeType (82)
PROP_Damage (10)
END_DEFAULTS
// ASpectralLightningHTail --------------------------------------------------
FState ASpectralLightningHTail::States[] =
{
S_BRIGHT (ZAP6, 'A', 5, NULL, &States[1]),
S_BRIGHT (ZAP6, 'B', 5, NULL, &States[2]),
S_BRIGHT (ZAP6, 'C', 5, NULL, NULL)
};
IMPLEMENT_ACTOR (ASpectralLightningHTail, Strife, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF)
PROP_Flags4Clear (MF4_SPECTRAL)
PROP_RenderStyle (STYLE_Add)
END_DEFAULTS
void A_2046c (AActor *self)
{
AActor *foo = Spawn<ASpectralLightningHTail> (self->x - self->momx, self->y - self->momy, self->z);
foo->angle = self->angle;
foo->health = self->health;
}
// Spectral Lightning (Big Ball #1) -----------------------------------------
void A_20424 (AActor *);
FState ASpectralLightningBigBall1::States[] =
{
S_BRIGHT (ZAP7, 'A', 4, A_20424, &States[1]),
S_BRIGHT (ZAP7, 'B', 4, A_20424, &States[2]),
S_BRIGHT (ZAP7, 'C', 6, A_20424, &States[3]),
S_BRIGHT (ZAP7, 'D', 6, A_20424, &States[4]),
S_BRIGHT (ZAP7, 'E', 6, A_20424, &States[0]),
};
IMPLEMENT_ACTOR (ASpectralLightningBigBall1, Strife, -1, 0)
PROP_StrifeType (84)
PROP_SpawnState (0)
PROP_SpeedFixed (18)
PROP_RadiusFixed (20)
PROP_HeightFixed (40)
PROP_Damage (130)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
END_DEFAULTS
// Spectral Lightning (Big Ball #2 - less damaging) -------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBigBall2, Strife, -1, 0)
PROP_StrifeType (85)
PROP_Damage (30)
END_DEFAULTS
// Sigil Lightning (Vertical #1) --------------------------------------------
FState ASpectralLightningV1::States[] =
{
S_BRIGHT (ZOT1, 'A', 4, NULL, &States[1]),
S_BRIGHT (ZOT1, 'B', 4, NULL, &States[2]),
S_BRIGHT (ZOT1, 'C', 6, NULL, &States[3]),
S_BRIGHT (ZOT1, 'D', 6, NULL, &States[4]),
S_BRIGHT (ZOT1, 'E', 6, NULL, &States[0]),
// Apparent Strife bug: The last state for this sprite used frame D
// instead of E, even though E is in the wad.
};
IMPLEMENT_ACTOR (ASpectralLightningV1, Strife, -1, 0)
PROP_StrifeType (86)
PROP_SpawnState (0)
PROP_SpeedFixed (22)
PROP_RadiusFixed (8)
PROP_HeightFixed (24)
PROP_Damage (100)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
END_DEFAULTS
// Sigil Lightning (Vertical #2 - less damaging) ----------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningV2, Strife, -1, 0)
PROP_StrifeType (87)
PROP_Damage (50)
END_DEFAULTS
// Sigil Lightning Spot (roams around dropping lightning from above) --------
FState ASpectralLightningSpot::States[] =
{
S_BRIGHT (ZAP5, 'A', 4, A_Countdown, &States[1]),
S_BRIGHT (ZAP5, 'B', 4, A_201fc, &States[2]),
S_BRIGHT (ZAP5, 'C', 4, A_Countdown, &States[3]),
S_BRIGHT (ZAP5, 'D', 4, A_Countdown, &States[0]),
};
IMPLEMENT_ACTOR (ASpectralLightningSpot, Strife, -1, 0)
PROP_StrifeType (88)
PROP_SpawnState (0)
PROP_SpeedFixed (18)
PROP_ReactionTime (70)
PROP_Flags (MF_NOBLOCKMAP)
PROP_Flags3 (MF3_NOBLOCKMONST)
PROP_Flags5 (MF5_NODROPOFF)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HR_SHADOW)
END_DEFAULTS
// Sigil Lightning (Big Vertical #1) ----------------------------------------
FState ASpectralLightningBigV1::States[] =
{
S_BRIGHT (ZOT2, 'A', 4, A_Tracer2, &States[1]),
S_BRIGHT (ZOT2, 'B', 4, A_Tracer2, &States[2]),
S_BRIGHT (ZOT2, 'C', 4, A_Tracer2, &States[3]),
S_BRIGHT (ZOT2, 'D', 4, A_Tracer2, &States[4]),
S_BRIGHT (ZOT2, 'E', 4, A_Tracer2, &States[0]),
};
IMPLEMENT_ACTOR (ASpectralLightningBigV1, Strife, -1, 0)
PROP_StrifeType (89)
PROP_SpawnState (0)
PROP_SpeedFixed (28)
PROP_RadiusFixed (8)
PROP_HeightFixed (16)
PROP_Damage (120)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_DROPOFF|MF_MISSILE)
PROP_Flags4 (MF4_SPECTRAL|MF4_STRIFEDAMAGE)
PROP_MaxStepHeight (4)
END_DEFAULTS
// Actor 90 -----------------------------------------------------------------
IMPLEMENT_STATELESS_ACTOR (ASpectralLightningBigV2, Strife, -1, 0)
PROP_StrifeType (90)
PROP_Damage (60)
END_DEFAULTS
// "Zap 5" ------------------------------------------------------------------
static FRandom pr_zap5 ("Zap5");
void A_201fc (AActor *self)
{
AActor *flash;
fixed_t x, y;
if (self->threshold != 0)
--self->threshold;
self->momx += pr_zap5.Random2(3) << FRACBITS;
self->momy += pr_zap5.Random2(3) << FRACBITS;
x = self->x + pr_zap5.Random2(3) * FRACUNIT * 50;
y = self->y + pr_zap5.Random2(3) * FRACUNIT * 50;
flash = Spawn (self->threshold > 25 ? RUNTIME_CLASS(ASpectralLightningV2) :
RUNTIME_CLASS(ASpectralLightningV1), x, y, ONCEILINGZ);
flash->target = self->target;
flash->momz = -18*FRACUNIT;
flash->health = self->health;
flash = Spawn<ASpectralLightningV2> (self->x, self->y, ONCEILINGZ);
flash->target = self->target;
flash->momz = -18*FRACUNIT;
flash->health = self->health;
}